• Title/Summary/Keyword: online policy

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Finite-Horizon Online Transmission Scheduling on an Energy Harvesting Communication Link with a Discrete Set of Rates

  • Bacinoglu, Baran Tan;Uysal-Biyikoglu, Elif
    • Journal of Communications and Networks
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    • v.16 no.3
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    • pp.293-300
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    • 2014
  • As energy harvesting communication systems emerge, there is a need for transmission schemes that dynamically adapt to the energy harvesting process. In this paper, after exhibiting a finite-horizon online throughput-maximizing scheduling problem formulation and the structure of its optimal solution within a dynamic programming formulation, a low complexity online scheduling policy is proposed. The policy exploits the existence of thresholds for choosing rate and power levels as a function of stored energy, harvest state and time until the end of the horizon. The policy, which is based on computing an expected threshold, performs close to optimal on a wide range of example energy harvest patterns. Moreover, it achieves higher throughput values for a given delay, than throughput-optimal online policies developed based on infinite-horizon formulations in recent literature. The solution is extended to include ergodic time-varying (fading) channels, and a corresponding low complexity policy is proposed and evaluated for this case as well.

Analysis of Innovation Patterns of Korean Online Game Industry (한국 온라인게임 산업의 서비스 혁신패턴 분석)

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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The Online Privacy Policy: Recognition, Confirmation and its Effects on Online Transaction Behavior (인터넷 이용자의 개인정보 처리방침에 대한 인지 및 확인과 온라인 거래 행동)

  • Jang, Wonchang;Shin, Ilsoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.6
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    • pp.1419-1427
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    • 2012
  • This paper deals with the online privacy policy, which is designed to solve the information asymmetry problem between websites and internet users. We empirically analyze the recognition, confirmation of the online privacy policy, and its effects on online transaction behavior using a rich survey data representing 5,422 Korean internet users. Major results are as follows. First, there exists a significant difference between recognition and confirmation, and confirmation behavior is positively related with the importance of privacy issue and the experience of privacy invasion. Second, binary variable regressions show that internet user tends to participate in online transaction if he/she confirms the online privacy policy positively. Finally, if websites would make online privacy policy easy and short, a yearly online transaction market size of Korea would increase by 0.46 million participants and 22.4 billion KRW.

The Associations of Online Health Information Search and eHealth Literacy with Perceived Information Usefulness: Analysis in the Context of Diet and Weight Control (인터넷 건강정보이해능력과 정보탐색 유형별 인지된 정보유용성 분석: 다이어트 및 체중조절 관련 정보탐색을 중심으로)

  • Shim, Minsun;Jo, Heui Sug;Jung, Su Mi
    • Health Policy and Management
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    • v.28 no.2
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    • pp.119-127
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    • 2018
  • Background: This study aimed to examine (1) the patterns of online health information search with respect to seeking and scanning, and (2) how online search, along with eHealth literacy, predicts perceived information usefulness in the context of diet and weight control. Methods: Online survey was conducted with 299 adults from the consumer panel recruited for the purpose of quality assessment of the Korean National Health Information Portal in 2016. We conducted paired sample t-test and multiple logistic regression to address the research questions. Data analysis was performed using IBM SPSS Statistics ver. 24.0 (IBM Corp., Armonk, NY, USA) and SAS ver. 9.3 (SAS Institute Inc., Cary, NC, USA). Results: Of the respondents, 38.8% were 'high seek-high scanners,' 35.8% were 'low seek-low scanners,' 13.0% were 'high seek-low scanners,' and 12.4% were 'low seek-high scanners.' eHealth literacy was a significant, positive predictor of online information scanning (odds ratio [OR], 2.46; 95% confidence interval [CI], 1.41-4.29), but not for online information seeking (OR, 1.75; 95% CI, 1.00-3.05). With respect to perceived usefulness of online information seeking, online seeking (OR, 4.90; 95% CI, 2.19-11.00) and eHealth literacy (OR, 2.30; 95% CI, 1.11-4.75) were significant predictors. Perceived usefulness of online scanning had a significant association with online scanning (OR, 2.38; 95% CI, 1.08-5.22), but not with eHealth literacy. Conclusion: To increase the effectiveness of the health policy for online information search and related outcomes in the context of diet and weight control, it is important to develop education programs promoting eHealth literacy.

