Yamane, Yasuo;Takahashi, Katsuhiko;Hamada, Kunihiro;Morikawa, Katsumi;Bahagia, Senator Nur;Diawati, Lucia;Cakravastia, Andi
Industrial Engineering and Management Systems
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v.10
no.2
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pp.97-103
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2011
This paper develops a technology level quantification (TLQ) model by utilizing a learning curve. Original learning curve shows the relationship between cumulative number of units and the required time for the unit. On the other hand, in our developed model, the technology level, such as speed of production and quality of the produced items, is expressed as a function of not cumulative number of units but time, for increasing generality. Furthermore, for expressing each learning that consists of conceptual learning and operational learning, S-curve is utilized in our developed model. By fitting the S-curve and/or decomposing into some activities, our TQL model can be applied to approximate organizational and complicated process. Some variations in time and levels, parameters of our developed model are shown. By using the parameters, the procedure to identify our developed model is proposed. Also, the influential factors for the parameters of our developed model are discussed with classifying the factors into technoware, infoware, humanware, and orgaware. The expected technology level is utilized for expecting the capacity of production system, and the expected capacity can be utilized in predicting various changes in the organization and deciding managerial decision about TT. A case study in manufacturing industry shows the effectiveness of the developed model.
According to arriving convergence environment which can create new value-added converged between industry and ICT technology, It has made economic growth and improve the quality of life. However this convergence environment provide not only advantage but also various security problems resulting from generating converged security threats. For resolving this security problem, we need to approach to security problem in the integrated view not the fragmentary view which cover only technical approach. So This study developed security governance framework which can manage trustful security governance in multidimensional view which cover strategy, managerial/operational and technical view. Therefore this framework can construct trustful security management system which can help top management team to engage in security management directly and organizational member to perform security activities and have responsibility for themselves as suggesting single standard for security management.
Fashion products are frequently purchased on impulse and are also one of the most popular product categories sold online. Online environment attributes can facilitate flow experiences that are described as an optimal psychological state reached during an engagement in activities (e.g., games and e-shopping). This study estimated the path model to examine the causal relationships among shopping mall attributes, flow, e-impulse buying, and consumer satisfaction for fashion products. A total of 598 usable questionnaires were obtained from college students who had purchased fashion products through the Internet. Data were analyzed by exploratory factor analysis, confirmatory factor analysis, and path analysis using SPSS 18.0 and AMOS 18.0. The results showed that e-shopping mall attributes (visual attributes and product attributes) significantly influenced e-impulse buying (fashion-oriented impulse buying and promotion-oriented impulse buying) which was mediated by the consumer flow experience and then influenced by consumer satisfaction. In the path model, the flow was stimulated by shopping mall attributes, the e-impulse buying was influenced by flow, and the consumer satisfaction was influenced by e-impulse buying. Flow was the most highly related to the fashion-oriented impulse buying, and followed by the relationship of the flow and promotion-oriented impulse buying in the context of e-shopping for fashion products. A managerial implication was discussed for fashion product e-retailers to develop strategies on visual attributes and product attributes that could stimulate and increase the consumer flow to trigger impulse buying as well as consumer satisfaction.
Journal of the Korean Operations Research and Management Science Society
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v.38
no.1
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pp.153-181
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2013
Weather is an influential factor to sales of companies. There have been growing attempts with which companies apply weather to developing their strategic marketing plans. By executing weather marketing activities, companies minimize risks (or negative impacts) of weather to their business and increase sales revenues. In spite of managerial importance of weather management, there are scarce empirical studies that comprehensively investigate its impact and present an efficient method that optimally allocates marketing budget. Our research was conducted in two parts. In the first part, we investigated influences of weather on sales based on real-world daily sales data. We specifically focused on the contextual factors that were less focused in the weather related research. In the second part, we propose an optimization model that can be utilized to efficiently allocate weather marketing budget across various regions (or branches) and show how it can be applied to real industry cases. The results of our study are as follow. Study 1 investigated the impact of weather on sales using store sales data of a family restaurant company and an outdoor fashion company. Results represented that the impacts of weather are context-dependent. The impact of weather on store sales varies across their regional and location characteristics when it rains. Based on the results derived from Study 1, Study 2 proposes a method on how optimally companies allocate their weather marketing budgets across each region.
Journal of the Korean Operations Research and Management Science Society
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v.39
no.4
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pp.115-136
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2014
The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.
Market in the 21st century innovative products is not the same as marketing traditional products and services. Whether for survival or to sustain market leadership, Design Marketing Strategy is the key in the new era of world competition. Design Strategies are also more critical issues in the future, because most business and firms depend on successful design project. In order to effectively bring creative professional output to market, design leaders who can use design intelligence to shape the future of their organizations and business must evidence marketing strategy technology, creative and managerial skill. Design Management links design and related business activities into a creative and coordinated strategy for creating value and sustainable advantage for the firm. Design education has focused primarily in the training of professional designers within their specific disciplines. But it dose not provide training in the management skills necessary to effectively lead a design project team. Most design colleges do not provide any integrated education in leadership and team building, strategy, finance, marketing or project management. This is the time that Design Management Program should be prepared to provide design students who want to manage design project in creative industry. The program has to be prepared to provide all the business skills and information that design students need to know in an upper-level undergraduate school. The Program's goal is to graduate design leaders able to strategically manage a design project for the challenge of managing in the 21st century.
