Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Equilibrium mergers in a composite good industry with efficiencies

2014

This paper studies equilibrium merging behavior in composite good industries. Component producers face the option to either merge with a similar component producer (horizontal merger) or a complementary one (complementary merger) of a composite good. Focusing only on strategic reasons, complementary mergers arise at equilibrium only when composite goods are very differentiated while horizontal mergers otherwise. Next, when efficiencies are considered, the level of marginal cost saving required for a horizontal merger in a composite industry to result in a non- increase in the upward price pressure index (UPPI) is greater as compared with the one in a regular industry. This result can be use…

Marginal costcomposite goods substitutes complements horizontal merger complementary merger efficiency effects UPPI diversion ratioL13business.industryL41Diversion ratioComputingMilieux_PERSONALCOMPUTINGPrice pressureInternational tradejel:L41Composite goodsSubstitutesComposite goodVertical mergerHorizontal mergerjel:L13Economicsddc:330businessGeneral Economics Econometrics and FinanceMerge (version control)Industrial organizationComplementsPublic financeEfficiency effects
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The disclosure paradox: how persuasion knowledge mediates disclosure effects in sponsored media content

2020

Persuasion knowledge is an established construct in the explanation of recipients’ coping with persuasive communication. It gains particular importance when persuasion attempts are covert. This is ...

MarketingCoping (psychology)PersuasionPersuasive communicationInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Communicationmedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAdvertisingInformationSystems_MODELSANDPRINCIPLESCovertInformationSystems_MISCELLANEOUSPsychologyConstruct (philosophy)Media contentSocial psychologymedia_commonInternational Journal of Advertising
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Branded Entertainment

2017

Branded entertainment is the insertion of a brand within an entertainment property in such a way that the line between entertainment and advertising becomes blurred (Moore, 2006). This hybrid message develops in an increasingly convergent environment in which editorial content and advertising content are blended (Shrum, 2004). This indirect approach to deliver brand messages is gaining momentum as a marketing communications tool to engage consumers with brand messages in a non-interruptive and entertainment context. By using branded films, advergames, and other advertainment-type genres, advertisers aim to enhance consumers´ brand perceptions, brand awareness, brand recall, and brand recogn…

MarketingMarca registradaBranded entertainmentComputerApplications_GENERALComputingMilieux_PERSONALCOMPUTINGAdvertisingPublicidadBusinessMarcas comerciales (Derecho comunitario)ComputingMilieux_MISCELLANEOUS
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Spectator emotions: Effects on quality, satisfaction, value, and future intentions

2015

There is a great interest from the academic and professional fields to know the performance of sports enterprises from the point of view of the user and the sport spectators. This study analyzes relationships between service quality, perceived value, satisfaction, future intentions, and emotions of spectators of a professional basketball competition. A self-report survey yields data for 493 spectators. After confirming reliability and validity of the data collection measures, an application of structural equation modeling to empirical data tests the model. Results show that (1) service quality predicts spectators' satisfaction and perceived value, and that perceived value and satisfaction a…

MarketingService qualityEmociones y sentimientosData collectionBasketballSatisfacción del clientemedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGDeporteStructural equation modelingPleasureConsumidorSport managementPsychologySocial psychologyConsumer behaviourEmpresaValuation (finance)media_commonJournal of Business Research
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Influence of oblique edge blanking on the online punching quality after stretch bending

2018

The oblique edge punching was proposed to reduce the surrounding sag failure occurred under the large punching force during online punching after stretch bending. The finite element models under three different kinds of punches were stablished and the punching processes were simulated by using the DEFORM-3D software. Comparison between the flat-edge punch and the oblique edge punches were realized, and the optimal height of the oblique edge of the unilateral bevelled punch and the single-peak bevelled punch were obtained. Three kinds of punches were designed based on the simulation results, and the experiments for manufacturing the upper strip of the automobile door frame by the online punc…

Materials scienceSurrounding sag failure0206 medical engineeringComputerApplications_COMPUTERSINOTHERSYSTEMS02 engineering and technologyBendingEdge (geometry)GeneralLiterature_MISCELLANEOUSQuality (physics)Unilateral bevelled punchGeneral Materials SciencePunchingOnline punchingRadiationComputingMilieux_THECOMPUTINGPROFESSIONbusiness.industryComputingMilieux_PERSONALCOMPUTINGOblique caseSingle-peak bevelled punchOblique edge blankingStructural engineering021001 nanoscience & nanotechnologyCondensed Matter Physics020601 biomedical engineering0210 nano-technologybusinessBlanking
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Dynamic Coalitional TU Games: Distributed Bargaining among Players' Neighbors