Investigating Factors of Transitioned-Online Courses on Satisfaction and Learning Effectiveness in Higher Education during the Era of the COVID-19

  • BAO, Nguyen Van;CHO, Yooncheong
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.3
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    • pp.1-15
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    • 2022
  • Purpose - This study explored factors of online education that affect student dissatisfaction and learning effectiveness in higher education during the COVID-19 pandemic. Research design, data, and methodology - This study combined qualitative and quantitative designs. The qualitative part of this study involved in-depth interviews using a criteria-based purposive sampling technique. The quantitative part of this study consisted of an online survey. Results - The qualitative results revealed that students faced significant problems related to online learning, including a lack of learning environment, interaction, and support from the school. The quantitative results indicated that the effects of transitioned-online courses on student dissatisfaction were higher with student support, the interaction between students and instructors, online learning environment, and course organization and evaluation based on the order, while the effects on learning effectiveness were higher with the online learning environment, interaction between students and instructors, course organization and evaluation, and student support based on the order. Conclusion - The results implied that online learning in the era of the COVID 19 pandemic negatively affects student satisfaction and learning effectiveness. Policymakers and school leaders should improve students' satisfaction and learning effectiveness when confronted with the pandemic. Better policies should be adopted to improve better way of teaching in the era of COVID19.

Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach (정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근)

  • Hwang, In Young;Park, J. Hun
    • Korean System Dynamics Review
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    • v.16 no.4
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.

Measuring Operational Efficiency of Korean Online Game Companies with DEA Window Analysis (DEA Window 분석을 이용한 국내 온라인 게임 기업의 운영 효율성 평가)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.39 no.3
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    • pp.23-40
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    • 2014
  • This paper measures the operational efficiency of domestic online game companies and analyze its trends and patterns by using data envelopment analysis (DEA). DEA is a non-parametric approach to measuring the relative efficiency of decision-making units (DMUs) with multiple inputs and outputs. 14 online game companies are selected as DMUs and three inputs (number of employees, capital and asset) and three outputs (sales, operating profit and net profit) are selected as DEA variables. First, the output-oriented BCC model and super-efficiency model are employed to measure the static operational efficiency of the online game companies from 2003 to 2012. We also conduct the dynamic analysis with DEA window model to capture the trends of their operational efficiency influenced by internal and external environmental changes. The results are expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

A Study on the Perception Types of Online Games and Their Characteristics (온라인 게임에 대한 인식 유형과 그 특성에 대한 연구)

  • Kim, Jee Yeon;Kim, Dowhan;Lee, Jangju;Mo, Sang-Hyun;Chang, Geunyoung
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.91-104
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    • 2013
  • This study aims to investigate on the perception types of online games and their characteristics. In Study 1, perceptions of online games were researched through Q methodology. From the results, the perceptions of online games are classified into four types: 'Online Game is an Obstacle of Study'; 'Online Game is Just a Game'; 'Online Game is a Stain in Life'; 'Online Game is Vaguely Bad'. Each perception type has different characteristics in terms of perception of harmfulness of games, determination of the core of game problems, and perception of a parent-child relationship. In Study 2, the distribution and characteristics of each perception type were researched through an online survey. The results show differences in an attitude to online game using features and regulations as well as in demographic parameters such as sex and age. This study holds its significance in identifying the differences between perception types of online game and providing a basic study for policy making of healthy game culture.

Incidence of Online Public Opinion on Guangzhou Simultaneous Renting and Purchasing Policy - A data mining application

  • Wang, Yancheng;Li, Haixian
    • Asian Journal for Public Opinion Research
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    • v.5 no.4
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    • pp.266-284
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    • 2018
  • This paper adopts the big data research method, and draws 491 data from the Tianya Forum about the Simultaneous Renting and Purchasing policy of Guangzhou. The qualitative analysis software Nvivo11 is used to cluster the main questions about the Simultaneous Renting and Purchasing policy in the forum. The 36 high-frequency word frequencies are obtained through text clustering. Through rooted theory analysis, the main driving factors for summarizing people's doubts are 9 main categories, 3 core categories, and the model of driving factors for online forums is established. The study finds that resource factors are the most key factor, economic factors are the important drivers, and policy guiding factors are sub-important drivers.