THE JOURNAL OF FINANCE • VOL. LVI, NO. 4 • AUGUST 2001 Investor Psychology and Asset Pricing DAVID HIRSHLEIFER* ABSTRACT The basic paradigm of asset pricing is in vibrant f lux. The purely rational approach is being subsumed by a broader approach based upon the psychology of investors. In this approach, security expected returns are determined by both risk and misvaluation. This survey sketches a framework for understanding decision biases, evaluates the a priori arguments and the capital
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pr pr acti od ca uc l a ing sp a ects th es of is at un sw po th stg es rad is gu uate ide PRACTICAL ASPECTS OF PRODUSING A THESIS AT THE UNIVERSITY OF NEW SOUTH WALES P.GRADUATE A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy Postgraduate Board January 2002 University of New South Wales Please note: the web version does not contain two sections of the printed version. The differences are due to differing formats which makes it impossible
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Institution. Reprinted by permission. Excerpt from Freedom’s Children: Young Civil Rights Activists Tell Their Own Stories, by Ellen Levine. Copyright © 1993 by G.P. Putnam’s Sons. Reprinted by permission of Penguin Putnam. Excerpt from New Essays on the Psychology of Art by Rudolf Arnheim. Copyright © 1986, University of California Press. Reprinted by permission. Excerpt from The Natural History of Cats by Claire Necker. Copyright © 1970, A.S. Barnes and Co., Inc. Reprinted by permission. Copyright
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Virtual Teams: A Review of Current Literature and Directions for Future Research1 The DATA BASE for Advances in Information Systems Anne Powell Southern Illinois University Edwardsville Gabriele Piccoli Cornell University Blake Ives University of Houston Winter 2004 (Vol. 35, No. 1) Introduction Global competition, reengineered product life cycles, mass customization, and the increased need to respond quickly to customers’ needs are just some of the more pronounced trends
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In memory of Amos Tversky Contents Introduction Part I. Two Systems 1. The Characters of the Story 2. Attention and Effort 3. The Lazy Controller 4. The Associative Machine 5. Cognitive Ease 6. Norms, Surprises, and Causes 7. A Machine for Jumping to Conclusions 8. How Judgments Happen 9. Answering an Easier Question Part II. Heuristics and Biases 10. The Law of Small Numbers 11. Anchors 12. The Science of Availability 13. Availability, Emotion, and Risk 14. Tom W’s Specialty 15. Linda:
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Table of Contents Table of Contents Introduction ................................................................................................................5 Advantages & Disadvantages ...................................................................................6 1. Writing about advantages........................................................................................6 2. Writing about disadvantages ............................................................................
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Foreign Language Annals Á vol. 43, No. 1 27 Language-Learning Motivation During Short-Term Study Abroad: An Activity Theory Perspective Heather Willis Allen University of Miami Abstract: This study investigated the development of language-learning motivation during short-term study abroad (SA) for six intermediate-level students of French. Taking an activity theory perspective, findings demonstrated that one of two orientations motivated participants to study or continue studying French at
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Broj 2 / Književnost i kultura / Tania Lewis - The Ethical Turn in Commodity Culture: Consumption, Care and the Other Tania Lewis - The Ethical Turn in Commodity Culture: Consumption, Care and the Other In a small courty ard at the Univ ersity of Melbourne, there is an unprepossessing, somewhat makeshift looking outdoor café called KereKere. The coffee on offer is organic, Fair Trade, Rainforest alliance-branded and sustainable: a list of options we'v e increasingly come to ex pect ev en
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A. Definition of terms DOTA - is a multiplayer online battle arena game in a three-dimensional environment, presented from an oblique high-angle perspective. The player commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience points through combat, thereby leveling up to the maximum level of twenty-five. With every level gained the player either selects a new ability for their Hero to learn or enhance their general
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[pic] Direct Instruction Lesson Plan – November 10, 2010 |Lesson Planning Information | |Teacher Candidate Name: Brenda Baker-Mitchell |Date: Nov 10, 2010 | |Mentor Teacher Name:
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