• Title/Summary/Keyword: platform selection

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An Application of Evolutionary Game Theory to Platform Competition in Two Sided Market (양면시장형 컨버전스 산업생태계에서 플랫폼 경쟁에 관한 진화게임 모형)

  • Kim, Do-Hoon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.35 no.4
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    • pp.55-79
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    • 2010
  • This study deals with a model for platform competition in a two-sided market. We suppose there are both direct and indirect network externalities between suppliers and users of each platform. Moreover, we suppose that both users and suppliers are distributed in their relative affinity for each platform type. That is, each user [supplier] has his/her own preferential position toward each platform, and users [suppliers] are horizontally differentiated over [0, 1]. And for analytical tractability, some parameters like direct and indirect network externalities are the same across the markets. Given the parameters and the pricing profile, users and suppliers conduct subscription game, where participants select the platform that gives them the highest payoffs. This game proceeds according to a replicator dynamics of the evolutionary game, which is simplified by properly defining gains from participant's strategy in the subscription game. We find that depending on the strength of these network effects, there might either be multiple stable equilibria, at which users and suppliers distribute across both platforms, or one unstable interior equilibrium corresponding to the market tipping in favor of either platform. In both cases, we also consider the pricing power of competing platform providers under the framework of the Stackelberg game. In particular, our study examines the possible effects of the type of competition between platform providers, which may constrain the equilibrium selection in the subscription game.

A Study on the Effect of Selection Attributes of Agrifood Platform on Customer Satisfaction: Focusing on the Mediating Effect of Supplier Trust (농식품 플랫폼의 선택속성이 고객만족에 미치는 영향: 공급자신뢰의 매개효과 중심으로)

  • Kwang Chul Kim;Chul Moo Heo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.81-95
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    • 2023
  • In this study, the effect of platform selection attributes on customer satisfaction by mediating supplier trust for agrifood platform users was analyzed. The sub-variables of the selection attribute were classified into diversity, convenience, information, commerciality, and interactivity. The collected 190 questionnaires, SPSS v24.0 and Process macro 4.0 were used for empirical analysis. As a result of the analysis, first, it was found that information, commerciality, and interactivity affect supplier trust in a positive direction, and diversity and convenience do not affect supplier trust. Second, it was confirmed that supplier trust had a significant positive effect on customer satisfaction. Third, convenience, information, commerciality, and interactivity were found to affect customer satisfaction in a positive direction, and diversity did not affect customer satisfaction. It was tested to mediate between informational, commercial, interactivity and customer satisfaction. These results suggest that the platform's informativeness, commerciality, and interactivity can increase customer satisfaction by increasing supplier trust. As a follow-up study, it is recommended that the analysis of moderated mediating effects by the conditional process model including moderating variables or research to discover third mediator(s) other than the supplier trust used in the study is needed.

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A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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Network Slice Selection Function on M-CORD (M-CORD 기반의 네트워크 슬라이스 선택 기능)

  • Rivera, Javier Diaz;Khan, Talha Ahmed;Asif, Mehmood;Song, Wang-Cheol
    • KNOM Review
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    • v.21 no.2
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    • pp.35-45
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    • 2018
  • As Network Slicing functionality gets applied to mobile networking, a mechanism that enables the selection of network slices becomes indispensable. Following the 3GPP Technical Specification for the 5G Architecture, the inclusion of the Network Slice Selection Function (NSSF) in order to leverage the process of slice selection is apparent. However, actual implementation of this network function needs to deal with the dynamic changes of network instances, due to this, a platform that supports the orchestration of Virtual Network Functions (VNF) is required. Our proposed solution include the use of the Central Office Rearchitected as a Data Center (CORD) platform, with the specified profile for mobile networks (M-CORD) that integrates a service orchestrator (XOS) alongside solutions oriented to Software Defined Networking (SDN), Network Function Virtualization (VNF) and virtual machine management through OpenStack, in order to provide the right ecosystem where our implementation of NSSF can obtain slice information dynamically by relying on synchronization between back-end services and network function instances.

An Implementation Method of Platform for Wireless Internet Content Selection (무선 인터넷 내용 선별을 위한 플랫폼의 구현 방법)

  • Lee Won-Bok;Yang Jin-Hyuk;Kim Tae-Suk;Lee Ji-Yoon;Chung In-Jeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.785-788
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    • 2004
  • 인터넷의 범주는 기존의 유선망에 국한하지 않고 무선망에서도 영향력을 넓혀 가고 있다. 그런 상황에서 유선 인터넷에서 나타난 유해정보의 무분별한 유입에 대한 문제들이 무선 인터넷으로 확산되고 있다. 인터넷 내용선별 체계(Platform for Internet Content Selection: PICS)는 인터넷 컨텐츠를 선별적으로 달 수 있게 해주는 기반구조로서, 선별 소프트웨어와 등급 서비스들 간에 잘 동작할 수 있게 도와주는 기술규격이다. 그러나 기존 PICS 관련기술들은 유선 환경만을 언급하고 있기 때문에 무선 환경에 맞는 내용선별 기술이 필요하다. 따라서 우리는 사전 연구를 통해 무선 환경에 PICS를 적용할 수 있다는 것을 보였고 이론적인 도입 방안을 제시하였다. 본 논문에서는 무선 인터넷 서비스 환경에서 PICS 도입을 위해 고려해야할 사항을 살펴보고 사전 연구를 통해 제시된 방안을 구현함으로서 검증한다.

