Search results for: Market share game
1359 Machine Learning Framework: Competitive Intelligence and Key Drivers Identification of Market Share Trends among Healthcare Facilities
Authors: A. Appe, B. Poluparthi, L. Kasivajjula, U. Mv, S. Bagadi, P. Modi, A. Singh, H. Gunupudi, S. Troiano, J. Paul, J. Stovall, J. Yamamoto
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The necessity of data-driven decisions in healthcare strategy formulation is rapidly increasing. A reliable framework which helps identify factors impacting a healthcare provider facility or a hospital (from here on termed as facility) market share is of key importance. This pilot study aims at developing a data-driven machine learning-regression framework which aids strategists in formulating key decisions to improve the facility’s market share which in turn impacts in improving the quality of healthcare services. The US (United States) healthcare business is chosen for the study, and the data spanning 60 key facilities in Washington State and about 3 years of historical data are considered. In the current analysis, market share is termed as the ratio of the facility’s encounters to the total encounters among the group of potential competitor facilities. The current study proposes a two-pronged approach of competitor identification and regression approach to evaluate and predict market share, respectively. Leveraged model agnostic technique, SHAP (SHapley Additive exPlanations), to quantify the relative importance of features impacting the market share. Typical techniques in literature to quantify the degree of competitiveness among facilities use an empirical method to calculate a competitive factor to interpret the severity of competition. The proposed method identifies a pool of competitors, develops Directed Acyclic Graphs (DAGs) and feature level word vectors, and evaluates the key connected components at the facility level. This technique is robust since it is data-driven, which minimizes the bias from empirical techniques. The DAGs factor in partial correlations at various segregations and key demographics of facilities along with a placeholder to factor in various business rules (for e.g., quantifying the patient exchanges, provider references, and sister facilities). Identified are the multiple groups of competitors among facilities. Leveraging the competitors' identified developed and fine-tuned Random Forest Regression model to predict the market share. To identify key drivers of market share at an overall level, permutation feature importance of the attributes was calculated. For relative quantification of features at a facility level, incorporated SHAP, a model agnostic explainer. This helped to identify and rank the attributes at each facility which impacts the market share. This approach proposes an amalgamation of the two popular and efficient modeling practices, viz., machine learning with graphs and tree-based regression techniques to reduce the bias. With these, we helped to drive strategic business decisions.
Keywords: Competition, DAGs, hospital, healthcare, machine learning, market share, random forest, SHAP.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2841358 Prediction of Computer and Video Game Playing Population: An Age Structured Model
Authors: T. K. Sriram, Joydip Dhar
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Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.
Keywords: Age structure, Forecasting, Mathematical modeling, Stage structure.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19011357 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Authors: YuLung Wu, YuTien Wu, ShuMey Yu
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Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 26631356 Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital
Authors: Hye Rim Lee, Eui Jun Jeong
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This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research is explored.Keywords: Life satisfaction, self-esteem, game efficacy, life-efficacy, social capital.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27571355 How Do You Blow off Steam - The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context
Authors: Hye Rim Lee, Eui Jun Jeong, Joo Woo Kim
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This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.Keywords: Aggression catharsis, therapeutic catharsis seeking, game self-efficacy, self-construal, social capital.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25141354 The Need for a More Robust Legal Framework to Curb the Rise in Violence against Game Officials
Authors: A. Roomy
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The dramatic rise in violence against game officials has affected all levels of sports including recreational, amateur, and professional sports. One way to combat this rise in violence is through the creation of laws specifically aimed at preventing and punishing this kind of violence. This paper will use related legal cases as a starting point to explore possible ways of better protecting the safety of game officials. It will do this by looking at relevant cases, related legal issues, and two specific ways of reducing violence against game officials. In closing, it will be argued that there needs to be a more robust legal approach with emphasis on criminal and civil penalties for assault and battery, and a more comprehensive social approach with emphasis on raising social awareness on the need to protect game officials from violence.
