Hanjoon Kim and Paul D. Berger
This paper investigates the determinants of the capital structure of large corporations headquartered in the United States and Korea. We consider five explanatory variables…
Abstract
This paper investigates the determinants of the capital structure of large corporations headquartered in the United States and Korea. We consider five explanatory variables: profit, company size, non‐debt tax shields, growth, and business‐risk, along with several industry indicator variables as independent variables and examine, for each country, the relationship to market value based leverage ratio. With our rigid criteria for inclusion in the study, we study the top thirteen companies (by size) in each of seven industries. The majority of our findings indicate that we can generalize to Korea what has been found for Japanese companies/industries relative to the U.S.
Details
Keywords
Tressy Thomas and Enayat Rajabi
The primary aim of this study is to review the studies from different dimensions including type of methods, experimentation setup and evaluation metrics used in the novel…
Abstract
Purpose
The primary aim of this study is to review the studies from different dimensions including type of methods, experimentation setup and evaluation metrics used in the novel approaches proposed for data imputation, particularly in the machine learning (ML) area. This ultimately provides an understanding about how well the proposed framework is evaluated and what type and ratio of missingness are addressed in the proposals. The review questions in this study are (1) what are the ML-based imputation methods studied and proposed during 2010–2020? (2) How the experimentation setup, characteristics of data sets and missingness are employed in these studies? (3) What metrics were used for the evaluation of imputation method?
Design/methodology/approach
The review process went through the standard identification, screening and selection process. The initial search on electronic databases for missing value imputation (MVI) based on ML algorithms returned a large number of papers totaling at 2,883. Most of the papers at this stage were not exactly an MVI technique relevant to this study. The literature reviews are first scanned in the title for relevancy, and 306 literature reviews were identified as appropriate. Upon reviewing the abstract text, 151 literature reviews that are not eligible for this study are dropped. This resulted in 155 research papers suitable for full-text review. From this, 117 papers are used in assessment of the review questions.
Findings
This study shows that clustering- and instance-based algorithms are the most proposed MVI methods. Percentage of correct prediction (PCP) and root mean square error (RMSE) are most used evaluation metrics in these studies. For experimentation, majority of the studies sourced the data sets from publicly available data set repositories. A common approach is that the complete data set is set as baseline to evaluate the effectiveness of imputation on the test data sets with artificially induced missingness. The data set size and missingness ratio varied across the experimentations, while missing datatype and mechanism are pertaining to the capability of imputation. Computational expense is a concern, and experimentation using large data sets appears to be a challenge.
Originality/value
It is understood from the review that there is no single universal solution to missing data problem. Variants of ML approaches work well with the missingness based on the characteristics of the data set. Most of the methods reviewed lack generalization with regard to applicability. Another concern related to applicability is the complexity of the formulation and implementation of the algorithm. Imputations based on k-nearest neighbors (kNN) and clustering algorithms which are simple and easy to implement make it popular across various domains.
Details
Keywords
Juanjuan Wu, Hae Won Ju, Jieun Kim, Cara Damminga, Hye-Young Kim and Kim K.P. Johnson
The purpose of this research was to investigate the effect of three virtual fashion stores using product display methods dominant by colour, visual texture and style coordination…
Abstract
Purpose
The purpose of this research was to investigate the effect of three virtual fashion stores using product display methods dominant by colour, visual texture and style coordination on consumers' retailer interest, retail pleasure, perception of merchandise quality, patronage intention, and purchase behaviour to provide empirically tested, actionable product display methods to visual merchandising researchers and practitioners.
Design/methodology/approach
The authors used mixed methods for this exploratory study, combining experimental and focus group methods to gather data. For the experiment, data were collected via a between-subjects design reflecting manipulation of three variables (i.e. colour, style coordination, visual texture). After the experiment, participants completed a self-administered online questionnaire. A segment of the participants also participated in focus group discussions of the virtual stores.
Findings
Participants who shopped in the style coordination store spent significantly more money than those who shopped in colour or visual texture stores. Participants who shopped in the colour store experienced significantly more retail pleasure and showed significantly higher patronage intention than those who shopped in the visual texture and style coordination stores; and they showed more retailer interest than subjects in the visual texture store. Retail pleasure and interest were found to mediate the link between methods of product display and patronage intention. Participants' fashion involvement moderated the relationship between fashion product display methods and retail interest.
Originality/value
This research is one of the first to create three virtual stores featuring product display methods dominant by colour, visual texture, and style coordination using 3D technology – a Mockshop software package. The effect of these different display methods on shoppers' reactions and responses was tested, which provided actionable results for visual merchandising practitioners, not only in the physical but also in the virtual store environment.
