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1 – 10 of 181Intelligent prediction of node localization in wireless sensor networks (WSNs) is a major concern for researchers. The huge amount of data generated by modern sensor array systems…
Abstract
Purpose
Intelligent prediction of node localization in wireless sensor networks (WSNs) is a major concern for researchers. The huge amount of data generated by modern sensor array systems required computationally efficient calibration techniques. This paper aims to improve localization accuracy by identifying obstacles in the optimization process and network scenarios.
Design/methodology/approach
The proposed method is used to incorporate distance estimation between nodes and packet transmission hop counts. This estimation is used in the proposed support vector machine (SVM) to find the network path using a time difference of arrival (TDoA)-based SVM. However, if the data set is noisy, SVM is prone to poor optimization, which leads to overlapping of target classes and the pathways through TDoA. The enhanced gray wolf optimization (EGWO) technique is introduced to eliminate overlapping target classes in the SVM.
Findings
The performance and efficacy of the model using existing TDoA methodologies are analyzed. The simulation results show that the proposed TDoA-EGWO achieves a higher rate of detection efficiency of 98% and control overhead of 97.8% and a better packet delivery ratio than other traditional methods.
Originality/value
The proposed method is successful in detecting the unknown position of the sensor node with a detection rate greater than that of other methods.
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Manuel Brauch, Matin Mohaghegh and Andreas Größler
One pertinent dynamic phenomenon in supply chains is the amplification of order variance, i.e. the bullwhip effect. Its continued significance is underscored in contemporary…
Abstract
Purpose
One pertinent dynamic phenomenon in supply chains is the amplification of order variance, i.e. the bullwhip effect. Its continued significance is underscored in contemporary empirical research. While numerous publications have pinpointed various causes of the bullwhip effect, there remains a gap in their systematic consolidation. The purpose of this paper is to compile a comprehensive list of the causes of the bullwhip effect from existing literature and categorize them appropriately.
Design/methodology/approach
This study conducts a systematic literature review to offer a comprehensive overview of bullwhip effect causes addressed in the existing literature. The identified causes are categorized using a qualitative content analysis approach.
Findings
The study shows the diversity of the causes of the bullwhip effect and their interdependencies. In addition, this study demonstrates that, at the highest level of aggregation, causes of the bullwhip effect can be classified into four main categories: causes inherent in the system structure, causes related to uncertainty, causes related to misaligned incentives and causes related to inadequate cognition of the situation.
Originality/value
The work provides an extensive overview and categorization of bullwhip effect causes, offering valuable insights for both researchers and practitioners seeking a deeper understanding of this phenomenon. In addition, it underscores managerial implications and highlights future research opportunities.
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Lerato Aghimien, Clinton Ohis Aigbavboa and Douglas Aghimien
The current era of the fourth industrial revolution has attracted significant research on the use of digital technologies in improving construction project delivery. However, less…
Abstract
The current era of the fourth industrial revolution has attracted significant research on the use of digital technologies in improving construction project delivery. However, less emphasis has been placed on how these digital tools will influence the management of the construction workforce. To this end, using a review of existing works, this chapter explores the fourth industrial revolution and its associated technologies that can positively impact the management of the construction workforce when implemented. Also, the possible challenges that might truncate the successful deployment of digital technologies for effective workforce management were explored. The chapter submitted that implementing workforce management-specific digital platforms and other digital technologies designed for project delivery can aid effective workforce management within construction organisations. Technologies such as cloud computing, the Internet of Things, big data analytics, robotics and automation, and artificial intelligence, among others, offer significant benefits to the effective workforce management of construction organisations. However, several challenges, such as resistance to change due to fear of job loss, cost of investment in digital tools, organisational structure and culture, must be carefully considered as they might affect the successful use of digital tools and by extension, impact the success of workforce management in the organisations.
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Nan Chen, Jianfeng Cai, Devika Kannan and Kannan Govindan
The rapid development of the Internet has led to an increasingly significant role for E-commerce business. This study examines how the green supply chain (GSC) operates on the E…
Abstract
Purpose
The rapid development of the Internet has led to an increasingly significant role for E-commerce business. This study examines how the green supply chain (GSC) operates on the E-commerce online channel (resell mode and agency mode) and the traditional offline channel with information sharing under demand uncertainty.
Design/methodology/approach
This study builds a multistage game model that considers the manufacturer selling green products through different channels. On the traditional offline channel, the competing retailers decide whether to share demand signals. Regarding the resale mode of E-commerce online channel, just E-tailer 1 determines whether to share information and decides the retail price. In the agency mode, the manufacturer decides the retail price directly, and E-tailer 2 sets the platform rate.