Keywords: Violence, game officials, legal issues, protection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9091353 The Design and Analysis of Learning Effects for a Game-based Learning System
Authors: Wernhuar Tarng, Weichian Tsai
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The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25951352 Investigating Mental Workload of VR Training versus Serious Game Training on Shoot Operation Training
Authors: Ta-Min Hung, Tien-Lung Sun
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Thanks to VR technology advanced, there are many researches had used VR technology to develop a training system. Using VR characteristics can simulate many kinds of situations to reach our training-s goal. However, a good training system not only considers real simulation but also considers learner-s learning motivation. So, there are many researches started to conduct game-s features into VR training system. We typically called this is a serious game. It is using game-s features to engage learner-s learning motivation. However, VR or Serious game has another important advantage. That is simulating feature. Using this feature can create any kinds of pressured environments. Because in the real environment may happen any emergent situations. So, increasing the trainees- pressure is more important when they are training. Most pervious researches are investigated serious game-s applications and learning performance. Seldom researches investigated how to increase the learner-s mental workload when they are training. So, in our study, we will introduce a real case study and create two types training environments. Comparing the learner-s mental workload between VR training and serious game.Keywords: Intrinsic Motivation, Mental Workload, VR Training, Serious Game
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16541351 Metaphorical Perceptions of Middle School Students Regarding Computer Games
Authors: Ismail Celik, Ismail Sahin, Fetah Eren
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The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
Keywords: Computer game, metaphor, middle school students.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15571350 A Multi-Agent Simulation of Serious Games to Predict Their Impact on E-Learning Processes
Authors: Ibtissem Daoudi, Raoudha Chebil, Wided Lejouad Chaari
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Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics. As results, the presented tool gives intensities of several emotional aspects characterizing learners reactions to the serious game adoption. The presented simulator is tested to predict the effect of basing a coding course on the serious game ”CodeCombat”. The obtained results are compared with feedbacks of using the same serious game in a real learning process.Keywords: Emotion, learning process, multi-agent simulation, serious games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12861349 Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements
Authors: Aurelie Aurilla Bechina Arntzen
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The last decade has seen an early majority of people The last decade, the role of the of the information communication technologies has increased in improving the social and business life of people. Today, it is recognized that game could contribute to enhance virtual rehabilitation by better engaging patients. Our research study aims to develop a game based system enhancing cognitive and physical capabilities of elderly people. To this end, the project aims to develop a low cost hand held system based on existing game such as Wii, PSP, or Xbox. This paper discusses the concepts and requirements for developing such game for elderly people. Based on the requirement elicitation, we intend to develop a prototype related to sport and dance activities.Keywords: Elderly people, Game based learning system, Health systems, rehabilitation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25171348 The Study of Game Interface Improvement due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game
Authors: Shih-Chieh Liao, Cheng-Yan Shuai
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The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in an entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a type of arcade stick by focus group and assessed by the expert. We selected the most representative joystick prototype and built the control system for the joystick. We conducted two experimental tests using time and bullet consumption as objective indicators, aiming to demonstrate its efficiency in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.
Keywords: Joystick, user interface, side-scrolling shooting game, improved user experience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2111347 The Modulation of Self-interest Instruction on the Fair-Proposing Behavior in Ultimatum Game
Authors: N. S. Yen, T. H. Yang, W. H. Huang, Y. F. Fang, H. W. Cho
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Ultimatum game is an experimental paradigm to study human decision making. There are two players, a proposer and a responder, to split a fixed amount of money. According to the traditional economic theory on ultimatum game, proposer should propose the selfish offers to responder as much as possible to maximize proposer’s own outcomes. However, most evidences had showed that people chose more fair offers, hence two hypotheses – fairness favoring and strategic concern were proposed. In current study, we induced the motivation in participants to be either selfish or altruistic, and manipulated the task variables, the stake sizes (NT$100, 1000, 10000) and the share sizes (the 40%, 30%, 20%, 10% of the sum as selfish offers, and the 60%, 70%, 80%, 90% of the sum as altruistic offers), to examine the two hypotheses. The results showed that most proposers chose more fair offers with longer reaction times (RTs) no matter in choosing between the fair and selfish offers, or between the fair and altruistic offers. However, the proposers received explicit self-interest instruction chose more selfish offers accompanied with longer RTs in choosing between the fair and selfish offers. Therefore, the results supported the strategic concern hypothesis that previous proposers choosing the fair offers might be resulted from the fear of rejection by responders. Proposers would become more self-interest if the fear of being rejected is eliminated.Keywords: Ultimatum game, self-interest, altruistic, fear of rejection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8651346 Performance Evaluation of an Online Text-Based Strategy Game
Authors: Nazleeni S. Haron, Mohd K. Zaime , Izzatdin A. Aziz, Mohd H. Hasan
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Text-based game is supposed to be a low resource consumption application that delivers good performances when compared to graphical-intensive type of games. But, nowadays, some of the online text-based games are not offering performances that are acceptable to the users. Therefore, an online text-based game called Star_Quest has been developed in order to analyze its behavior under different performance measurements. Performance metrics such as throughput, scalability, response time and page loading time are captured to yield the performance of the game. The techniques in performing the load testing are also disclosed to exhibit the viability of our work. The comparative assessment between the results obtained and the accepted level of performances are conducted as to determine the performance level of the game. The study reveals that the developed game managed to meet all the performance objectives set forth.Keywords: Online text-based games, performance evaluation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16091345 Lifetime Maximization in Wireless Ad Hoc Networks with Network Coding and Matrix Game