Details
Keywords
Juanjuan Wu, Ju-Young M. Kang, Cara Damminga, Hye-Young Kim and Kim K P Johnson
The purpose of this paper is to test an online apparel co-design experience model and to investigate six determinants (perceived ease of use, perceived usefulness, enjoyment…
Abstract
Purpose
The purpose of this paper is to test an online apparel co-design experience model and to investigate six determinants (perceived ease of use, perceived usefulness, enjoyment, level of personalization, social presence, and attitude towards the co-designed product) of online apparel co-design experience and effects on behavioural intention.
Design/methodology/approach
Female college students (n=265) were surveyed after an actual online apparel co-design experience in a computer lab and interactions with other users wherever such arenas were provided. structural equation modelling was used for data analysis.
Findings
The findings revealed that subjects’ apparel co-design experience was positively affected by enjoyment, attitude towards the co-designed product, perceived ease of use, and social presence. And behavioural intention towards the mass customization sites was positively affected by subjects’ attitude towards the co-design experience, subjective norm, and enjoyment.
Originality/value
The research makes a unique theoretical contribution by conceptualizing MC 2.0 (MC sites that provide arenas for user interaction) and by incorporating and confirming the significance of both “enjoyment” and “social presence” variables as predictors of online apparel co-design experience.
Details
Keywords
Olga Alonso-Villar and Coral del Río
This paper explores the wages of White, Black, Hispanic, Asian, Native American and “other race” women and men once differences in basic characteristics among these 12 groups are…
Abstract
Purpose
This paper explores the wages of White, Black, Hispanic, Asian, Native American and “other race” women and men once differences in basic characteristics among these 12 groups are accounted for. The authors aim to extend comparisons beyond those of women and men of the same race or the various races within a given gender.
Design/methodology/approach
To undertake the conditional analysis, first, the authors propose a simple re-weighing scheme that allows to build a counterfactual economy in which workers' attributes for all gender–race/ethnicity groups are the same. Second, the authors use a well-known re-weighting scheme that involves logit estimations.
Findings
Only Hispanic men, Native American men and Asian women have conditional wages around average. Black men and, especially, White, Black, Hispanic, Native American and “other race” women have conditional wages clearly below average, whereas those of Asian and White men are well above average. The wage differential between a privileged and a deprived group is disentangled into the premium of the former and the penalty of the latter, which brings a new perspective to what has been done in the literature based on pairwise comparisons. In this intersectional framework, the authors document that gender penalizes more than race.
Originality/value
This paper examines intergroup earnings differentials using a methodology that allows to examine 12 gender–race/ethnicity groups jointly, which is this work's distinctive feature. The authors' intersectional framework allows to picture the effect of gender and race/ethnicity more broadly than what the literature has shown thus far.
Details
Keywords
Sandra Maria Correia Loureiro, Ricardo Godinho Bilro and Fernando José de Aires Angelino
The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the…
Abstract
Purpose
The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda.
Design/methodology/approach
A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles.
Findings
From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research.
Originality/value
There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.
Propósito
En este documento se revisan los estudios sobre el uso de la realidad virtual (RV) y la Gamificación para involucrar a los estudiantes en la educación superior en marketing, se identifican los principales temas de investigación tratados, las lagunas de investigación y se sugiere una agenda futura de investigación.
Diseño/metodología/enfoque
Una revisión de la literatura basada en dos búsquedas en Web of Science (WOS) permitió identificar 115 artículos. La minería de textos se utilizó para realizar un análisis de texto completo de los artículos relacionados con RV y gamificación en la educación superior. Los autores también compararon las características más destacadas de los artículos.
Hallazgos
A partir de este análisis, se encuentran y analizan cinco grandes temas de investigación: metodologías de enseñanza y educación, experiencia y motivación, compromiso de los estudiantes, aplicadas a la RV y la gamificación. Basándose en esto y siguiendo el marco del TCCM, el artículo proporciona una agenda futura de investigación.
Originalidad/valor
No hay una revisión exhaustiva que explore los temas, las teorías, construcciones y métodos utilizados en estudios anteriores relativos a RV y gamificación aplicados a servicios de educación superior basados en todos los artículos publicados en revistas académicas. Esta revisión proporciona una panorámica más detallada y sugiere a los académicos nuevas líneas de trabajo para seguir desarrollando este campo de investigación.