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Robust estimator design for the forward kinematics solution of stewart platform (스튜어트 플랫폼의 견실한 순기구학 추정기 설계)

  • 강지윤;김동환;이교일
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.28-31
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    • 1996
  • We propose an estimator design method of Stewart platform, which gives the 6DOF, positions and velcities of Stewart platform from the measured cylinder length. The solution of forward kinematics is not solved yet as a useful realtime application tool because of the complexity of the equation with multiple solutions. Hence we suggest an nonlinear estimator for the forward kinematics solution using Luenberger observer with nonlinear error correction term. But the way of residual gain selection of the estimator is not clear, so we suggest an algebraic Riccati equation for gain matrix using Lyapunov method. This algorithm gives the sufficient condition of the stability of error dynamics and can be extended to general nonlinear system.

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A Study on Platform Development for Web 2.0-based e-Learning

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.5 no.1
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    • pp.1-8
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    • 2009
  • The new paradigm called the web 2.0 recently appeared in the web environment. We pay attention to the positive effects which may be brought about by application of the web 2.0 to e-learning; we think that it can improve problem solving skills of learners and reinforce their creativity. But until now, e-learning model, which understood the web 2.0 concept completely, has been never developed. In this context, we propose the web 2.0-based e-learning platform which induces all the courses for education such as the selection of topic, preparation of lecture schedule and contents, teaching and learning, to be decided by participants. We believe that this platform can replace or supplement the e-learning of web 1.0 age, and realize the positive effects.

Dynamic Collaborative Cloud Service Platform: Opportunities and Challenges

  • Yoon, Chang-Woo;Hassan, Mohammad Mehedi;Lee, Hyun-Woo;Ryu, Won;Huh, Eui-Nam
    • ETRI Journal
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    • v.32 no.4
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    • pp.634-637
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    • 2010
  • This letter presents a model for a dynamic collaboration (DC) platform among cloud providers (CPs) that prevents adverse business impacts, cloud vendor lock-in and violation of service level agreements with consumers, and also offers collaborative cloud services to consumers. We consider two major challenges. The first challenge is to find an appropriate market model in order to enable the DC platform. The second is to select suitable collaborative partners to provide services. We propose a novel combinatorial auction-based cloud market model that enables a DC platform among CPs. We also propose a new promising multi-objective optimization model to quantitatively evaluate the partners. Simulation experiments were conducted to verify both of the proposed models.

Understanding G.A.R.L.I.C.s.: An Innopreneurship Platform for Smart Cities

  • Narasimhalu, Arcot Desai
    • World Technopolis Review
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    • v.8 no.1
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    • pp.8-20
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    • 2019
  • The intent of this paper is to identify key actors of a sustainable Smart City and define metrics that will allow assessment and better management of Sustainable Smart Cities. The paper is organized in two major segments. The first segment reviews the definition, six components, six action items of Smart Cities. It describes briefly a sample Smart City project and presents a selection of different dimensions along which Smart Cities are ranked and the rankings. The segment also discusses the technology architecture of a Smart City and then examines the definition and components of an innovation platform. The second presents the original contributions of the paper. It first introduces the dynamics created seven key actors of a Smart City ecosystem and describes their existing and potential contributions. It then defines Innopreneurship platform and presents a triple bottom line based quality metric to evaluate such a platform. This segment also discusses reengineering an economy and suggests a Smart City's Innovation Platform Score. The actions to be taken by the key actors of a Smart City in order to make it a Sustainable Smart City are described in several subsections. We hope these concepts and metrics will be a good starting point and will be refined over time by others.

Teaching-based Perception-Action Learning under an Ethology-based Action Selection Mechanism (동물 행동학 기반 행동 선택 메커니즘하에서의 교시 기반 행동 학습 방법)

  • Moon, Ji-Sub;Lee, Sang-Hyoung;Suh, Il-Hong
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.1147-1148
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    • 2008
  • In this paper, we propose action-learning method based on teaching. By adopting this method, we can handle an exception case which cannot be handled in an Ethology-based Action SElection mechanism. Our proposed method is verified by employing AIBO robot as well as EASE platform.

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