Purpose - This study explores the impact of the real estate industry on related industries for the perspective of Chinese steel companies. Design/methodology/approach - The impact of housing prices on the 41 listed steel companies' performance was analyzed by using the panel data model. We used two kinds of housing price indexes that are set in the panel data models to estimate the range of the real estate market, driving the performance growth of steel listed companies. Moreover, the net profit of steel companies is used as the dependent variable. To test the stability of the model, ROA used as a dependent variable for the robustness test. Also, to avoid the time trend of housing prices, this paper selects the growth rate of housing prices as the primary research variable. After Fisher-type testings, there is no unit root problem in both independent and dependent variables. Findings - The results indicated that the rise in the housing price has a positive influence on the steel company performance. When the housing price increases by 1%, the net profit of steel enterprises will increase by 5 to 20 million yuan. Research implications or Originality - In this paper, empirical data at the micro-level and panel model are used to quantify China's real estate industry's driving effect on the iron and steel industry, providing evidence from the microdata level. It helps us to understand further the status and role of China's real estate industry in the economic structure.
As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.
Purpose Through the provision of real time performance information about who is contributing and who is not in Electronic Brainstorming, prior studies evidenced a significant performance gain. However, it has been observed that the quantity-based performance feedback alone does not have enough restrictiveness to guide the performance behavior throughout the idea generation session. We included the notion of goal setting into the process performance feedback mechanism in an effort to regulate performance behavior and to better understand why individuals in Electronic Brainstorming are not obtaining enough stimulation benefits in the group interaction process. Design/methodology/approach We had developed real-time visual process performance feedback and modified to include goal setting. This mechanism visually displays individuals' performances two-dimensionally (quality for each idea vertically and quantity of ideas horizontally along with their goals). As individuals' contributions accumulate, the mechanism reveals performance histories by connecting the sequence of ideas in a time-series format, telling stories of individuals' performances. Then, we compared the performance outcome from this study with the outcomes from two prior studies (i.e., Jung et al., 2010 and Jung, 2014). Findings The results showed that the inclusion of goal setting into the process performance feedback solved the issue in the previous study. That was the lower than expected magnitude of performance enhancement of process performance feedback when compared to that of quantity-based feedback. It appears that goals as a motivational technique provide standards for systematic self-evaluation, serving as a cue to regulate performance behavior by strengthening the linkage between effort and performance. Thus, goals seem to set up a self-fulfilling prophecy, preconditioning better performance. However, the outcome still showed that its performance magnitude is unsatisfactory because the outcome of this study turned out to be close to the outcome of just quantity-based performance feedback in Jung et al.'s (2010) study.
The purpose of this study was to explore the effects of parenting behaviors on preschoolers' executive function, focusing on methods of measuring executive function. The subjects of this study were 166 preschoolers who were 3 to 5 years of age, and their parents. Data were collected by various performance-based tests and their parents' reports and analyzed by descriptive statistics and hierarchical linear regression analysis using the SPSS 19.0 program. The major results were as follows: First, maternal autonomous and paternal affective parenting behaviors significantly affected preschoolers' performance-based executive function. Second, maternal affective parenting behaviors significantly affected preschoolers' parent-report executive function. The results suggest the importance of positive parenting practices in the development of preschoolers' executive function.
When communities of practice(CoP) was mostly informal, has been formulated. Because Knowledge management(KM) was emphasized in the business sector. So it increase interest in the COP. Since the early 2000s, the research interest has thus far grown. At a point in time has the subject, CoP, been researched for ten years, it is significant to review the literatures, the main topics as well as critical factors on the subject. In this study, the trends in the relevant researches and the performance factors from the previous studies are examined. The references for this study are limited to the authorized scholarly and scientific journals. The results therethrough processed show that total 37 researches were conducted between the year 2000 and 2012. These could be classified by the research methods as 16 case studies, 11 studies using CoP as the dependent variable, 4 studies using CoP as an independent variable and 3 theoretical discourses. 7 out of 16 case studies suggest the 14 success factors of CoP; the most influential performance factor is the external community support. 11 studies examined factors influencing the performance of CoP; 13 performance factors were proposed in these studies. The most significant factor influencing the performance of CoP is the team effectiveness.
Purpose - This paper empirically studies the effects of advanced design innovation strategy on business performance, to investigate manufacturing industries that can develop design-driven-innovation strategies. Many researchers now recognize the importance of design in a CEO's decision-making process. To analyze these effects, this study deduces the definition of advanced design strategy by reviewing existing studies. The advanced design is a strategy that is applied to improve business performance instead of the appearance of a product for increasing its sales. In terms of business processes, the advanced design strategy is defined as the incorporation of business activities prior to the development of the product, to offer new experiences and values to users, from those designs. Research design/data/methodology - This paper establishes a model for empirical analysis. In this study, we derived factors of the characteristics of advanced design based on previous studies. We tried to investigate whether advanced design innovation strategy and entrepreneur's characteristics could have any impact on business performance. At the same time, we tried to find out the moderating effect of entrepreneurs' characteristics. The advanced design is made up of three elements: precedence, integration, and immersion of design activities. These three elements are independent variables for the model. The dependent variables are: increased rate of sales, R & D performance, and public image of the company. Specifically, this study establishes a CEO's characteristics as a moderating variable between the independent and dependent variables. Results - We proved that the level of entrepreneurs' characteristics has a moderating effect on the business performance. The findings of this study offer the following theoretical implications. The precedence of design activities positively affects the increased rate of sales by offering new experiences to users and creating new values. The integration of design activities also has a positive effect on the R&D performance. In addition, the immersion of design activities positively influences all the elements comprising business performance. The analysis of moderating variables elucidates that CEO's characteristics have a moderating role between precedence, integration, and immersion of design activities, and business performance. Conclusions - The practical implications of the study are as follows. This study contributes to the progression of advance design theories by conducting an empirical study on the advanced design concept. More importantly, the empirical study on the CEO group seeking exploratory innovation supports Verganti's "design-driven innovation" concept, according to which design can make innovation successful by offering useful values to users, as evident in the case of many innovative companies, such as Nintendo and Apple. Future studies need to investigate the reliability of practical examples, including the various activities of business. We suppose that there may be real differences between the results of this study and the applicative situation in the presence of a CEO group.