目的
本文的目的是回顾为了提高学生参与高等教育而使用虚拟现实(VR)和游戏化的营销方面的研究,以确定它们的研究主题,研究差距,并以此准备未来的研究议程。
文章设计/方法
本文的文献综述是基于Web of Science的两个搜索词进行的,最终搜索出115篇文章。本文采用文本挖掘方法,对与高等教育中的虚拟现实和游戏化相关的论文进行全文分析。作者还比较了这些文章中呈现的显著特征。
研究结果
从这一调查中,我们发现并分析了五大研究主题,即教学方法与教育、体验与动机、学生参与、虚拟现实应用理论和游戏化。在此基础上,遵循理论概念、特征、方法论框架,为今后的研究提供了方向。
本文独创性/价值
目前,在权威学术期刊上发表的所有文章,都没有对以往关于虚拟现实和游戏化应用于高等教育服务的研究的主题、理论、结构和方法进行全面的综述。本文旨在提供更深刻的见解,以帮助学者们为这一研究领域的发展做出贡献。
Details
Keywords
Hye‐Young Kim, Ju‐Young M. Kang and Kim K.P. Johnson
The purpose of this study is to examine the interrelationships among consumer relationship proneness (CRP), three perceived loyalty program attributes (i.e. perceived complexity…
Abstract
Purpose
The purpose of this study is to examine the interrelationships among consumer relationship proneness (CRP), three perceived loyalty program attributes (i.e. perceived complexity, advantage, and risk), and resistance to change with participants in apparel retailer's loyalty programs.
Design/methodology/approach
Data were collected using an online survey with the assistance of a marketing research company. Participants were 294 members of apparel retailers' loyalty programs. Participants indicated one apparel retailer's loyalty program in which they took part. After that, they completed a questionnaire making reference to the program they had identified. To reduce measurement artifacts, dependent variables were assessed prior to their predictors.
Findings
CRP was found to have a significant effect on perceived advantage and resistance to change. In turn, perceived advantage revealed a significant positive effect on resistance to change. The results not only verify theoretical conceptions regarding CRP and its effect on perceived loyalty program attributes and resistance to change, but also provide insights into the implementation and development of apparel retail loyalty programs as well as customer relationship management.
Originality/value
The contributions of the research are twofold. First, it critically examines CRP with loyalty program members fulfilling an identified gap in the literature and testing CRP as a critical factor to the effectiveness of loyalty programs. Second, on a managerial level, it generates beneficial insight for apparel retailers to fine‐tune their loyalty programs.
Details
Keywords
Marilyn Delong, Juanjuan Wu and Mingxin Bao
The objective was to provide research‐based insights from two groups of respondents as to their perceptions, preferences and desire to purchase Chinese – influenced Western dress.
Abstract
Purpose
The objective was to provide research‐based insights from two groups of respondents as to their perceptions, preferences and desire to purchase Chinese – influenced Western dress.
Design/methodology/approach
Ten images of models in designer clothing were selected that varied in degree of Chinese influence. College students from a US and a Chinese university, numbering 55 and 56 respectively, were asked to respond by ranking each image to discern their perceptions of ethnic influence and their preferences for and desire to purchase each of the ten images. Responses were compared and analyzed.
Findings
A conclusion based upon analysis of responses was that degree of Chinese influence was less critical than the aesthetic character of the form itself. Some disagreement occurred in respondent's highest ranked preferences. Regarding preference and desire to purchase, US respondents ranked them similarly, while Chinese students ranked them differently.
Research limitations/implications
The sample was confined to College students with similar majors in the two countries. Limiting the sample in this way offered control in age and interest, but also limited application of results.
Practical implications
This study addressed the perceptions, preferences and purchasing desires for dress with Chinese influence in a cross cultural perspective. Respondents in this study preferred effective design of the whole image and not simply a borrowing of disparate ethnic attributes.
Originality/value
Results provide a managerial guide for ethnic fashion marketers.
Details
Keywords
Jeongdai Kim and Paul A. Jargowsky
Purpose – The Gini coefficient is a widely used measure of income inequality. It has also been used as a segregation measure, but only in the case of binary variables, for example…
Abstract
Purpose – The Gini coefficient is a widely used measure of income inequality. It has also been used as a segregation measure, but only in the case of binary variables, for example race or gender. We develop a general version of the Gini Segregation Index (Gs) that can accommodate either continuous or binary variables, and discuss its relationship to existing measures.
Methodology – The Gini Index of Segregation is developed graphically and derived mathematically, illustrating the relationship between Gini's use in segregation and inequality applications.
Findings – Using the Public Use Microdata Sample for 25 U.S. metropolitan areas from the 2000 Census, we illustrate the calculation of the index and show that it is highly correlated with an existing measure of economic segregation.
Originality – This paper develops and illustrates a measure of segregation for continuous variables, a task for which there are few alternative measures.