Findings
This study reveals that information accuracy is conducive to information value and profits on both channels. Interestingly, the platform fee rate in agency mode will inhibit the effect of a positive demand signal. Information sharing will cause double marginal effects, and price competition behavior will mitigate such effects. Additionally, when the platform fee rate is low, the manufacturer will select the E-commerce online channel for operation, but the retailers' profit is the highest in the traditional channel.
Originality/value
This research explores the interplay between different channel structures and information sharing in a GSC, considering price competition and demand uncertainty. Besides, we also considered what behaviors and factors will amplify or transfer the effect of double marginalization.
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Mohit Kant Kaushik and Devika Agrawal
The study has identified the factors among students that can enable or inhibit students from using online learning platforms. Students enrolled at different levels, diversified…
Abstract
Purpose
The study has identified the factors among students that can enable or inhibit students from using online learning platforms. Students enrolled at different levels, diversified streams and separate courses were surveyed for the investigation. The study also highlights the significant hitches faced in using or adopting e-learning.
Design/methodology/approach
Responses were collected from Indian students on a seven-point Likert-type scale using a structured questionnaire around the updated Technology Readiness Index's four dimensions. Adapted dimensions were evolved to identify the people's propensity to accept and reject the new technology.
Findings
The result of the survey highlights the students' positive attitude towards the e-learning approach. The diffusion of e-learning platforms occupies them with a feeling of optimism and innovativeness. However, discomfort in using the newly penetrated e-learning platforms was also found. Furthermore, no significant variances concerning the different demographics were detected.
Research limitations/implications
The cross-sectional research approach was used for the investigation. However, it is evident that with the use and experience of technology, an increase in its acceptance follows. Thus, a longitudinal research approach should explore the differences between students' earlier and later involvement after experiencing the platform. A cross-country investigation is also needed to measure the technological biases among students.
Practical implications
With advancements in technology, the chances of diffusion of e-learning in traditional classrooms have risen. However, to encourage the student's engagement towards e-learning, the platform needs to be student and teacher-friendly. This study serves the purpose of exploring the determinants that will guide educational institutes and developers of online platforms in achieving excellence in enhancement and engagement among students.
Originality/value
The investigation adds to recognize the acceptance of e-learning among students by exploring its determinants using the Technology Readiness Index 2.0. The study has also explored the differences in readiness to use e-learning on differences in enrolment level, institute type and courses.
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The motivation behind the study is to look at the impact of novelty in games on brand recall and attitude, and to dissect the directing job of game interactivity from the points…
Abstract
Purpose
The motivation behind the study is to look at the impact of novelty in games on brand recall and attitude, and to dissect the directing job of game interactivity from the points of view of “contrast effect,” “engagement theory” and “transportation theory”.
Design/methodology/approach
A 2 (novelty: congruent or incongruent) × 2 (game interactivity: high or low) between-subject measures design was used. In total, 172 management students participated in the study. A 2 × 2 between-subjects measure multivariate analysis of variance (MANOVA) was utilized to test the hypotheses.
Findings
Incongruent novelty results in higher brand recall but less favorable brand attitude than congruent novelty. Interactivity moderates the relationship between novelty congruence and brand recall such that in a high-interactivity condition, incongruent novelty results in higher brand recall than that in the low-interactivity condition. But, in case of the high-interactivity condition, congruent novelty results in more favorable brand attitude than that in the low-interactivity condition.
Practical implications
Developing high brand recall rates and attitudes are the prime objectives of the marketers for choosing a medium to advertise their brands. This investigation adds knowledge to the area of interactive marketing, particularly in-game advertising as a media technique to promote brands taking novelty and game interactivity factors into thought.
Originality/value
From the perspectives of interactive marketing, psychological elaboration, mind-engagement and transportation of experience, this investigation adds to the literature of advanced media advertising, explicitly to in-game advertising by looking at the effect of novelty and game interactivity.
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To determine the impact of advergame specific factors on players’ brand recall and brand attitude by conducting two experimental studies.
Abstract
Purpose
To determine the impact of advergame specific factors on players’ brand recall and brand attitude by conducting two experimental studies.
Design/methodology/approach
Two 2 × 2 × 2 experiments were conducted in this study.
Findings
Individuals with high-cognition-demand reported superior brand recall for an advergame with prominent brand placements and low game-product analogy and a more favorable brand attitude for a prominently placed game with high game-product analogy than the low-cognition-demand individuals. Individuals with high advertising literacy reported higher brand recall but less favorable brand attitude for games with less game-rapidity but high product-involvement than those with low advertising literacy.