2013

We consider a sequence of transferable utility (TU) games where, at each time, the characteristic function is a random vector with realizations restricted to some set of values. The game differs from other ones in the literature on dynamic, stochastic or interval valued TU games as it combines dynamics of the game with an allocation protocol for the players that dynamically interact with each other. The protocol is an iterative and decentralized algorithm that offers a paradigmatic mathematical description of negotiation and bargaining processes. The first part of the paper contributes to the definition of a robust (coalitional) TU game and the development of a distributed bargaining protoc…

Mathematical optimizationComputer Science::Computer Science and Game TheorySequential gameComputer scienceCombinatorial game theoryExample of a game without a valueFOS: MathematicsSimultaneous gameElectrical and Electronic EngineeringTransferable utilityMathematics - Optimization and ControlGame theoryBondareva–Shapley theoremBargaining problemNon-cooperative gameUtility theoryStochastic gameComputingMilieux_PERSONALCOMPUTINGScreening gameComputer Science ApplicationsBargaining processCore (game theory)Control and Systems EngineeringOptimization and Control (math.OC)Repeated gameSettore MAT/09 - Ricerca OperativaoptimizationMathematical economicsGame theory
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Games: Artefacts in Gameplay

2016

This chapter reviews the past and looks to the future of the potential for games and gameplay to provide opportunity for engaging in mathematical activity. This review a glimpse into a possible future is conducted with a specific focus on the role of artefacts in gameplay. The chapter is in four sections. The first section considers the range of games; the second section considers artefacts in games and gameplay; the third section addresses games in mathematics education; and the final section looks to future development.

Mathematical thinking0508 media and communications05 social sciencesSection (typography)ComputingMilieux_PERSONALCOMPUTINGMathematics education050301 education050801 communication & media studiesSociology0503 educationEducational game
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Children’s Voices and Their Impact—Case Study in Romania

2013

Abstract This research evaluates if the voices of children in Romanian preschools are heard and proposes new educational policy in order to train practitioners for preschools. The purpose of the study is to involve practitioners and parents in the Early Years in an experimental training program called: “Voices of children in Romania”. We discovered that according to the traditional attitudes of Romanian parents and practitioners, children's voices are rarely taken into consideration. After the new training program was put into practice in preschools and homes, teachers and parents started to give more attention to children's voices and children's wellbeing was improved.

Medical educationOrder (business)RomanianComputingMilieux_PERSONALCOMPUTINGlanguageTraining programPsychologylanguage.human_languageJournal of Psychology Research
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Do Powerful CEOs Have an Impact on Microfinance Performance?

2009

In this study we show that Microfinance Institutions (MFIs) with more powerful CEOs have higher performance variability. A powerful CEO is defined as one that also chairs the board of directors. CEO power is reflected in higher performance variability if CEOs have more latitude of action, i.e. managerial discretion. Managerial discretion can be limited by having stakeholder electives on the board. We find that CEO power only has an effect on MFI performance variability when there are no stakeholder electives on the board. Furthermore, we argue that CEOs in non-profit MFIs have more discretion, because their dual mission implies their CEOs are harder to control. We find that CEO power increa…

MicrofinanceComputingMilieux_THECOMPUTINGPROFESSIONbusiness.industrymedia_common.quotation_subjectCorporate governanceControl (management)ComputingMilieux_PERSONALCOMPUTINGStakeholderComputingMilieux_LEGALASPECTSOFCOMPUTINGAccountingDiscretionGeneralLiterature_MISCELLANEOUSlaw.inventionDual (category theory)ComputingMilieux_MANAGEMENTOFCOMPUTINGANDINFORMATIONSYSTEMSlawManagerial discretionBusinessmedia_commonSSRN Electronic Journal
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Adaptive Multi-agent System Based on Wasp-Like Behaviour for the Virtual Learning Game Sotirios

2018

The aim of this paper is to propose a model for an adaptive multi-agent system based on wasp-like behaviour for dynamic allocation of puzzles and quests in the virtual learning game SOTIRIOS. This is a digital learning game integrated inside a First Person Shooter designed by the second author of this paper. The learning process is based on many puzzles hidden in the game flow. The multi-agent system is necessary to integrate a multiplayer mode into the game. The agents use wasp task allocation behaviour, combined with a model of wasp dominance hierarchy in order to create a unique multiplayer learning system, where each user has a different learning curve, based on his results. The wasp be…

Mode (computer interface)First personProcess (engineering)Human–computer interactionComputer scienceMulti-agent systemComputingMilieux_PERSONALCOMPUTINGVirtual learning environmentDigital learningTask (project management)
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