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A Composite Estimator for Cut-off Sampling using Cost Function (절사표본 설계에서 비용함수를 고려한 복합추정량)

  • Sim, Hyo-Seon;Shin, Key-Il
    • The Korean Journal of Applied Statistics
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    • v.27 no.1
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    • pp.43-59
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    • 2014
  • Cut-off sampling has been widely used for a highly skewed population like a business survey by discarding a part of the population, so called a take-nothing stratum. For a more accurate estimate of the population total, Hwang and Shin (2013) suggested a composite estimator of a take-nothing stratum total that combined the survey results of a take-nothing stratum and a take-some sub-stratum (a part of take-some stratum). In this paper we propose a new cut-off sampling scheme by considering a cost function and a composite estimator based on the proposed sampling scheme. Small simulation studies compared the performances of known composite estimators and the new composite estimator suggested in this study. We also use Briquette Consumption Survey data for real data analysis.

A Comparison Counterfeit Goods use Behavior in Korea and China Consumer: focus on Motivation, Benefit and Cost Factor (한중 소비자의 위조품 구매태도 비교분석: 동기와 혜택 및 손실요인을 중심으로)

  • Yu, Seung-Yeob;Kim, Na-Mi
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.117-124
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    • 2012
  • This study started why do consumers use the counterfeit goods. We executed the pretest through the depth interview, and made an purchase motivation scale, useful benefit factor and cost factor scale of counterfeit goods. We found out having the recognition difference of China consumers with Korea about these. The results is as follows. First, A counterfeit motivation appeared to the recognition difference appeared in a ostentation, economical efficiency and self-satisfaction factor with korea and china consumers. Second, counterfeit useful benefit factor organized to a personal significantly and economic benefit and the recognition difference appeared. Third, Counterfeit good useful cost composed to the personal good-quality, economic and social image of cost factors, and the recognition significantly difference appeared to all of cost factors with Korea and China consumers. These results are helpful for a depth understanding about the counterfeit use behavior, and will be utilized for the public campaign to reduce such behavior.

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

The Early Wittgenstein on Russell's Paradox (전기 비트겐슈타인과 러셀의 역설)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.20 no.2
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    • pp.163-196
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    • 2017
  • Wittgenstein declares in the Tractatus Logico-Philosophicus that he resolved Russell's Paradox. According to him, a function cannot be its own argument. If we assume that a function F(fx) can be its own argument, a proposition "F(F(fx))" will be given, where the outer function F has a meaning different from the inner function F. In consequence, "F(F(fx))" will not be able to have a definite sense. Why, however, does Wittgenstein call into question a function F(fx) and "F(F(fx))"? To answer this question, we must examine closely Russell's own resolution of Russell's Paradox. Only when we can understand Russell's resolution can we do Wittgenstein's resolution. In particular, I will endeavor to show that the idea in Wittgenstein's 1913 letter to Russell provides a decisive clue for this problem.

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Tactics Generation about Anti-submarine using Genetic Algorithm through Oceanography Environmental Change (해양 환경 변화에 따른 유전 알고리즘 기반의 대잠전 전술 생성에 관한 연구)

  • Park, Kang-moon;Shin, Sang-bok;Kim, Seon-jae;Hwang, Jaeryong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.2
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    • pp.362-368
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    • 2018
  • Making proper judgements in urgent situations facing a submarine at the sea is very critical. This is because the commander's misjudgments could drive the entire ally to destruction in a moment. In order to generate appropriate tactics on behalf of the human commander and to analyze the effectiveness in such emergency situations, studies using intelligent agents and genetic algorithms have been conducted. In this study, inference engine based intelligent agent is adopted to each warship and submarine to generate optimal tactics on the variable environment with genetic algorithms. And we analyze the risk of the alliance according to the performance of the enemy submarine through a simple simulation and generate appropriate tactics using the genetic algorithm. Also generated tactics are evaluated and the results are analyzed to figure out why such results are formed.

System Design for Real-Time Measuring of Power Quality and Harmonics Distortion using Digital Signal Processor (Digital Signal Processor를 이용한 실시간 전력 요소와 왜율 측정 시스템 설계)

  • kim, Geun-Jun;Kang, Bongsoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1283-1289
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    • 2016
  • Electrical energy is the essential resource for modern society. Recently, the demand for power was significantly increased. Increase of power demand has lead to a decrease in the power quality. Power quality in modern society has been an important factor that can cause a major problem throughout the home and general industry. Therefore, we need a system for preventing the power quality problems. To avoid power issues, it is important that the measurement of the power quality and initial response. In this paper, we propose real-time power quality measurement system and harmonics monitoring system. We design the system using DM240001 board include dsPIC33FJ256GP710A of microchip. This system can adapt three-phase three-wire system. And optimized the algorithm, we can measure momentary changes of the power system. In addition, designed system can measure harmonics distortion like to VTHD, ITHD and ITDD for 31th harmonics.

Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.75-83
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    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.

A Perspective Study of the Theological Aesthetics considered in Convergency Engineering Technology (융합공학기술에 고려된 신학적미학의 관점연구)

  • Hong, Jin Keun
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.1-8
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    • 2017
  • In this paper, we investigates the basis of the theological aesthetics and the Bible as the standard of human value standards on the basis of this theological aesthetics. In another approach, unique designs of plants and animals were described in terms of aesthetics. These descriptions were then employed to design and create things, recognised for their beauty as well as practicable applications. From this point of view, we can deduce the relevance of God, the created world, and theological aesthetics. We review the implications of human engineering and the art of convergence and engineering theology. We discussed why the need for a tool of theological aesthetics in convergence engineering is important. We will need more discussion in terms of technological progress in which theological aesthetics is embodied in order to develop more healthy, moral and ethical convergent engineering skills in our society and to provide a better and healthier life for mankind.

Moore's Paradox and Self-Reference (무어의 역설과 자기-지시)

  • Kwon, Hongwoo
    • Korean Journal of Logic
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    • v.19 no.3
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    • pp.341-368
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    • 2016
  • Asserting a sentence of the form "p but I do not believe that p" sounds inappropriate, and even absurd or contradictory. The problem that Moore's paradox raises is to explain why asserting such a sentence is absurd despite the fact that there is apparently no logical contradiction in it. Many of the influential accounts of Moore's paradox try to locate its source in the nature of belief or in the nature of assertion. In this paper, I argue that these accounts are not satisfactory, and develop and defend a novel account. According to this account, the source of Moore's paradox should be located in self-reference. Self-reference is constituted by a certain disposition to form second-order beliefs. A subject who is ready to assert "p but I do not believe p" fails to conform to the disposition that is constitutive of self-reference, while at the same time referring to the relevant individual with "I."

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창업 기회 역량에 관한 연구 - 행운 신념과 우연기술을 중심으로

  • Kim, Hong-Tae;Hwang, Bo-Yun
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.30-30
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    • 2017
  • 성공한 창업가들이나 저명인사들에게 성공의 요인을 물어보면 운이 좋았다고 이야기를 한다. 새해가 되면 신년 운세를 보거나 중요한 사업에 대한 의사결정을 앞두고 운세를 알아보는 사람도 많다. 우리나라뿐만 아니라 토머스 J. 스탠리가 20년간 백만장자 733명을 분석하여 저술한 <부자들의 선택>을 보더라도, 백만장자의 12%가 자신들의 경제적 성공요인으로 '운'을 뽑았다. 하지만 현실적으로 지배적인 개념임에도 불구하고 그동안 행운에 대한 과학적 검증이 많지 않았다. 운에 대한 전통적인 관점은 운을 외부 요인으로 보고 무작위하고 통제 불가능하다고 보았기 때문이다. 통제가 불가능하기 때문에 미래를 예측 하는 데에 영향을 미치지 못하는 것으로 간주하고 있었다. 행운은 운명처럼 정해져있는 것일까? 왜 운이 좋은 사람들은 자신에게 유리한 기회를 잘 인지하고 포착하는 것일까? 현실 속에 운이라는 개념이 존재한다면 이런 현상이 벌어지는 이유에 대해 과학적 탐구가 필요할 것이다. 본 연구에서는 행운은 외부 환경에 의해서 무작위로 정해지는 것이 아니라 개인의 내적 속성으로 운을 통제 할 수 있다는 것으로 보았다. 행운에 대한 신념이 있는 사람은 우연한 사건에 대해 우연기술을 통하여 기회역량을 높일 수 있다는 것을 검증하고자 한다. 이를 검증하기 위하여 총 332명을 대상으로 설문조사를 실시하였고 행운의 신념이 우연기술의 매개역할로 창업 기회 역량에 미치는 영향을 분석하였다. 분석결과 첫째, 행운의 신념은 기회 역량에 정(+)의 영향을 미치는 것으로 나타났다. 둘째, 행운의 신념은 우연기술의 하위요인인 호기심, 인내성, 유연성, 낙관성, 위험감수 모두에 정(+)의 영향을 미치는 것으로 나타났다. 셋째, 우연기술의 하위요인 중 인내성, 낙관성, 위험감수만이 기회역량에 정(+)의 영향을 미치는 것을 나타났다. 넷째, 우연기술의 하위요인인 인내성, 낙관성, 위험감수는 행운신념과 기회역량의 관계에서 매개효과가 있다고 판단할 수 있었다. 본 연구는 행운에 대한 높은 신념을 갖고 우연 기술을 더 개발한다면 창업 기회 역량을 더 높일 수 있음을 시사한다.

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