Culture and network may be interacted according to their impact on international trade, in such a way that networks alleviate the negative effect of cultural dissimilarity. This…
Abstract
Culture and network may be interacted according to their impact on international trade, in such a way that networks alleviate the negative effect of cultural dissimilarity. This study investigates the effect of network and culture on international trade, and a possible interaction between two effects. Empirical findings from the augmented gravity model using a bilateral data set of 34 OECD countries confirm the positive effect of cultural proximity and network on trade. More importantly, the findings also reveal an interaction effect in a way that networks, such as FDI, migration and internet, play a significant role in mitigating the deterrent effect of culture dissimilarity on international trade. The internet is found to have the strongest interaction effect, followed by FDI and migration.
Ju-Young M. Kang, Jae-Eun Kim, Ji Young Lee and Shu Hwa Lin
The purpose of the study was to identify (1) whether aspects of expectancy-value judgments (EVJ) of uses and gratifications, such as novelty, fashion/status, sociability and…
Abstract
Purpose
The purpose of the study was to identify (1) whether aspects of expectancy-value judgments (EVJ) of uses and gratifications, such as novelty, fashion/status, sociability and relaxation, influenced trust in augmented reality (AR) apps; (2) whether trust in AR apps influenced usage intention toward AR apps and online/offline store patronage intention and (3) the moderating effect of consumer self-determination.
Design/methodology/approach
Mobile users (n = 630) were drawn from a USA market research company. The proposed model was tested by structural equation modeling with maximum likelihood estimation.
Findings
The study found that trust in AR apps was a determinant of usage intention toward AR apps and online/offline store patronage intention. Novelty and fashion/status for EVJs of uses and gratifications affected trust in AR apps. Sociability for EVJs of uses and gratifications negatively affected trust in AR apps. Users' self-determination moderated the influence of users' trust in AR apps on usage intention toward AR apps and online/offline store patronage intention.
Originality/value
First, the study elaborates on the impacts of the underlying aspects of an EVJ model of uses and gratifications regarding AR apps on trust in AR apps and EVJ model's influence on usage intention toward AR apps and online/offline store patronage intention. Second, the results of the study suggest useful strategies involved in the development of consumer-driven AR apps that satisfy users' needs and desires.
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Jae‐Hwa Shin and Glen T. Cameron
Public relations practitioners and journalists in South Korea (n=300) were surveyed regarding their perceptions of the influence of 11 types of informal relations (ranging from…
Abstract
Public relations practitioners and journalists in South Korea (n=300) were surveyed regarding their perceptions of the influence of 11 types of informal relations (ranging from press tours to perks and bribes) on the news. Using coorientational analysis, the perceptions of each group regarding the ethics of informal relations were also investigated. The two groups reported significantly different perceptions of the influence of informal relations on the news, as well as the ethics of informal relations. Practitioners perceive greater influence of informal relations on news coverage as well as on news content, and perceive informal relations as more ethical or acceptable in practice than do journalists. Regarding informal relations, journalists’ perceived gap between their own ethical values and their predictions of practitioners’ ethical values is bigger than the converse. Finally, practitioners’ misunderstanding of journalists’ ethical values is greater than journalists’ misunderstanding of practitioners’ ethical values. This study indicates that even in a culture where press clubs and interpersonal media relations are the norm and could be expected to breed familiarity, attitudinal differences between practitioners and journalists are striking.
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Haklae Kim, John Breslin and Jae Hwa Choi
The purpose of this research is to investigate some general features of folksonomies and user‐generated content with copyright issues, and to present semantic representation for…
Abstract
Purpose
The purpose of this research is to investigate some general features of folksonomies and user‐generated content with copyright issues, and to present semantic representation for folksonomies using a tag ontology that can be used to represent tagging data at a semantic level using Semantic Web technologies.
Design/methodology/approach
An exploratory study is described that features current social tagging methods and copyright metadata. In particular, a tag ontology is extended for representing copyright metadata across different platforms.
Findings
The main finding is that Social Semantic Cloud of Tags can improve the expressive knowledge representation of folksonomies and that this ontology can aid in describing copyright metadata using some extended properties.
Originality/value
The paper gives a valuable insight into representing folksonomies with Semantic Web technologies that enable the representation, exchange, and reuse of tagging data, and provides a way to reduce the risk of copyright infringements in the process of tag sharing in folksonomies.
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Author considered the contradiction of Capitalism and its Solution, systemized the concept to newly define Ethics Management and social Responsibility whose various terminologies…
Abstract
Author considered the contradiction of Capitalism and its Solution, systemized the concept to newly define Ethics Management and social Responsibility whose various terminologies are used in Domestic and foreign country and compared, analyzed and considered global guideline, standard organization and global Evaluation Model of internationally‐performed Ethics Management on the basis of the concept of new Ethics Management.
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Political compromise between the main parties is at a three-decade low, with the DPK step being unprecedented. President Yoon Suk-yeol’s conservative People Power Party (PPP) has…
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DOI: 10.1108/OXAN-DB287842
ISSN: 2633-304X
Keywords
Geographic
Topical
Seong-Gyu Jeon and Yong Jin Kim
The weapon system of The Navy is the small quantity producing system on multiple kinds. It is consisted of various equipment and the subordinate parts of those which can repair…
Abstract
The weapon system of The Navy is the small quantity producing system on multiple kinds. It is consisted of various equipment and the subordinate parts of those which can repair the damaged part. The operating procedure concerning warship's repair parts managed under these systems is as follows. Firstly, if demand of repair parts occurs from warship which is the operating unit of weapon, then the Fleet(the repair & supply support battalion) is in charge of dealing with these requests. If certain request from warship is beyond the battalion's capability, it is delivered directly to the Logistic Command. In short, the repair and supply support system of repair parts can be described as the multi-level support system. The various theoretical researches on inventory management of Navy's repair parts and simulation study that reflects reality in detail have been carried out simultaneously. However, the majority of existing research has been conducted on aircraft and tank's repairable items, in that, the studies is woefully deficient in the area concerning Navy's inventory management. For that reason, this paper firstly constructs the model of consumable items that is frequently damaged reflecting characteristics of navy's repair parts inventory management using ARENA simulation. After that, this paper is trying to propose methodology to analyze optimal inventory level of each supply unit through OptQuest, the optimization program of ARENA simulation.