• Title/Summary/Keyword: Asian Games

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THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
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    • v.31 no.5
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    • pp.717-725
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    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

Learning in the WTO/DDA Negotiations?: An Experimental Study

  • Sung, Hankyoung
    • East Asian Economic Review
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    • v.19 no.3
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    • pp.243-273
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    • 2015
  • The purpose of this paper is to identify learning in games in experimental economic settings, and apply their results to real multilateral trade negotiations, such as the Doha Development Agenda (DDA) in the World Trade Organizations (WTO). This paper argues that the structure of games including a veto player (Veto games) is similar to the WTO/DDA negotiations in that the players do not possess identical power. This paper's main contribution to the literature involves showing that learning about power is dominant over learning from simple repetition in Veto games. Additionally, this paper shows that players are concerned about how much they have gained in previous games in Veto games, although their memories generally do not last beyond the next game, and thus they tend to be selfish as they have less shares. Based on these results, there is a possibility to be more generous in the distribution of benefits by allowing players without veto power to retain special rights so that they would not be totally powerless. It also shows the necessity of having "respite" in the process of negotiations and policy options for choosing partners for winning coalitions.

Effects of Content Reviews using Mathematical Games on Students' Mathematical Disposition (수학 게임을 활용한 복습 활동이 학생의 수학적 성향에 미치는 영향)

  • Jang, Myeong Seok;Noh, Jihwa
    • East Asian mathematical journal
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    • v.38 no.4
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    • pp.517-532
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    • 2022
  • This study looked at how content reviews with mathematical games in class would influence the mathematical disposition of middle school students. In doing so, three games adapted from prior research were used as a supplementary instruction after school hours over three months. The mathematical topics of the games involved concepts of probability and trigonometry at the middle school level. The results of the pre- and post-survey on mathematical disposition indicate that incorporating mathematical games appeared to have some positive impacts on whether students might be more eager to learn mathematics and actually put more effort in learning materials.

The Effects of Nutrient Intake and Screen Time(Television Viewing and Computer and/or Video Games) on Preschool Children Obesity (영양소 섭취량과 스크린 시간이 학령 전 아동의 비만에 미치는 영향)

  • Pan, Ju-Young;Choi, Mi-Ja
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.2
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    • pp.185-193
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    • 2011
  • The purpose of this study was to determine the effects of nutrient intake, screen time (television viewing and computer and/or video games) and physical activity on obesity in preschool children. Recruitment began in January 2008 by distributing letters to mothers who had children aged 6 years enrolled in daycare. Dietary intakes were obtained from the children's mothers, using the 24-hour recall method. The average height and weight of the children were 114.2 cm and 20.3 kg, respectively. Mean age, body weight, height and Kaup index were not significantly different between groups consisting of boys or girls. Assessment by the Kaup index showed that 14.0% of children were underweight, 69.0% were normal weight, 13.0% were overweight, and 4% were obese. The daily intakes of calcium, potassium, fiber, and folic acid in the group of boys were 77.7%, 58.5%, 80.4% and 88.9% respectively. as compared with the DRIs. The daily intakes of calcium, potassium, fiber, and folic acid in the group of girls were 77.7%, 58.5%, 80.4% and 88.9%, respectively. as compared with the DRIs. Intakes of protein, phosphorus, iron, zinc, vitamin A, thiamin, riboflavin, niacin, vitamin C, and vitamin E were higher than the DRIs. There were no difference among 3 groups (underweight, normal, overweight) in energy or nutrient intake. Preschool children with screen time (TV viewing and computer and/or video games use time) of >2 hours per day had significantly higher Kaup index values, and intakes of energy, carbohydrate, folic acid and zinc. In conclusion, preschool children with reported screen time (TV viewing and computer and/or video games use time) of >2 hours per day were fatter. Therefore, we need further investigate the relation between diet and screen time in preschool children to improve future nutrition education programs. Further studies are required to explore the effects of food intake and screen time (TV viewing and computer and/or video games use time) over a longer period of time.

Applying a Two-Stage Option Games Method to Investment Decisions of Business Startups: Case Study of a Smart House Startup in Indonesia

  • Wardani, Ida Sri;Fujiwara, Takao
    • Asian Journal of Innovation and Policy
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    • v.7 no.1
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    • pp.178-189
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    • 2018
  • In this paper, we present a case study of a new emerging business startup involved in smart house appliances. The irreversible investment concept and real-option theory are introduced as the fundamentals of the model. By using games theory we show that the startup's actions can trigger reactions from other firms. The first part covers initial the research and development stage, while the second part covers production and commercialization. The findings of this study suggest that, given a certain amount of initial investment, an open and shared innovation may lead to hurting a firm's investment while strengthening the competitors' position in the market. However, given the sensitivity analysis, when volatility and demand grow favorably, sharing R&D investment is not a bad option for a new player to adjust its position in the market while still maintaining positive returns.

Trend Analysis of Men's Gymnastics on Floor Exercise in the 2018 Asian Games through Digital Video Materials (디지털 영상자료를 통한 2018 아시안게임 기계체조 마루운동에 대한 연기내용 분석)

  • Han, Yoon-Soo
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.619-624
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    • 2018
  • The purpose of this study was to examine the trend of men's gymnastics on floor exercise final(8 gymnasts) in the 2018 Asian Games through digital video materials. Video recordings of floor exercise final were collected from the 2018 Asian Games. The cross-check with three international gymnastics judges on floor exercise final was analyzed. To fulfil the D-score, 8 gymnasts were the most performed backward saltos elements group(36 elements), forward salto with 1/1 turn(8 gymnasts), backward salto with 5/2 turn(8 gymnasts) and backward salto with 3/1 turn(8 gymnasts). The scores showd average the D score 6.0, E score 7.9, and connection values 0.25. To get a good results on floor exercise, gymnasts need to get a average the D score over 6.0, E score over 8.5, and connection values over 0.3.

Study on Influencing Factors of Camera Balance in MOBA Games - Focused on (MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로)

  • LI, JING;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

A Study on Private Security in the 1980s (1980년대의 민간경비연구)

  • Ahn, Hwang Kwon
    • Convergence Security Journal
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    • v.16 no.6_2
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    • pp.43-51
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    • 2016
  • In the 1980s, private security was established in the framework of institutional framework with the Security Industry Act which was enacted in 1976. The agents who brought in the development of the private sector in 1980 enjoyed a boom in the global economy, affected by its high-flying dollar value, low international interest rate, low oil prices, and the blooming economy. In addition, the semiconductor, computers and communications equipment that was promoted in accordance with the e-Literacy plan were raised. Following the economic development of various events such as Seoul International Trade Fair, "86 Asian Games," and "88 Seoul Olympic Games," private security expenses were enhanced by increasing awareness of civilian expenses. Also, in the 1980s, Korean investment in foreign companies, including Japan's Secom, or Korean technology, brought many changes to the private security. Meanwhile, the cost of security, which has been centered around human expenses, has brought about the era of mechanized spending, or machine security expenses. The purpose of this study is to systematically analyze the social environment surrounding the private security in the 1980s and systematically analyze the important factors that contribute to private security.