Knowledge management system is crucial for increasing organizational performance. However, despite this importance of knowledge management system, many companies fail to facilitate individual employees' knowledge sharing. One of reasons for this failure is the lack of consideration of how individual employees' characteristics and their interpersonal relationship influence on individual-level knowledge sharing. To explain individual-level knowledge sharing, this study investigates the mechanism that employees engage in knowledge sharing activities with their coworkers from the social exchange perspective. We have two purposes of study. First, we examine whether coworker's task-related help seeking affects employee's knowledge sharing with them. Second, we investigate the influence of help-seeker' characteristics as moderators on the relationship between task-related help seeking and knowledge sharing. Specifically, we considered coworker's maladjustment, LMX, and ability as moderators. Our analysis of 192 employees shows that the main effect of coworker's task-related help seeking on knowledge sharing is not significant. However, coworker's maladjustment and LMX moderate the relationship between task-related help seeking and knowledge sharing. The positive relationship between task-related help seeking and knowledge sharing is stronger when help seeker's maladjustment is high than when it is low. And the positive relationship between task-related help seeking and knowledge sharing is weaker when help seeker's LMX is high than when LMX is low. The results of this study have theoretical implications that enrich our understanding of individual-level knowledge sharing, and managerial implications that suggest employees' appropriate attitudes to facilitate knowledge sharing in a coworker relationship.
Venture business plays a great role in creating national competitive power in every country. In particular, software venture business can mostly belong to manufacturing business, and takes the top seat of core industry as the basis of globalization, informatization and localization as well as the driving force of national competitive power. However, software venture business still has some risks in the whole area of business administration including the process of business starting. There are also problems to be solved in such areas as manager's ability, leadership, talent, level of technical development, marketing channel, recruiting of marketing specialists, financial plan and fund raising. In this respect, this study divides 102 software venture businesses into two; business in the stage of growth and matured business through the analysis of questionnaire and analyzes their present managerial conditions according to their characteristics after classifying them into four categories such as general management, technical development, marketing, finance and accounting. Therefore, this study attempts to provide the basic data useful for business activities of software venture business from now on. The results are as follows; First, it can be judged that software venture businesses make efforts for their technical development in their character, and that they make a great investment in research and development. Consequently, it can be believed that this kind of investment must be continued in the future. Second, it can be seen that they are not much interested in marketing and its manpower. In fact, software venture businesses develop products technically at the risk of their life, while marketing plays an important role in the continuity of business. Thus, it is necessary for them to invest in the supplement of manpower in marketing. Third, it is observed that they generally have some difficulties in raising money from outside. By the way, it. is believed that this problem will be solved by appealing to the persons interested such as investors and creditors, if evaluation system would be developed more exquisitely so that their accounting and technical value may be appraised.
Journal of The Korean Association of Information Education
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v.10
no.1
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pp.143-152
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2006
The aim of this study was to analyze effects of a blended learning program based on case study approach and to suggest implications in appropriately evaluating blended learning in practices for corporate education and training. In order to achieve the goal, issues such as the ones related to blended learning including development and status quo of blended learning programs in the field of corporate education and training and operation models for the blended learning were reviewed. Then, the outcomes of a blended learning program were completely analyzed through systems approach. The methodology of the study was a mixed research method which was comprised of quantitative and qualitative approaches. The results of quantitative analysis showed that blended learning itself seemed to have significant effects on the leadership capability in general assessment and self assessment. The most viable effects of blended learning in leadership training are said to be actual change of actions and activities in leadership capability of the participants followed by changes in their job tasks contributing to improving the managerial performance of the company, good transfer to current job tasks, and implementation of the practice plans.
Kim Eui-Suk;Kim Chang-Gyo;Lee Kyung-Kook;Park Sang-Jun;Son Bo-Sik;Chun Jae-Youl
Proceedings of the Korean Institute Of Construction Engineering and Management
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2004.11a
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pp.242-245
/
2004
Recently, the design-build delivery system is being generalized in domestic construction project. The design-build system is becoming an increasingly preferable alterative to design-bid-build delivering method. In design-build project, however, a large construction company and design firm make up consortium as a design-build contractor rather than single company performs design and construction work. In this case, usually the construction companies take a leading role but due to their lack of managerial know-how in the design-build system, they could miss the merits of this approach. Therefore, it is necessary to investigated throughly the function and information flows all over the design-build project. In this research suggests a process model and database in the whole phase of design-build project. This process model and database system will also support to Improve the consistency of functional process and minimize incoherent activities in each phase of design-build project.
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