119 results on '"Byungjoon Yoo"'
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2. SHOMY: Detection of Small Hazardous Objects using the You Only Look Once Algorithm.
3. Does fun or freebie increase in-app purchase?
4. Who Picks Cherries? Understanding Consumers' Cherry Picking Behavior in Online Music Streaming Services.
5. Is a Blockchain-Based Game a Game for Fun, or Is It a Tool for Speculation? An Empirical Analysis of Player Behavior in Crypokitties.
6. Why Do You Need to Buy Virtual Items?: Investigating Factors Influencing Intention to Purchase in Mobile Games.
7. What's your real age? an empirical analysis of identity fraud in online game.
8. Special issue on digital transformation: challenges and opportunities.
9. Which group do you want to travel with?: a study of rating differences among groups on online travel reviews.
10. Which group do you want to travel with? A study of rating differences among groups in online travel reviews.
11. A bibliographic survey of business models, service relationships, and technology in electronic commerce.
12. Will Insta-Business be the Electronic Contemporary Bazaar?: An Exploratory Analysis on Electronic Commerce in Kuwait.
13. Business Analytics in Action: The Case of Asset Pricing for a Rent-a-Car Company.
14. Measuring the Effects of Regulation Policy on Online Game: A Vector Autoregressive (VAR) approach.
15. Does Too Much Regulation Kill the Online Gambling Industry?: An Empirical Analysis of Regulation Effects Using VAR Model.
16. A Study of Cheating Identification and Measurement of the Effect in Online Game.
17. An analysis of popularity information effects: Field experiments in an online marketplace.
18. Linking routines to the evolution of IT capability on agent-based modeling and simulation: a dynamic perspective.
19. Your age is showing: an analysis of identity fraud in online game classification systems.
20. Marketplaces or Web Services? Alternate Business Models for Electronic B2B Transactions.
21. Is Bitcoin a Viable E-Business? : Empirical Analysis of the Digital Currency's Speculative Nature.
22. Valuation of Participation in Social Gaming.
23. Attention Economy in Online Daily Deals: Demand Estimation using Structural Models.
24. Does popularity decide rankings or do rankings decide popularity? An investigation of ranking mechanism design.
25. Sell by bundle or unit?: Pure bundling versus mixed bundling of information goods.
26. A Study of Sourcing Channels for Electronic Business Transactions.
27. Machine Learning-based Prediction of Relative Regional Air Volume Change from Healthy Human Lung CTs.
28. A Hybrid Firm's Pricing Strategy in Electronic Commerce Under Channel Migration.
29. Reservation price reporting mechanisms for online negotiations.
30. Economics of shareware: How do uncertainty and piracy affect shareware quality and brand premium?
31. The Optimal Number of Versions: Why Does Goldilocks Pricing Work for Information Goods?
32. Smart Pricing in Action : The Case of Asset Pricing for a Rent-a-Car Company
33. What Prevents Electronic Lemon Markets?
34. Electronic B2B Marketplaces with Different Ownership Structures.
35. The Effect of Culture and Product Categories on the Level of Use of Buy-It-Now (BIN) Auctions by Sellers.
36. Is the Leaderboard Information Useful to Investors? : The Leaderboard Effect in P2P Lending.
37. A Model of Neutral B2B Intermediaries.
38. Can Government Regulate an Evil Online Game?: An Empirical Analysis of Regulation Policy Effects Using Vector Autoregression.
39. The Impact of Information in Electronic Auctions: An Analysis of Buy-It-Now Auctions.
40. Guest editorial: Market transformation to an IT-enabled services-oriented economy.
41. SHOMY: Detection of Small Hazardous Objects using the You Only Look Once Algorithm.
42. Hedonic valuation of online game participation.
43. Special issue on digital transformation: challenges and opportunities
44. Who Picks Cherries? Understanding Consumers’ Cherry Picking Behavior in Online Music Streaming Services
45. Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics
46. An Intercountry Analysis on the Factors and Barriers to Internet Accessibility.
47. Neutral Versus Biased Marketplaces: A Comparison of Electronic B2B Marketplaces with Different Ownership Structures.
48. Online Music Ranking Service: Ranking Mechanism Based on Popularity and Slot Effect.
49. The Game Between Retailer and eTailer: Implications for Grocery Industry.
50. The Impact of Digital Convergence on Firms' Strategies: Integrated vs. Separated Firms.
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