Authors: Jain-Shing Liu
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In this paper, we present a matrix game-theoretic cross-layer optimization formulation to maximize the network lifetime in wireless ad hoc networks with network coding. To this end, we introduce a cross-layer formulation of general NUM (network utility maximization) that accommodates routing, scheduling, and stream control from different layers in the coded networks. Specifically, for the scheduling problem and then the objective function involved, we develop a matrix game with the strategy sets of the players corresponding to hyperlinks and transmission modes, and design the payoffs specific to the lifetime. In particular, with the inherit merit that matrix game can be solved with linear programming, our cross-layer programming formulation can benefit from both game-based and NUM-based approaches at the same time by cooperating the programming model for the matrix game with that for the other layers in a consistent framework. Finally, our numerical example demonstrates its performance results on a well-known wireless butterfly network to verify the cross-layer optimization scheme.Keywords: Cross-layer design, Lifetime maximization, Matrix game, Network coding
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16941344 The Design and Development of Driving Game as an Evaluation Instrument for Driving License Test
Authors: Abdul Hadi Abdul Razak, Mohd Hairy Manap
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The focus of this paper is to highlight the design and development of an educational game prototype as an evaluation instrument for the Malaysia driving license static test. This educational game brings gaming technology into the conventional objective static test to make it more effective, real and interesting. From the feeling of realistic, the future driver can learn something, memorized and use it in the real life. The current online objective static test only make the user memorized the answer without knowing and understand the true purpose of the question. Therefore, in real life, they will not behave as expected due to behavior and moral lacking. This prototype has been developed inform of multiple-choice questions integrated with 3D gaming environment to make it simulate the real environment and scenarios. Based on the testing conducted, the respondent agrees with the use of this game prototype it can increase understanding and promote obligation towards traffic rules.Keywords: Educational game, evaluation instrument, game, game prototype.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15131343 Application of Neural Network in Portfolio Product Companies: Integration of Boston Consulting Group Matrix and Ansoff Matrix
Authors: M. Khajezadeh, M. Saied Fallah Niasar, S. Ali Asli, D. Davani Davari, M. Godarzi, Y. Asgari
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This study aims to explore the joint application of both Boston and Ansoff matrices in the operational development of the product. We conduct deep analysis, by utilizing the Artificial Neural Network, to predict the position of the product in the market while the company is interested in increasing its share. The data are gathered from two industries, called hygiene and detergent. In doing so, the effort is being made by investigating the behavior of top player companies and, recommend strategic orientations. In conclusion, this combination analysis is appropriate for operational development; as well, it plays an important role in providing the position of the product in the market for both hygiene and detergent industries. More importantly, it will elaborate on the company’s strategies to increase its market share related to a combination of the Boston Consulting Group (BCG) Matrix and Ansoff Matrix.
Keywords: Artificial neural network, portfolio analysis, BCG matrix, Ansoff matrix.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19561342 Handover for Dense Small Cells Heterogeneous Networks: A Power-Efficient Game Theoretical Approach
Authors: Mohanad Alhabo, Li Zhang, Naveed Nawaz
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In this paper, a non-cooperative game method is formulated where all players compete to transmit at higher power. Every base station represents a player in the game. The game is solved by obtaining the Nash equilibrium (NE) where the game converges to optimality. The proposed method, named Power Efficient Handover Game Theoretic (PEHO-GT) approach, aims to control the handover in dense small cell networks. Players optimize their payoff by adjusting the transmission power to improve the performance in terms of throughput, handover, power consumption and load balancing. To select the desired transmission power for a player, the payoff function considers the gain of increasing the transmission power. Then, the cell selection takes place by deploying Technique for Order Preference by Similarity to an Ideal Solution (TOPSIS). A game theoretical method is implemented for heterogeneous networks to validate the improvement obtained. Results reveal that the proposed method gives a throughput improvement while reducing the power consumption and minimizing the frequent handover.Keywords: Energy efficiency, game theory, handover, HetNets, small cells.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4691341 Protein Quality of Game Meat Hunted in Latvia
Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna
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Not all proteins have the same nutritional value, since protein quality strongly depends on its amino acid composition and digestibility. The meat of game animals could be a high protein source because of its well-balanced essential amino acids composition. Investigations about biochemical composition of game meat such as wild boar (Sus scrofa scrofa), roe deer (Capreolus capreolus) and beaver (Castor fiber) are not very much. Therefore, the aim of the investigation was evaluate protein composition of game meat hunted in Latvia. The biochemical analysis, evaluation of connective tissue and essential amino acids in meat samples were done, the amino acids score were calculate. Results of analysis showed that protein content 20.88-22.05% of all types of meat samples is not different statistically. The content of connective tissue from 1.3% in roe deer till 1.5% in beaver meat allowed classified game animal as high quality meat. The sum of essential amino acids in game meat samples were determined 7.05–8.26g100g-1. Roe deer meat has highest protein content and lowest content of connective tissues among game meat hunted in Latvia. Concluded that amino acid score for limiting amino acids phenylalanine and tyrosine is high and shows high biological value of game meat.Keywords: Dietic product, game meat, amino acids, scores.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14551340 Serious Game for Autism Children: Review of Literature
Authors: Helmi Adly Mohd Noor, Faaizah Shahbodin, Naim Che Pee
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Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends.