Journal of Korea Society of Industrial Information Systems
/
v.13
no.4
/
pp.83-97
/
2008
Recently, as managing organization's stakeholders become important, a viewpoint of corporate social responsibility (CSR) has been changed. Unlike in the past, organizations have performed CSR in their active and strategic point of view. Previous studies about the effect of social responsibility generally focused on customer response, social performance, and financial performance, and studies about the influence on business processes and organizational members are relatively not sufficient. In particular, there is few studies about the relationship among CSR, organization's innovation capability, and non-financial performance. The purpose of this study is to examine the effect of CSR to knowledge management and organizational performance by using multiple regression analysis. Specifically, from the empirical result of this study with 256 Korean finns in diverse industries including the manufacturing, we identified that CSR has positive influence on knowledge management and organizational performance.
Journal of Korean Society of Industrial and Systems Engineering
/
v.40
no.4
/
pp.1-9
/
2017
Companies must capture value for sustainable growth. Capturing value is a critical task for companies, particularly when operating own businesses and organizations or starting new business. The business strategy of many companies focuses on capturing the maximum value from customers and other stakeholders. Even though a wide range of studies on value creation and appropriation has been conducted in the strategic management field, most of studies are still conceptual and theoretical. Thus more empirical studies are required to suggest future-oriented value strategy. This study reveals the value creation and appropriation elements in the aviation industry of Korea. The purpose of this study is to understand the trend of value creation and appropriation in the industry. In addition, the relationship between the elements and firm's performance are tested. The firm's performance is defined by that past and future point of views. The sample were collected from Korean Air and Asiana Air. The empirical test shows that the elements of value creation-appropriation have significant impact on firm's performance. Further, the element of value appropriation to customer has a positive impact both on firm's past and future performance. Our results show that investors acknowledge a value-based strategy as a sign of stock valuation. The results of this test correspond with the earlier one, showing that maximizing customers value rather than shareholder value does deliver impressive returns. The finding suggest that companies need to change their strategy to efficiently manage performance. With the test results, we propose a value-based strategy to maximize firm's future financial and stock performance.
Project risk assessment is the most important activity performed at the beginning of a project because it can judge the performance of the project in advance. In this study, We were evaluated risk with traditional risk factors such as technology and schedule, etc, and Indirect risks factors such as financial, strategic, and special risks. and then, we analyzed what kind of relationship these risk evaluation factors have on business performance and customer satisfaction. As a result of the research, it was found that the risk evaluation items had a relationship with performance and customer satisfaction. However, It is possible that the performance may differ depending on how risks are managed after risk assessment. Therefore, follow-up studies should be conducted, including information on risk management practices. This study is meaningful that presenting practical risk evaluation items and at the same time identifying the relationship with performance. We plan to further the study in future studies including the evaluation of risk management process.
International conference on construction engineering and project management
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2024.07a
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pp.1282-1282
/
2024
Given the widespread use of intelligent surveillance cameras at construction sites, recent studies have introduced vision-based deep learning approaches. These studies have focused on enhancing the performance of vision-based excavator activity recognition to automatically monitor productivity metrics such as activity time and work cycle. However, acquiring a large amount of training data, i.e., videos captured from actual construction sites, is necessary for developing a vision-based excavator activity recognition model. Yet, complexities of dynamic working environments and security concerns at construction sites pose limitations on obtaining such videos from various surveillance camera locations. Consequently, this leads to performance degradation in excavator activity recognition models, reducing the accuracy and efficiency of heavy equipment productivity analysis. To address these limitations, this study aimed to conduct sensitivity analysis of excavator activity recognition performance based on surveillance camera location, utilizing synthetic videos generated from a game-engine-based virtual environment (Unreal Engine). Various scenarios for surveillance camera placement were devised, considering horizontal distance (20m, 30m, and 50m), vertical height (3m, 6m, and 10m), and horizontal angle (0° for front view, 90° for side view, and 180° for backside view). Performance analysis employed a 3D ResNet-18 model with transfer learning, yielding approximately 90.6% accuracy. Main findings revealed that horizontal distance significantly impacted model performance. Overall accuracy decreased with increasing distance (76.8% for 20m, 60.6% for 30m, and 35.3% for 50m). Particularly, videos with a 20m horizontal distance (close distance) exhibited accuracy above 80% in most scenarios. Moreover, accuracy trends in scenarios varied with vertical height and horizontal angle. At 0° (front view), accuracy mostly decreased with increasing height, while accuracy increased at 90° (side view) with increasing height. In addition, limited feature extraction for excavator activity recognition was found at 180° (backside view) due to occlusion of the excavator's bucket and arm. Based on these results, future studies should focus on enhancing the performance of vision-based recognition models by determining optimal surveillance camera locations at construction sites, utilizing deep learning algorithms for video super resolution, and establishing large training datasets using synthetic videos generated from game-engine-based virtual environments.
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