• Title/Summary/Keyword: 도박

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Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

The Effect of Un-tact Emotional Schema Group Counseling Program on the Improvement of Emotional Ability of Unmarried Couples with Relationship Conflict Experiences (비대면 정서도식 커플 집단상담 프로그램이 관계갈등경험이 있는 미혼 커플의 정서능력 향상에 미치는 효과)

  • Jang, Sung-Ho;Park, Jae-Seo;Hwang, Boon-Hong;Shin, Sung-Man
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.373-383
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    • 2021
  • The purpose of this research was to develop an un-tact group counseling program to deal with the conflicts in the relationship of unmarried couples and to verify the effect of the program for improving emotional cognition and emotion regulation of unmarried couples. The research procedure consisted of the program development step and the program verification step, and in detail, 8 steps of program development processes were established. The subjects of the research were 11 unmarried couples, and 4 group were organized. The group counseling program was conducted once a week (2 sessions), a total of 10 sessions for 5 weeks. The effect was analyzed quantitatively and qualitatively. As a result of quantitative analysis, the participant's relationship satisfaction was significantly improved and there was a significant change in some relationship emotional schemas of participants. As a result of qualitatively analysis through participant's program review, participant's emotional understanding and the couple relationship were improved, and the group effect of the couple group counseling was found. Finally, the significance and limitations of this study were presented.

Analysis of trends in domestic research on addiction using text mining and CONCOR (텍스트마이닝과 CONCOR을 활용한 중독 관련 국내 연구 동향 분석)

  • Sol-Ji Lee;Ki-Hyok Youn
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.99-110
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    • 2023
  • This study analyzed 817 articles published in Korean professional journals over the past three years, from 2020 to 2022, using text mining techniques to identify trends in addiction research in Korea and explore development directions. The analysis results are as follows. First, as a result of the analysis of the top keywords, online addiction studies such as smartphones, games, Internet, gambling, and relationship addiction were prominent as the top keywords. Second, as a result of TF-IDF analysis, many addiction studies related to behavioral addiction such as smartphones, games, the Internet, and work addiction have been conducted over the past three years, and in particular, there are many studies on addiction problems such as smartphones, games, and the Internet that have not yet been clinically diagnosed as addiction problems. This is the same as the result of word frequency analysis, and it can be interpreted that recent studies have been remarkably conducted on more diverse addiction problems. Third, the 2-gram analysis shows that words that mainly correspond to behavioral addiction, such as smartphones, games, and the Internet, appear side by side with the keyword addiction, and among them, words paired with smartphones are mentioned a lot in research papers and are being studied. Fourth, as a result of the CONCOR analysis, there were five clusters: a study on universal addiction issues such as alcohol use disorders and the Internet, a study of recovery on drug and gambling addiction, a study on mobile devices and media addiction, a study on the latest trends related to behavioral addiction, and other addiction issues. Finally, based on the results of this study, a direction for future addiction-related research was suggested.

A Study on the Characteristics of Youth Gambling Addiction (청소년 도박중독의 특성에 관한 연구)

  • Ryu, Hwang-Gun;Choi, Yi-Soon;Jang, Hyo-Kang;Kim, Jeong-Eun
    • The Korean Journal of Health Service Management
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    • v.6 no.1
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    • pp.153-161
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    • 2012
  • The purpose of this study is to investigate the factors on the characteristics of youth gambling addiction to develop the youth gambling prevention program. The data was collected by using questionnaire, from Oct 2010 to Dec 2011. Of the 2,400 surveys distributed, 2,301 were collected and 2,286 of those were used for analysis after eliminating 15 with insufficient responses. The major findings of this study can be summarized as follows. First, there were some differences on the future gambling intention and the internet addiction by gender, grade, pocket money, experience in the illegal gambling site visits and gambling experience. Students who experience in the illegal gambling site visits were represented relatively higher on the future gambling intention and the internet addiction. Second, the overall experience in the illegal gambling site visits is 6.9%, while 23.2% of the total respondents were found to be the experience of gambling. Third, the future gambling intention, irrational gambling beliefs and the internet addiction were found have positive correlation with each other.

Functional Properties of Bifidobacterium longum and Their Incorporation into Cheese Making Process (비피도박테리움 롱검의 기능성과 치즈 제조에 활용)

  • Kim, Hyoun Wook;Jeong, Seok Geun;Ham, Jun-Sang
    • Journal of Dairy Science and Biotechnology
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    • v.34 no.2
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    • pp.75-82
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    • 2016
  • Members of the genus Bifidobacterium are prevalent in the human colon and represent up to 90% of all bacteria in fecal samples of breast-fed infants, and 3~5% of adult fecal microbiota. Bifidobacteria produce organic acids, thus reducing the colon pH to a level inhibitory for pathogenic bacteria. They can also detoxify a number of toxic compounds and adhere to the colon mucosa, thus preventing the adherence of pathogens and induction of colon cancer. Recently, we identified a novel Bifidobacterium longum subsp. longum strain, KACC 91563, in a fecal sample of a Korean neonate, and demonstrated its functional properties. We showed that B. longum KACC 91563 alleviates food allergy through mast cell suppression and produces antioxidative and antihypertensive peptides by casein hydrolysis. Dairy products are considered as an ideal food system for the delivery of probiotic cultures to the human gastrointestinal tract. Cheese affords protection to probiotic microbes during gastric transit due to its relatively high pH, more solid consistency, higher fat content, and higher buffering capacity. Incorporation of B. longum KACC 91563 into cheese making is currently under study.