Keywords: Serious Game, Autism, Education, Therapy
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 74701339 Impact of Fair Share and its Configurations on Parallel Job Scheduling Algorithms
Authors: Sangsuree Vasupongayya
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To provide a better understanding of fair share policies supported by current production schedulers and their impact on scheduling performance, A relative fair share policy supported in four well-known production job schedulers is evaluated in this study. The experimental results show that fair share indeed reduces heavy-demand users from dominating the system resources. However, the detailed per-user performance analysis show that some types of users may suffer unfairness under fair share, possibly due to priority mechanisms used by the current production schedulers. These users typically are not heavy-demands users but they have mixture of jobs that do not spread out.
Keywords: Fair share, Parallel job scheduler, Backfill, Measures
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20901338 Developing a Customizable Serious Game and Its Applicability in the Classroom
Authors: Anita Kéri
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Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.Keywords: Education, gamification, game-based learning, serious games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8811337 Exploring the Relationship between Computerization and Marketing Performance Case Study: Snowa Company
Authors: Mojtaba Molaahmadi, Morteza Raei Dehaghi, Abdolrahim Arghavan
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The present study aims to explore the effect of computerization on marketing performance in Snowa Company. In other words, this study intends to respond to this question that whether or not, is there any relationship between utilization of computerization in marketing activities and marketing performance? The statistical population included 60 marketing managers of Snowa Company. In order to test the research hypotheses, Pearson correlation coefficient was employed. The reliability was equal to 96.8%. In this study, computerization was the independent variable and marketing performance was the dependent variable with characteristics of market share, improving the competitive position, and sales volume. The results of testing the hypotheses revealed that there is a significant relationship between utilization of computerization and market share, sales volume and improving the competitive position.
Keywords: Computerization, e-marketing information, information technology, marketing performance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14501336 Porul: Option Generation and Selection and Scoring Algorithms for a Tamil Flash Card Game
Authors: Anitha Narasimhan, Aarthy Anandan, Madhan Karky, C. N. Subalalitha
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Games can be the excellent tools for teaching a language. There are few e-learning games in Indian languages like word scrabble, cross word, quiz games etc., which were developed mainly for educational purposes. This paper proposes a Tamil word game called, “Porul”, which focuses on education as well as on players’ thinking and decision-making skills. Porul is a multiple choice based quiz game, in which the players attempt to answer questions correctly from the given multiple options that are generated using a unique algorithm called the Option Selection algorithm which explores the semantics of the question in various dimensions namely, synonym, rhyme and Universal Networking Language semantic category. This kind of semantic exploration of the question not only increases the complexity of the game but also makes it more interesting. The paper also proposes a Scoring Algorithm which allots a score based on the popularity score of the question word. The proposed game has been tested using 20,000 Tamil words.Keywords: Porul game, Tamil word game, option selection, flash card, scoring, algorithm.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 11621335 Underpricing of IPOs during Hot and Cold Market Periods on the South African Stock Exchange (JSE)
Authors: Brownhilder N. Neneh, A. Van Aardt Smit
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Underpricing is one anomaly in initial public offerings (IPO) literature that has been widely observed across different stock markets with different trends emerging over different time periods. This study seeks to determine how IPOs on the JSE performed on the first day, first week and first month over the period of 1996-2011. Underpricing trends are documented for both hot and cold market periods in terms of four main sectors (cyclical, defensive, growth stock and interest rate sensitive stocks). Using a sample of 360 listed companies on the JSE, the empirical findings established that IPOs on the JSE are significantly underpriced with an average market adjusted first day return of 62.9%. It is also established that hot market IPOs on the JSE are more underpriced than the cold market IPOs. Also observed is the fact that as the offer price per share increases above the median price for any given period, the level of underpricing decreases substantially. While significant differences exist in the level of underpricing of IPOs in the four different sectors in the hot and cold market periods, interest rates sensitive stocks showed a different trend from the other sectors and thus require further investigation to uncover this pattern.
