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Displaying 10 of 921 results for "J Van Der Beek" clear search
This is a model of organizational behavior in the hierarchy in which personnel decisions are made.
The idea of the model is that the hierarchy, busy with operations, is described by such characteristics as structure (number and interrelation of positions) and material, filling these positions (persons with their individual performance). A particular hierarchy is under certain external pressure (performance level requirement) and is characterized by the internal state of the material (the distribution of the perceptions of others over the ensemble of persons).
The World of the model is a four-level hierarchical structure, consisting of shuff positions of the top manager (zero level of the hierarchy), first-level managers who are subordinate to the top manager, second-level managers (subordinate to the first-level managers) and positions of employees (the third level of the hierarchy). ) subordinated to the second-level managers. Such a hierarchy is a tree, i.e. each position, with the exception of the position of top manager, has a single boss.
Agents in the model are persons occupying the specified positions, the number of persons is set by the slider (HumansQty). Personas have some operational performance (harisma, an unfortunate attribute name left over from the first edition of the model)) and a sense of other personas’ own perceptions. Performance values are distributed over the ensemble of persons according to the normal law with some mean value and variance.
The value of perception by agents of each other is positive or negative (implemented in the model as numerical values equal to +1 and -1). The distribution of perceptions over an ensemble of persons is implemented as a random variable specified by the probability of negative perception, the value of which is set by the control elements of the model interface. The numerical value of the probability equal to 0 corresponds to the case in which all persons positively perceive each other (the numerical value of the random variable is equal to 1, which corresponds to the positive perception of the other person by the individual).
The hierarchy is occupied with operational activity, the degree of intensity of which is set by the external parameter Difficulty. The level of productivity of each manager OAIndex is equal to the level of productivity of the department he leads and is the ratio of the sum of productivity of employees subordinate to the head to the level of complexity of the work Difficulty. An increase in the numerical value of Difficulty leads to a decrease in the OAIndex for all subdivisions of the hierarchy. The managerial meaning of the OAIndex indicator is the percentage of completion of the load specified for the hierarchy as a whole, i.e. the ratio of the actual performance of the structural subdivisions of the hierarchy to the required performance, the level of which is specified by the value of the Difficulty parameter.
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This program was developed to simulate monogamous reproduction in small populations (and the enforcement of the incest taboo).
Every tick is a year. Adults can look for a mate and enter a relationship. Adult females in a Relationship (under the age of 52) have a chance to become pregnant. Everyone becomes not alive at 77 (at which point people are instead displayed as flowers).
User can select a starting-population. The starting population will be adults between the ages of 18 and 42.
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A model of innovation diffusion in a structured population with two groups who are averse to adopting a produce popular with the outgroup.
The targeted subsidies plan model is based on the economic concept of targeted subsidies.
The targeted subsidies plan model simulates the distribution of subsidies among households in a community over several years. The model assumes that the government allocates a fixed amount of money each year for the purpose of distributing cash subsidies to eligible households. The eligible households are identified by dividing families into 10 groups based on their income, property, and wealth. The subsidy is distributed to the first four groups, with the first group receiving the highest subsidy amount. The model simulates the impact of the subsidy distribution process on the income and property of households in the community over time.
The model simulates a community of 230 households, each with a household income and wealth that follows a power-law distribution. The number of household members is modeled by a normal distribution. The model allocates a fixed amount of money each year for the purpose of distributing cash subsidies among eligible households. The eligible households are identified by dividing families into 10 groups based on their income, property, and wealth. The subsidy is distributed to the first four groups, with the first group receiving the highest subsidy amount.
The model runs for a period of 10 years, with the subsidy distribution process occurring every month. The subsidy received by each household is assumed to be spent, and a small portion may be saved and added to the household’s property. At the end of each year, the grouping of households based on income and assets is redone, and a number of families may be moved from one group to another based on changes in their income and property.
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We reconstruct Cohen, March and Olsen’s Garbage Can model of organizational choice as an agent-based model. We add another means for avoiding making decisions: buck-passing difficult problems to colleagues.
The Garbage Can Model of Organizational Choice is a fundamental model of organizational decision-making originally proposed by J.D. Cohen, J.G. March and J.P. Olsen in 1972. In the 2000s, G. Fioretti and A. Lomi presented a NetLogo agent-based interpretation of this model. This code is the NetLogo 6.1.1 updated version of the Fioretti-Lomi model.
The intention of this model is to create an universal basis on how to model change in value prioritizations within social simulation. This model illustrates the designing of heterogeneous populations within agent-based social simulations by equipping agents with Dynamic Value-based Cognitive Architectures (DVCA-model). The DVCA-model uses the psychological theories on values by Schwartz (2012) and character traits by McCrae and Costa (2008) to create an unique trait- and value prioritization system for each individual. Furthermore, the DVCA-model simulates the impact of both social persuasion and life-events (e.g. information, experience) on the value systems of individuals by introducing the innovative concept of perception thermometers. Perception thermometers, controlled by the character traits, operate as buffers between the internal value prioritizations of agents and their external interactions. By introducing the concept of perception thermometers, the DVCA-model allows to study the dynamics of individual value prioritizations under a variety of internal and external perturbations over extensive time periods. Possible applications are the use of the DVCA-model within artificial sociality, opinion dynamics, social learning modelling, behavior selection algorithms and social-economic modelling.
InformalCity, a spatially explicit agent-based model, simulates an artificial city and allows for testing configurations of urban upgrading schemes in informal settlements.
The aim of this model is to explore and understand the factors driving adoption of treatment strategies for ecological disturbances, considering payoff signals, learning strategies and social-ecological network structure
We present a network agent-based model of ethnocentrism and intergroup cooperation in which agents from two groups (majority and minority) change their communality (feeling of group solidarity), cooperation strategy and social ties, depending on a barrier of “likeness” (affinity). Our purpose was to study the model’s capability for describing how the mechanisms of preexisting markers (or “tags”) that can work as cues for inducing in-group bias, imitation, and reaction to non-cooperating agents, lead to ethnocentrism or intergroup cooperation and influence the formation of the network of mixed ties between agents of different groups. We explored the model’s behavior via four experiments in which we studied the combined effects of “likeness,” relative size of the minority group, degree of connectivity of the social network, game difficulty (strength) and relative frequencies of strategy revision and structural adaptation. The parameters that have a stronger influence on the emerging dominant strategies and the formation of mixed ties in the social network are the group-tag barrier, the frequency with which agents react to adverse partners, and the game difficulty. The relative size of the minority group also plays a role in increasing the percentage of mixed ties in the social network. This is consistent with the intergroup ties being dependent on the “arena” of contact (with progressively stronger barriers from e.g. workmates to close relatives), and with measures that hinder intergroup contact also hindering mutual cooperation.
Displaying 10 of 921 results for "J Van Der Beek" clear search