• Title/Summary/Keyword: 사행산업

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Prediction of Solute Transport in Natural River Using RAM4 (RAM4모형을 이용한 자연하천에서의 확산거동 예측)

  • Jung, Sung-Tae;Lyu, Si-Wan;Kim, Young-Do;Seo, Il-Won
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.2046-2050
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    • 2008
  • 현재까지 우리나라에서 주로 사용되고 있는 2차원 흐름 해석 모형은 미연방 도로국(U.S. Federal Highway Administration)과 연계하여 Brigham Young University에서 개발된 SMS(Surface-Water Modeling System)모형이다. SMS모형 중 이송 확산 모형으로는 RMA-4가 포함되나 이 모형은 최신 수치기법을 반영하지 못하는 등의 문제점들로 인해 실제 물리적 현상을 모의에 있어서 한계를 가지고 있다. 따라서 물리적 현상에 대한 적절한 모의를 위해 여러 개선과정을 거쳐 RAM4가 개발되었다. 본 연구를 위해 점적분 유사량 측정기(P-61)와 대하천 유속계를 사용하여 대상구간의 SS자료 및 유속의 2차원적 분포를 취득하였고, SMS의 Pre-processing 기능을 이용하여 유한요소망을 구성하였다. 구성된 유한요소망과 흐름모형인 RMA-2를 사용하여 대상구간의 유속장을 모의하였다. 이때 모의된 유속장과 현장에서 취득한 유속분포를 비교하여 RMA-2를 검증하였고, SS자료와 RAM4로 모의된 농도장을 비교하여 RAM4를 검증하였다. 검증된 두 모형을 바탕으로 대상 구간에서 다량의 점오염원이 투입되는 가상의 시나리오를 선정 및 적용하여 오염물 이송 및 확산 거동에 대해 살펴보았다. 본 연구의 대상 하천은 형산강으로써, 유역 내에 경주시와 포항시가 위치하고 이 두 도시를 잇는 산업도로가 형산강 본류 위를 지나고, 또한 두 도시를 관류하고 있어 다른 국가하천과 마찬가지로 지속적이고 안정적인 수질관리가 필요한 하천이다, 모의구간은 형산강 본류 중 No. 68(안강 수위관측소 상류 약 350 m)에서 No. 48(부조 수위관측소 하류 약 200 m)까지로서, 약 4.3 km 구간을 모의 하였다. 모의구간 시점에서 약 0.35 km 지점에 산업도로의 일부분인 강동대교, 0.98 km 지점에 왕신천 유입, 1.35 km 지점에 수중보, 1.8 km 지점에 국당1교, 3.2 km 지점에 국당2교가 위치하며 구간 내에는 만곡 및 사행, 특히 수중보 전 후로 사주가 발달해있어 2차원 흐름 및 이송확산 모의에 적합하다고 판단되었다.

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

A Analysis on the Present State and Character of Game Regulation in Korea (게임 부문 규제 현황 및 특성 분석: 규제개혁위원회 등록 규제에 대한 게임 정책 신뢰에 대한 소고)

  • Choi, Seong Rak
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.145-158
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    • 2015
  • There are a lot of game regulations in Korea. Each scholar has invested a game regulation. But there is no research about all the game regulations. All regulations in government should be registered in Regulatory Reform Committee. So, this study researched the all game regulation in Regulatory Reform Committee and found the present state and character of game regulation in Korea. The registered game regulations are only 22. But actually, there are 44 regulations in game field. And according to legal context, there are over 60 regulations in game field. And a lot of game regulations focus on the game addiction and gambling. The differences of regulation would influence the policy trust and government trust. This result would contribute to reform the regulation of game in Korea.

Regulatory Policy for China Game : Toward a class of flags and cartes (중국 게임 규제정책 : 기패류 게임을 중심으로)

  • Li, Li;Song, Seungkeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.181-182
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    • 2016
  • The game policy in China takes the way of promoting the development of domestic enterprises through protecting the growth of those. In order to improve the development of domestic game industry, it will maintain the policy that restrict the import of overseas game. However, as to the domestic enterprise, it will develop the aid policy in the form of encouraging overseas export. For the characteristics of wide audience, long life term and easy to be developed, the class game of flags and cartes has become a very significant field of game industry. But for the gamble characteristics of the class game of flags and cartes, it also becomes the center for the government of making regulations and policies. This research aims to analysis the china game policies for the class game of flags and cartes and to find the strategy to entry into the china.

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A Study on the Code of Disease of Game Addiction and the Classification of Sin Stocks for Game Companies (게임중독의 질병코드 규정과 게임 기업의 죄악주 분류에 관한 연구)

  • Rhee, Chang Seop;Rhee, Hyunjung;Hue, Kwangbok
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.364-371
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    • 2019
  • The World Health Organization (WHO) announced the 11th International Classification System (ICD-11), which classifies game addiction as a disease in 2018. Sin stocks are defined as the companies that have negative addictive properties and are taxed on social costs. If a game disorder is listed in the disease classification system in Korea, it is highly likely that Korean game companies may be considered as sin stocks that causes negative addictive properties and social costs such as the game addiction and the game addiction tax. This suggests that game companies could be newly included in the scope of sin stocks in Korea. In this study, we examine the effect of the inclusion of game companies in the scope of sin stocks on the job preferences of game companies. We found that there is a high level of opposition to the opinion of the listing sin stocks of game companies, and a high degree of addiction and gambling was suggested as the cause of the game companies being classified as sin stocks. We also found that firm value and job preference would be decrease if a game company was classified as sin stocks. The study is meaningful in that it suggests that game companies can be perceived negatively as sin stocks due to the disease code of game disorder, which has recently emerged as a social issue. Also, this study will contribute to the academia and market participants by reporting statistically the effect of the classification of sin stocks in game companies on job preferences for game companies.

Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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A Study on the Installation of Groyne using Critical Movement Velocity and Limiting Tractive Force (이동한계유속과 한계소류력을 활용한 수제 설치에 관한 연구)

  • Kim, Yeong Sik;Park, Shang Ho;An, Ik Tae;Choo, Yeon Moon
    • Journal of Wetlands Research
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    • v.22 no.3
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    • pp.194-199
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    • 2020
  • Unlike in the past, the world is facing water shortages due to climate change and difficulties in simultaneously managing the risks of flooding. The Four Major Rivers project was carried out with the aim of realizing a powerful nation of water by managing water resources and fostering the water industry, and the construction period was relatively short compared to the unprecedented scale. Therefore, the prediction and analysis of how the river environment changes after the Four Major Rivers Project is insufficient. Currently, part of the construction section of the Four Major Rivers Project is caused by repeated erosion and sedimentation due to the effects of sandification caused by large dredging and flood-time reservoirs, and the head erosion of the tributaries occurs. In order to solve these problems, the riverbed maintenance work was installed, but it resulted in erosion of both sides of the river and the development of new approaches and techniques to keep the river bed stable, such as erosion and excessive sedimentation, is required. The water agent plays a role of securing a certain depth of water for the main stream by concentrating the flow so much in the center and preventing levee erosion by controlling the flow direction and flow velocity. In addition, Groyne products provide various ecological environments by forming a natural form of riverbeds by inducing local erosion and deposition in addition to the protection functions of the river bank and embankment. Therefore, after reviewing the method of determining the shape of the Groyne structure currently in use by utilizing the mobile limit flow rate and marginal reflux force, a new Critical Movement Velocity(${\bar{U}}_d$) and a new resistance coefficient formula considering the mathematical factors applicable to the actual domestic stream were developed and the measures applicable to Groyne installation were proposed.