Keywords: Underpricing, hot and cold markets, South Africa, JSE.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 42021334 Enhancement of Capacity in a MC-CDMA based Cognitive Radio Network Using Non-Cooperative Game Model
Authors: Kalyani J. Kulkarni, Bharat S. Chaudhari
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This paper addresses the issue of resource allocation in the emerging cognitive technology. Focusing the Quality of Service (QoS) of Primary Users (PU), a novel method is proposed for the resource allocation of Secondary Users (SU). In this paper, we propose the unique Utility Function in the game theoretic model of Cognitive Radio which can be maximized to increase the capacity of the Cognitive Radio Network (CRN) and to minimize the interference scenario. Utility function is formulated to cater the need of PUs by observing Signal to Noise ratio. Existence of Nash Equilibrium for the postulated game is established.Keywords: Cognitive Networks, Game Theory, Nash Equilibrium, Resource Allocation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17481333 Control Signal from EOG Analysis and Its Application
Authors: Myoung Ro Kim, Gilwon Yoon
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A game using electro-oculography (EOG) as control signal was introduced in this study. Various EOG signals are generated by eye movements. Even though EOG is a quite complex type of signal, distinct and separable EOG signals could be classified from horizontal and vertical, left and right eye movements. Proper signal processing was incorporated since EOG signal has very small amplitude in the order of micro volts and contains noises influenced by external conditions. Locations of the electrodes were set to be above and below as well as left and right positions of the eyes. Four control signals of up, down, left and right were generated. A microcontroller processed signals in order to simulate a DDR game. A LCD display showed arrows falling down with four different head directions. This game may be used as eye exercise for visual concentration and acuity. Our proposed EOG control signal can be utilized in many other applications of human machine interfaces such as wheelchair, computer keyboard and home automation.
Keywords: DDR game, EOG, eye movement.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 47951332 Market Segmentation and Conjoint Analysis for Apple Family Design
Authors: Abbas Al-Refaie, Nour Bata
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A distributor of Apple products' experiences numerous difficulties in developing marketing strategies for new and existing mobile product entries that maximize customer satisfaction and the firm's profitability. This research, therefore, integrates market segmentation in platform-based product family design and conjoint analysis to identify iSystem combinations that increase customer satisfaction and business profits. First, the enhanced market segmentation grid is created. Then, the estimated demand model is formulated. Finally, the profit models are constructed then used to determine the ideal product family design that maximizes profit. Conjoint analysis is used to explore customer preferences with their satisfaction levels. A total of 200 surveys are collected about customer preferences. Then, simulation is used to determine the importance values for each attribute. Finally, sensitivity analysis is conducted to determine the product family design that maximizes both objectives. In conclusion, the results of this research shall provide great support to Apple distributors in determining the best marketing strategies that enhance their market share.
Keywords: Market segmentation, conjoint analysis, market strategies, optimization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25181331 Design of a Computer Vision Based Exercise Video Game for Senior Citizens
Abstract:
There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.
Keywords: Computer vision, video games, gerontology technology, caregiving.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2631330 Efficiency of Investments, Financed from EU Funds in Small and Medium Enterprises in Poland
Authors: Jolanta Brodowska-Szewczuk
Abstract:
The article includes the results and conclusions from empirical researches that had been done. The research focuses on the impact of investments made in small and medium-sized enterprises financed from EU funds on the competitiveness of these companies. The researches includes financial results in sales revenue and net income, expenses, and many other new products/services on offer, higher quality products and services, more modern methods of production, innovation in management processes, increase in the number of customers, increase in market share, increase in profitability of production and provision of services. The main conclusions are that, companies with direct investments under this measure shall apply the modern methods of production. The consequence of this is to increase the quality of our products and services. Furthermore, both small and medium-sized enterprises have introduced new products and services. Investments were carried out, thus enabling better work organization in enterprises. Entrepreneurs would guarantee higher quality of service, which would result in better relationships with their customers, what is more, noting the rise in number of clients. More than half of the companies indicated that the investments contributed to the increase in market share. Same thing as for market reach and brand recognition of particular company. An interesting finding is that, investments in small enterprises were more effective than medium-sized enterprises.Keywords: Competitiveness, efficiency, EU funds, small and medium-sized enterprises.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1266