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Taekwondo tournament logistics as a special kind of logistics activity, deeply affect the rapid development of the logistics industry China sports. This paper used the method of literature, logical reasoning, analyze the demand situation of Taekwondo tournament logistics, propose the present stage appears Taekwondo tournament logistics problems in the development process, and on this basis to explore...
The network structures of supply chains (SC) are extremely complicated to understand in their entirety. However, complicated social challenges involving a chain of decision making might be realized through gaming simulations. This study uses a supply chain management (SCM) game to define effective strategies for decision making in a SC. The game rules and system architecture should be simple but should...
In this paper, game design for demand response in smart grid from a control perspective is investigated. A pricing scheme is proposed to ensure the efficiency of the Nash equilibrium. The designed game is proven to be a state-based potential game and the stationary state Nash equilibrium is the social optimal solution. An adaptive penalty based pricing mechanism is proposed and adaptive control laws...
Using the social media services is becoming more and more popular nowadays. For companies and their employees, they communicate with customers and colleagues with the new ways of social media. More and more people tend to use mobile social media service at any time and any place but mobile virus and malware are dramatically increasing in frequency. The mobile social media has become a very popular...
The extensive application of electric vehicles will make a series influence on power gird. Based on V2G technology this paper discusses the charging and discharging strategies, combining the peak-valley price and the travel habit. We propose a non-cooperation master-slave game model, in which the power company decides discharging price, and the owner of electric vehicles decides the amount of charging...
In recent years, our e-commerce industry has gained great support from national and local government. So our e-commerce industry's development prospects will be broader. Under the e-commerce environment, the competition towards online sellers has become more and more diverse and dynamic than the traditional competition game model. The rapid development of e-commerce makes more and more companies begin...
We investigate the duopoly producing strategy under carbon emissions including the carbon emissions tax, mandatory carbon emissions capacity and cap-and-trade. We use the game theory to analyze the duopoly manufactories production quantity strategies. Result shows, under each policy, we can find the Nash Equilibrium of two firms' optimal production quantity and expected profit. Specifically, we derive...
This paper addresses a game-theoretic based distributed appliance scheduling approach for demand-side management in smart grid. The game is played by a utility company and its subscribed residential users. The company monitors electricity demand online, manipulates the price of electricity for different hours to shape users' consumption pattern, and advertises it through Smart Grid infrastructure...
In this paper, the problem of optimally charging or discharging customer-owned storage units in a smart grid is studied. In particular, a noncooperative game is formulated between customers equipped with distributed storage units who seek to decide on their optimal charging strategy so as to optimize a utility that reflects both the monetary benefit from the charging/ discharging operation and the...
This paper presents the results of a survey of the use of serious games in manufacturing industry. A survey of 106 MBA alumni was conducted by telephone in summer 2014. A main outcome of this survey was the identification of the key business challenges and barriers for SG usage in corporate training. Based upon these findings an analysis of different commercial-off-the-shelf games was produced regarding...
Development of Cloud Computing it is essential to develop the awareness of usage. Crowd of people use any day, on any device, from anywhere. It is necessary to handle those wide scale of users who want to keep their data in safe, and preserve their identity in the cyberspace. Cloud Computing Service Providers have to evolve their platforms as simply as it can be — but it should be given more responsibility...
Human Sensor data, Internet of Things and Social media are producing massive amount of data unfeasible to be processed by traditional algorithms, due to the fact that their understanding require high level perceptual and abstraction capabilities. In this paper we provide insights about our experience in developing and applying Serious Games to solve data collection, refinement and processing problems,...
The fast development of 4G LTE networks calls for a huge amount of investment on infrastructure that mobile operators could no longer make it alone in building and maintaining their own network infrastructures. How to cut the cost by forming a joint venture responsible for building and maintaining a common infrastructure raises new challenging problems of pricing and coordination in the market making...
For five years now we have been inviting highly talented students from the upper vocational schools of Bavaria to the ‘Technische Universität München’ TUM to participate in the Pupils' Academy of Serious Gaming. The pedagogical approach of upper vocational schools is the practical application of sciences. Based on this approach we enable the participants to change their learning perspective from ‘school...
In a state where games and their elements have been extensively used not only for pleasure but also for other purposes, gamification still has some pros and cons about its definition, which might influence people's decisions on their game-related strategies to improve their performance. This work tries to define gamification by using lexical meaning approach as the starting point and viewing it from...
Online athlete-generated content in social media has high potential to become the information source for both team managers and coaches to discern players' mood status and shaky performance before games. In the existing literature, either in psychology or sport analytics, there is a stream of research that investigated the relationship between athletes' mood and the individual sport performance, however,...
For over a decade, online games have impacted how we engage in work and play. Organizations are using online games to create new business models and companies are training their employees with game-like systems. Furthermore, digital video games increasingly blur the line between online and offline content, while "gamification: blurs the line between games and information systems. This minitrack...
The purpose of this article is to build a typology of serious games based on their use in human resources management (HRM). To construct this typology, an inventory was made of all the serious games used by CAC40 companies. Of these, 114 serious games have been identified for the 43 listed companies since December 2011. These games have been classified into 3 categories and 11 subcategories based...
This paper evaluates the performance of collaborative filtering in mobile social game. The evaluation involves both user-based and item-based collaborative filtering on game items for in-app purchases, and including 4 different social information available in the game. Based on the operational data from a mobile social game, Barcode Footballer, with more than 100k users and 50k purchasing history,...
A scenario is the series of elements of information which supports decision making. Action Planning is a method for cultivating ideas to generate practical scenarios of actions (strategic scenarios). Frameworks and items on Action Planning sheets provide participants with constraint, and guide creative thinking to solve social issues. In this study, we propose a method for evaluating a value of a...
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