著者
Wei Huang
出版者
Global Business Research Center
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0180921a, (Released:2018-10-11)
参考文献数
11
被引用文献数
7

In existing research on new product development, it has been believed that the product development by companies needs to reflect the changes in customer needs. Particularly, for products in which continual development is a characteristic, customer needs must be addressed at multiple points in time. However, by comparing the cases of two companies from the online game industry, we found that long-term performance of a company which responded flexibly suffered a drop, with the ratio of new users dropping and the user attrition rate increasing. Therefore, we believed that too much attention was paid to the requests of lead users.
著者
清水 あずさ GOH Wei Huang 橋本 道尚 三浦 重徳 尾上 弘晃
出版者
公益社団法人 日本生体医工学会
雑誌
生体医工学 (ISSN:1347443X)
巻号頁・発行日
vol.Annual57, no.Abstract, pp.S104_1, 2019 (Released:2019-12-27)

血管の内壁に単層の組織を構成する血管内皮細胞は,血流によるせん断刺激や筋の拡張収縮による伸展刺激など複数の力学刺激を受容して,カルシウム応答などの細胞応答や形態変化を呈することが知られているが,その詳細なメカニズムはいまだ解明されていない.このメカニズム解明のために、これまで細胞外マトリクス(ECM)で構成されたマイクロ流体デバイスに内皮細胞を播種することで血管の生体内環境を模したin vitro実験系が報告されてきた.しかしながら,従来の実験系では流体せん断刺激に対する細胞応答は報告されてきたが,伸展刺激を加味した細胞応答は明らかになっていない.そこで本研究では,複数の力学刺激を再現することにより,生体内環境をより模倣したin vitro血管モデルの構築を目的とする.具体的には,コラーゲンを用いたマイクロ流体デバイスにより,流れによるせん断刺激と伸展刺激の両方を印加可能な3次元培養系を提案する.本研究では,3Dプリンタで作製した水溶性モールドを犠牲層として用いてコラーゲンで構成されたマイクロ流路を構築した.また,外部より伸展刺激を負荷することで,コラーゲン流路内に培養した細胞が伸展している様子を確認した.
著者
Wei Huang
出版者
Global Business Research Center
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0200429a, (Released:2020-06-11)
参考文献数
12
被引用文献数
2

Company A’s Project R is a freemium-model game business wherein the company makes money by (a) obtaining a large number of users who play its game essentially for free and (b) converting a small number of them into paying users. In Project R, paying ability boosting items were added to increase profits. Doing this initially increased monthly sales by 20%; however, after two months, the playing time of existing non-paying users declined, and more new non-paying users abandoned the game as well. It seems that the addition of paying ability boosting items could shorten a game’s life span by destroying the balance between (a) and (b) and causing a long-term decline in revenue. This paper runs a simulation to verify this.
著者
Wei Huang
出版者
Global Business Research Center
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0190621a, (Released:2019-07-25)
参考文献数
13
被引用文献数
2

In case of products under continuous development, such as mobile games, (a) the development workload for bug fixing is accompanied by (b) the development workload of new content, which exhausts development teams. This paper examined a case of a company where (a) some developers suffered exhaustion while responding to bugs pointed out by users. However, many of the bugs were related to specific events and items. Thus, the company chose not to include the bug fixes in quick updates as long as they were not emergencies related to the game system. In addition, (b) initially PvE (Player versus Environment) content comprised 70% of the new content, whereas PvP (Player versus Player) content comprised 30%. However, the consumption of PvE content was faster than originally estimated, resulting in exhaustion of the development team. By contrast, PvP content was generated primarily by users, and additions to content were not frequent, although considerable time was needed to validate the content. For validation, simulations of portions of user fights were conducted, which indicated reduction of time by approximately 35%; in addition, the ratios of PvE and PvP content were changed to 40% and 60%, respectively. Through (a) and (b), the feeling of exhaustion experienced by the development teams was ameliorated, and by increasing the proportion of PvP, which had a high social component, the company succeeded in acquiring new users and monetizing existing paid users.
著者
Fang Wei HUANG Madoka TAKAHARA Ivan TANEV Katsunori SHIMOHARA
出版者
The Society of Instrument and Control Engineers
雑誌
SICE Journal of Control, Measurement, and System Integration (ISSN:18824889)
巻号頁・発行日
vol.11, no.3, pp.230-238, 2018 (Released:2018-05-31)
参考文献数
18
被引用文献数
1

We investigate whether socio-psychological aspects such as empathy, grouping (swarming), and the trade-off between reactive and proactive behaviors, implemented in caribou agents improves the efficiency of the simulated evolution (via genetic programming) of their escape behavior or the effectiveness of such a behavior in the wolf-caribou predator prey pursuit problem. The latter comprises a team of inferior caribou agents attempting to escape from a single yet superior (in terms of sensory abilities, raw speed, and maximum energy) wolf agent in a simulated two-dimensional infinite toroidal world. We empirically verified the survival value of empathy in that it improves both the efficiency of evolution of escape behavior and the effectiveness of such a behavior. Also, we concluded that swarming facilitates a faster evolution of caribou agents while preserving the effectiveness of their evolved behavior. Finally, we investigated the dilemma between the reactiveness and proactiveness of the behavior of caribou agents. The experimental results suggest that the trade-off between the reactiveness and proactiveness facilitates a significant improvement of both the efficiency of evolution and the effectiveness of the evolved escape behavior of caribou agents.
著者
Chih-Chung Chen Yu-Fen Chuang Andrew Chih-Wei Huang Chih-Kuang Chen Ya-Ju Chang
出版者
理学療法科学学会
雑誌
Journal of Physical Therapy Science (ISSN:09155287)
巻号頁・発行日
vol.28, no.4, pp.1368-1373, 2016 (Released:2016-04-28)
参考文献数
38
被引用文献数
1 16

[Purpose] This study systematically reviewed the antalgic effects of non-invasive physical modalities (NIPMs) on central post-stroke pain (CPSP). [Subjects and Methods] Clinical studies were sought on September 2015 in 10 electronic databases, including Medline and Scopus. The searching strings were “central pain and stroke” and “treatment, and physical or non-pharmacological”. The inclusion and exclusion criteria were set for screening the clinical articles by two reviewers. Pain scores on visual analog scale in an article were used as the outcome measure for resulting judgment. The NIPMs intervention summarized from the eligible articles was rated from Levels A to C according to Evidence Classification Scheme for Therapeutic Interventions. [Results] Over 1200 articles were identified in the initial searches and 85 studies were retrieved. Sixteen studies were eligible and judged. Caloric vestibular stimulation (n=3), heterotopic noxious conditioning stimulation (n=1), and transcutaneous electrical stimulation (n=1) were rated below Level C. Transcranial direct current stimulation (TDCS; n=2) and transcranial magnetic stimulation (TMS; n=9) were rated as Level B. [Conclusion] The findings suggest that TMS and TDCS were better than other treatments for CPSP relief but the studies were of insufficient quality.