Psychological Analysis on Consumer Sentiment for Gacha (게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로)

  • Kim, Soul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.77-86
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    • 2016
  • As the focus of game market moves to mobile era, payment on cyber money, specifically for Gacha system, possesses a large portion for creating profit in game industry. For this reason, this study mainly focuses on Puzzle and Dragon, the mobile game of Gungho online entertainment in Japan, which has made enormous profit for several years. The analysis on consumer sentiment for Gacha are categorized as below: (1) gambling mentality and cognitive error in stochastic game in God festival (2) reactional psychology for scarcity message in limited time God festival and collaboration (3) personal satisfaction through friend system and character collection.

Study of Policy through Big data Analysis about Gambling News (사행산업 관련 뉴스의 빅데이터 분석을 통한 정책 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.190-193
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    • 2016
  • 본 연구는 사행산업의 분야인 복권, 체육진흥투표권, 경마, 카지노에 대해 언론에서는 어떻게 다루어지고 있는지를 1990년부터 2015년까지의 뉴스데이터를 빅데이터 분석 방법 중 테스트의 의미연결망 분석을 통해 밝혀보고자 하는 연구이다. 이 논문은 의미망 분석을 통해 기사의 빈도와 연결성을 프레이밍과 시민관심 정도로 재조명 하여 기사에 대한 언론보도자의 의도와 시민의 인식차이를 밝혔고, 이를 통해 정책적 특성과 개혁과제를 탐색하였다. 분석결과 복권의 경우 당첨번호, 당첨금, 조작의혹 등 당첨에 대한 부분이 주제인 '사회문제' 형태였으며, 체육진흥투표권의 경우에는 사업입찰, 불법사이트, 발매대상 등 주로 사업추진과 불법사이트에 대한 '의무정보' 종류였고, 경마의 경우 사업장, 홍보, 기사 등으로 사업홍보나 광고 관련 뉴스이었고, 마지막으로 카지노의 경우에는 불법, 도박장, 외국인 등 '주요정보'에 해당하는 논문이었다. 시대에 따라 1990년대에는 카지노, 2000년대에는 복권, 2010년대에는 경마에 대한 기사보도가 많아졌으며, 이에 대한 시민의 반응도 사업비리, 당첨, 시민운동 등의 차이가 있었다. 마지막으로 기사의 빈도와 연결성이 나타내는 프레이밍 정도와 시민의 관심은 '1. 홍보광고, 2. 의무정보, 3. 사회이슈, 4. 주요정보' 네 가지로 구분되었으며 이 중 사고, 비리 등 주요기사로 구분되는 사회문제가 주요 공공의제로 형성되는 것을 확인할 수 있었다.

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Purification of Blood Anticoagulant Polysaccharide from Pachymeniopsis elliptica (참도박의 혈액 항응고성 다당류의 정제)

  • 윤진아;유광원;전우진;조홍연;손용석;양한철
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.29 no.5
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    • pp.908-916
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    • 2000
  • This study was undertaken to purify the anticoagulant polysaccharide from Pachymeniopsis elliptica. The anticoagulant compound (PE-2IVc-2-1) was isolated from the crude polysaccharide (PE-2) by the sequential steps such as ultrafiltration (PE-2IV), anion-exchange chromatography of DEAE-Toyopearl 650C(PE-2IVc), size-exclusion chromatography of Sepharose CL-6B (PE-2IVc), and HPLC Shodex OHpak column chromatography (PE-2IVc-2-1). The apparent molecular weight of purified polysaccharide (PE-2IVc-2-1) was approximately 710 kDa. It was mainly composed of galactose (48.6%) and 3,6-anhydrogalactose (44.0%) with 27.1% of sulfate residue, in addition a trace amount of xylose (3.6%), glucose (1.1%), mannose (1.1%), arabinose (0.8%) and fucose (0.8%). The IR spectrum of the polysaccharide showed the characteristic bands of S=O(1116.74 and 1143.17 $cm^{-1}$) and C-O-S (828.19 $cm^{-1}$) stretching, respectively. The anticoagulant effect of PE-2 in ex vivo was proportional to the concentration of intravenously injected dose, up to 100 mg/kg.

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.