Practical implications
The research outcomes are highly significant for the marketing specialists, as choosing a communication tool that best fits the advertised product with regard to the content of the media is a planning stratagem that has been broadly used by the media designers.
Originality/value
This research mainly adds to the literature of online advertising, exclusively the advergames by probing the impact of game-specific and gamer-specific factors on brand recall and brand attitude. Also, this study supports comprehending the moderating roles of cognitive demand and advertising literacy on players’ cognitive and affective brand responses.
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Devika Vashisht and Surinder Mohan
The purpose of this paper is to investigate the effect of game-speed on brand attitude and mediating role of thought favorability in the speed-attitude relationship in the context…
Abstract
Purpose
The purpose of this paper is to investigate the effect of game-speed on brand attitude and mediating role of thought favorability in the speed-attitude relationship in the context of in-game advertising (IGA). Specifically, this investigation employs the Limited Capacity Model of Attention and the heuristic-systematic model to explain the conditions under which in-game brand placements form favorable or unfavorable thoughts about the game and the embedded brand, and subsequent brand attitude.
Design/methodology/approach
In total, 78 student-gamers participated in the study. One-tailed independent-samples t-tests and a path analysis were used for hypothesis testing.
Findings
Results revealed that fast-paced games resulted in higher thought favorability and more favorable brand attitude than the slow-paced games. Furthermore, the results also showed that thought favorability mediated the relationship of game-speed and brand attitude among Indian gamers.
Research limitations/implications
This paper adds to advertising literature from a non-traditional advertising perspective, primarily in the context of IGA, and explains the role played by game-speed as an antecedent to thought favorability that adds value to thought favorability and brand attitude relationship. Also, the study provides an important implication for the marketers that to generate more positive brand attitudes and high favorable thoughts, advertisers and game-developers must focus on high-speed games.
Originality/value
This study is the first in its stream toward understanding the mediating role of thought favorability in determining the persuasion effect on Indian gamers’ brand attitude in the context of online advertising from attention and elaboration perspectives.
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This research aims to exhibit the impacts of vocal music vs instrumental music on ad-recall from the perspectives of attention and elaboration.
Abstract
Purpose
This research aims to exhibit the impacts of vocal music vs instrumental music on ad-recall from the perspectives of attention and elaboration.
Design/methodology/approach
A 2 music-product congruence (congruence vs incongruence) × 2 music lyrics (lyrics vs no lyrics) between-subject measures design is used. 180 management students participated in the study. A 2 × 2 between-subjects ANOVA is used to test the hypotheses.
Findings
Results showed that the instrumental rendition of an ad-song prompted higher ad-recall over the vocal variant. The instrumental rendition provoked the subjects to create the verses or lyrics in their minds, prompting superior recall. Further, it was found that a music-product congruent ad resulted into higher ad-recall than an incongruent ad. Moreover, for a congruent ad condition, the instrumental version of ad-song resulted into higher ad-recall than the vocal version of ad-song. On the other hand, for an incongruent ad condition, the instrumental version as well as the vocal version of ad-song resulted into same level of ad-recall.
Research limitations/implications
The study offers important implications for marketers and advertisers in terms of effective ad-designing and execution considering lyrics and music-product congruence as important factors in the context of radio advertising.
Originality/value
Since very little research has been done focusing on the combined effect of music lyrics and music-product congruence relationship on ad-recall from attention and elaboration perspectives, this paper scores as a pioneering study of its kind in India.
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Tan Fee Yean, Fee Cheng Tan and Devika Nadarajah
Underpinned by Social Cognitive Theory (SCT), this study aimed to examine the mediating role of employees' adaptability in the relationship between the five managerial climate…
Abstract
Purpose
Underpinned by Social Cognitive Theory (SCT), this study aimed to examine the mediating role of employees' adaptability in the relationship between the five managerial climate factors (i.e., trust, supportiveness, openness, clarity of goals and participative) and change readiness in public sector organisations.
Design/methodology/approach
Adopting the quantitative approach, data were collected from 379 administrative and diplomatic officers. Analysis was done using partial least squares structural equation modelling (PLS-SEM).
Findings
The results showed that trust and clarity of goals are significant motivational factors that accelerate employees' adaptability. Adaptability, in turn, was found to mediate the effect of trust and clarity of goals on employees' change readiness.
Originality/value
This study contributes to theory and practice by examining employees' adaptability as an intervening variable in the relationship between managerial climate factors and change readiness with specific reference to the public administration context.
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