Definition of a product-source prediction capability (PSPC): sample results and future research directions

1996 ◽  
Author(s):  
Gary A. Duncan ◽  
William H. Heidbreder
Author(s):  
Fred Luthans ◽  
Carolyn M. Youssef

Over the years, both management practitioners and academics have generally assumed that positive workplaces lead to desired outcomes. Unlike psychology, considerable attention has also been devoted to the study of positive topics such as job satisfaction and organizational commitment. However, to place a scientifically based focus on the role that positivity may play in the development and performance of human resources, and largely stimulated by the positive psychology initiative, positive organizational behavior (POB) and psychological capital (PsyCap) have recently been introduced into the management literature. This chapter first provides an overview of both the historical and contemporary positive approaches to the workplace. Then, more specific attention is given to the meaning and domain of POB and PsyCap. Our definition of POB includes positive psychological capacities or resources that can be validly measured, developed, and have performance impact. The constructs that have been determined so far to best meet these criteria are efficacy, hope, optimism, and resiliency. When combined, they have been demonstrated to form the core construct of what we term psychological capital (PsyCap). A measure of PsyCap is being validated and this chapter references the increasing number of studies indicating that PsyCap can be developed and have performance impact. The chapter concludes with important future research directions that can help better understand and build positive workplaces to meet current and looming challenges.


2016 ◽  
Vol 10 (4) ◽  
pp. 268-287 ◽  
Author(s):  
Victor Barger ◽  
James W. Peltier ◽  
Don E. Schultz

Purpose In “Social media’s slippery slope: challenges, opportunities and future research directions”, Schultz and Peltier (2013) asked “whether or how social media can be used to leverage consumer engagement into highly profitable relationships for both parties”. The purpose of this article is to continue this discussion by reviewing recent literature on consumer engagement and proposing a framework for future research. Design/methodology/approach The paper reviews the marketing literature on social media, paying particular attention to consumer engagement, which was identified as a primary area of concern in Schultz and Peltier (2013). Findings A significant amount of research has been conducted on consumer engagement since 2010. Lack of consensus on the definition of the construct has led to fragmentation in the discipline, however. As a result, research related to consumer engagement is often not identified as such, making it difficult for academics and practitioners to stay abreast of developments in this area. Originality/value This critical review provides marketing academics and practitioners insights into the antecedents and consequences of consumer engagement and offers a conceptual framework for future research.


2020 ◽  
Author(s):  
Xiaojie Guo ◽  
Liang Zhao

Graphs are important data representations for describing objects and their relationships, which appear in a wide diversity of real-world scenarios. As one of a critical problem in this area, graph generation considers learning the distributions of given graphs and generating more novel graphs. Owing to its wide range of applications, generative models for graphs have a rich history, which, however, are traditionally hand-crafted and only capable of modeling a few statistical properties of graphs. Recent advances in deep generative models for graph generation is an important step towards improving the fidelity of generated graphs and paves the way for new kinds of applications. This article provides an extensive overview of the literature in the field of deep generative models for graph generation. Firstly, the formal definition of deep generative models for the graph generation as well as preliminary knowledge is provided. Secondly, two taxonomies of deep generative models for unconditional, and conditional graph generation respectively are proposed; the existing works of each are compared and analyzed. After that, an overview of the evaluation metrics in this specific domain is provided. Finally, the applications that deep graph generation enables are summarized and five promising future research directions are highlighted.


Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


Author(s):  
Suzanne Roff-Wexler

Following a brief review of literature on big data as well as wisdom, this chapter provides a definition of data-based wisdom in the context of healthcare organizations and their visions. The author addresses barriers and ways to overcome barriers to data-based wisdom. Insights from interviews with leading healthcare professionals add practical meaning to the discussion. Finally, future research directions and questions are suggested, including the role of synchronicity and serendipity in data-based wisdom. In this chapter, developing data-based wisdom systems that flourish Wisdom, Virtue, Intellect, and Knowledge are encouraged.


2020 ◽  
Vol 1 (102) ◽  
pp. 30-47
Author(s):  
Marta Ostrowska ◽  
Michał P. Ziemiak

Peer-to-peer insurance platforms (P2P insurance), in Poland often called “social platform insurance”, are entering the European insurance market. Although this is not the case for the Polish insurance sector yet, the concept keeps evolving rapidly. P2P insurance is often considered an alternative to the traditional form of insurance. As yet, no legally relevant definition of P2P insurance has been created, and no insurance regulation refers to such platforms. This paper seeks to provide an overview of the existing research both in Polish and foreign literature, to analyze various contributions, highlight current research deficits and future research directions. Finally, the paper attempts to address key research questions which have been already raised in respect of P2P insurance, particularly in the context of the Polish insurance regulations.


2018 ◽  
Author(s):  
Salehudin ◽  
Aryana Satrya

Purpose:This paper explores how organisations can cope with high employee turnover. This paper aims to highlight potential benefits of maintaining a network of employee alumni and rehiring former employees. Finally, this paper also introduces the concept of recoverability to define the potential of employee alumni to be rehired.Approach:This paper reviewed the latest literature on employee alumni and rehiring. This paper does not discuss the potential antecedents of employee turnover, instead focuses on a coping mechanism for the consequence. Findings:This paper challenges the assumption that former employees can no longer contribute to the organisation after their resignation. Additionally, this paper disputes the premise of employee turnover finality by exploring employee rehiring as a potential solution to recoup lost human capital. Finally, this paper identifies an apparent lack of human resources management literature on employee rehiring. Research Implication:This paper discusses scientific and practical implications and future research directions on employee alumni and rehiring. Originality:This paper highlights how organisations can cope with the high rate of employee turnover, instead of attempting to minimise it. This paper also extends the definition of functional turnover by introducing the potential of employee rehiring and recoverability of lost human capital.


Big Data ◽  
2016 ◽  
pp. 2275-2299
Author(s):  
Suzanne Roff-Wexler

Following a brief review of literature on big data as well as wisdom, this chapter provides a definition of data-based wisdom in the context of healthcare organizations and their visions. The author addresses barriers and ways to overcome barriers to data-based wisdom. Insights from interviews with leading healthcare professionals add practical meaning to the discussion. Finally, future research directions and questions are suggested, including the role of synchronicity and serendipity in data-based wisdom. In this chapter, developing data-based wisdom systems that flourish Wisdom, Virtue, Intellect, and Knowledge are encouraged.


Author(s):  
Nir Lipovetzky

Width-based algorithms search for solutions through a general definition of state novelty. These algorithms have been shown to result in state-of-the-art performance in classical planning, and have been successfully applied to model-based and model-free settings where the dynamics of the problem are given through simulation engines. Width-based algorithms performance is understood theoretically through the notion of planning width, providing polynomial guarantees on their runtime and memory consumption. To facilitate synergies across research communities, this paper summarizes the area of width-based planning, and surveys current and future research directions.


Gamification ◽  
2015 ◽  
pp. 1-20 ◽  
Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


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