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Journal of Reviews on Global Economics

Quadratic Approximation of the Newsvendor Problem with Imperfect Quality
Pages 335-341

Natapat Areerakulkan

DOI: https://doi.org/10.6000/1929-7092.2017.06.34

Published: 09 June 2017 


Abstract: The paper presents a newsvendor problem in a fuzzy environment by introducing product quality as a fuzzy variable, and product demand as a probability distribution in an economic and supply chain management environment. In order to determine the optimal order quantity, a methodology is developed where the solution is achieved using a fuzzy ranking method combined with a quadratic programming problem approximation. Numerical examples are provided and compared in both situations, namely fuzzy and crisp. The results of these numerical examples show that the decision maker has to order a higher quantity when product quality is a fuzzy variable. The model can be useful for real world problems when historical data are not available.

Keywords: Imperfect quality items, Newsvendor problem, Quadratic programming.

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Journal of Reviews on Global Economics

You’ve Got Email: A Workflow Management Extraction System
Pages 342-349

Piyanuch Chaipornkaew, Takorn Prexawanprasut and Michael McAleer

DOI: https://doi.org/10.6000/1929-7092.2017.06.35

Published: 09 June 2017 


Abstract: Email is one of the most powerful tools for communication. Many businesses use email as the main channel for communication, so it is possible that substantial data are included in email content. In order to help businesses grow faster, a workflow management system may be required. The data gathered from email content might be a robust source for a workflow management system. This research proposes an email extraction system to extract data from any incoming emails into suitable database fields. The database, which is created by the program, has been planned for the implementation of a workflow management system. The research is presented in three phases: (1) define suitable criteria to extract data; (2) implement a program to extract data, and store them in a database; and (3) implement a program for validating data in a database. Four criteria are applied for an email extraction system. The first criterion is to select contact information at the end of the email content; the second criterion is to select specified keywords, such as tel, email, and mobile; the third criterion is to select unique names, which start with a capital letter, such as the names of people, places, and corporates; the fourth criterion is to select special texts, such as Co. Ltd, .com, and www. The empirical results suggest that when all four criteria are considered, the accuracy of a program and percentage of blank fields are at an acceptable level compared with the results from other criteria. When four criteria are applied to extract 7,340 emails in English, the accuracy of this experiment is approximately 68.66%, while the percentage of blank fields in a database is approximately 68.05. The database created by the experiment can be applied in a workflow management system

Keywords: Business operations, startup business, import/export industry, email, business data, workflow management system, business transactions, migrating, email extraction system.

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Journal of Reviews on Global Economics

An Academic Search Engine for Personalized Rankings
Pages 350-354

Worasit Choochaiwattana

DOI: https://doi.org/10.6000/1929-7092.2017.06.25

Published: 09 June 2017 


Abstract: Rapidly increasing information on the Internet and the World Wide Web can lead to information overload. Search engines become important tools to help WWW users to discover information. Exponential increases in published research papers, academic search engines become indispensable tools to search for papers in their expertise and related fields. In order to improve the quality of search, an academic search engines’ capability should be enhanced. This paper proposes a search engine for personalized rankings. In order to evaluate the performance of personalized rankings, thirty-five graduate students from the Department of Web Engineering and Mobile Application Development at Dhurakij Pundit University are participants in the research experiment. Participants are asked to use a prototype of an academic search engine to find and bookmark any research papers according to their interests, which would guarantee that each participants’ list of interesting research papers could be recorded. Normalized Discounted Cumulative Gain (NDCG) is used as a metric to determine the performance of the personalized rankings. The experiments suggest that the personalized rankings outperform the original search rankings. Hence, the proposed academic search engine with personalized ranking benefits research paper discovery.

Keywords: Personalized Ranking, Research Paper Search Engine, Academic Search Engine.

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Journal of Reviews on Global Economics

Creative and Learning Processes using Game-Based Activities
Pages 355-366

Wilawan Inchamnan and Karuna Yampray

DOI: https://doi.org/10.6000/1929-7092.2017.06.37

Published: 09 June 2017 


Abstract: This paper gains a better understanding of how gameplay activities facilitate the creative learning process, reviews learning objects as game elements that influence creativity and learning outcomes, and focuses on learning activity in terms of a series of actions, namely goals, action and interaction, and interpretation. The series should be an element of object learning through game elements, that are adapted from a collection of content items, practice items, and assessment within game tasks. The findings illustrate the relationship between the series of actions within classroom activities, show the significant impact of learning outcomes and the series of actions’ learning, and facilitate creative learning processes.The paper proposes a method for understanding the relationships between the learning processes that players undertake during gameplay, and the components of the game that allow these processes to occur. This method was synthesized from the focus group by considering the relationships of their learning outcomes and creative processes within game activities. Previous research studied the creative potential in puzzle game play in the process. The pilot participants in the study adapted the process that was observed during the game “Online Gunz 2: The Second Duel”, and were recorded their learning outcomes. The anticipated outcomes represented how video games foster learning processes and creative processes. The results illustrate a significant conceptual method as interrelationships between meaningful learning and creative potential within a game-based activities.

Keywords: Creative Process, Game-Based Activities, Learning Processes, Player Experience, Behavior and Verbalization Method, Goal Learning, Action Learning, Interpretation Learning.

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