Accurate demand forecasting is key for companies to optimize inventory management and satisfy customer demand efficiently. This paper aims to Investigate on the application of generative AI models in demand forecasting. Two models were used: Long Short-Term Memory (LSTM) networks and Variational Autoencoder (VAE), and results were compared to select the optimal model in terms of performance and forecasting accuracy. The difference of actual and predicted demand values also ascertain LSTM’s ability to identify latent features and basic trends in the data. Further, some of the research works were focused on computational efficiency and scalability of the proposed methods for providing the guidelines to the companies for the implementation of the complicated techniques in demand forecasting. Based on these results, LSTM networks have a promising application in enhancing the demand forecasting and consequently helpful for the decision-making process regarding inventory control and other resource allocation.
This study aimed to examine the impact of working conditions and sociopsychological factors on job satisfaction among office workers. Using data from the 2017–2018 Working Conditions Survey, exploring how workplace conditions and sociopsychological elements could impact job satisfaction. This study examined data from 9801 workers to explore the effects of working conditions and psychosocial environments on job enthusiasm, which subsequently impacts job satisfaction. Analyzing 1416 office workers, it found that fewer working hours, better work-life balance, improved work conditions, and lower depression levels enhance job enthusiasm, significantly affecting job satisfaction. The work environment had the most substantial impact, encompassing relationships with colleagues, task completion time, and confidence. Work-life imbalance and depression were also significant, with work-life balance being crucial for modern society, especially the younger generation. Poor working conditions and unstable psychosocial environments negatively affect job enthusiasm and satisfaction, with findings supporting previous research on job stress and turnover intentions in various industries. This study highlights the need for organizational policies that support these aspects to improve overall employee well-being and productivity.
Urban facilities and services are essential to human life. Access to them varies according to the geographical location of the population, whether urban, peri-urban or rural, and according to the modes of transport available. In view of the rapid development of peri-urban areas in developing countries, questions are being asked about the ability of the inhabitants of these areas to access these facilities and services. This study examines the ability of the inhabitants of Hêvié, Ouèdo and Togba, three peri-urban districts of Abomey-Calavi in the Republic of Benin, to access commercial, educational, school and health facilities. To this end, we have adopted a GIS-based methodology. It is a combination of isochronal method and accessibility utility measurement. The isochrones were produced according to the main modes of travel recorded on the study area and over a time t ≤ 20 min divided into intervals of 05 min. Analysis of the data enabled us to understand that the main modes of travel adopted by residents are walking, motorcycle and car. Access to educational and health facilities is conditioned by the mode of travel used. Access to commercial and entertainment facilities in t ≤ 20 min is not correlated with the modes of transport used.
Virtual environments like the Metaverse have been gaining popularity in recent years. Live streaming has gained popularity as a favorite way to entertain among social network users, thanks to its real-time authenticity. This study will utilize the Extended Unified Theory of Acceptability and Use of Technology (UTAUT2) to examine the factors influencing the adoption of live streaming in the Metaverse, a new platform with greater immersion, among citizens in Vietnam. The research used a quantitative approach, collected data from a sample of participants through a structured questionnaire including Performance Expectancy (PEE), Effort Expectancy (EEF), Social Influence (SCI), Hedonic Motivation (HEM), and Experience (EXP). Additionally, technological Self-Efficacy (TSE) as an extended alternative is thought to influence that relationship as well. Results from the PLS-SEM technique was used to examine perception, acceptance, and adoption differences among demographic groups. Remarkably, the results show experience has a remarkable impact on the relationship between behavioral intention and the adoption use Metaverse for livestreaming. This study contributes theoretical value for investors and researchers on the entertainment and technology sectors due to the abilities of the live-streaming industry and the advanced features of metaverse in this digital world.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
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