• Title/Summary/Keyword: Challenge Contents

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Effect of Finance Public Enterprise Employees' Work rewards on Organizational Effectiveness -Investigation of Moderating Role of Self-efficacy- (노동보상이 금융공기업 종사자의 조직유효성에 미치는 영향 -자아효능감의 조절효과 검증-)

  • Kang, Myoung-Seok;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.495-510
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    • 2013
  • The purpose of this study was to explore the effects of work rewards on the organizational effectiveness including mediator role of self-efficacy, and also the work rewards was divided into three categories of task rewards, organizational rewards and social rewards, organizational effectiveness into two categories of organizational commitment and job satisfaction. Research findings are follows; First, job diversity and job challenge of task rewards, payment of organizational rewards, superior support of social rewards have a positive influence on organizational commitment. Second, job diversity, job challenge and job autonomy of task rewards, superior support of social rewards have a positive influence on job satisfaction of finance public enterprise employees. Third, tested mediator role of selt-efficacy between work rewards and organizational effectiveness, and found out moderating roles between work rewards and organizational commitment, but its role between organizational rewards and job satisfaction was found only in job stability of organizational rewards. In terms of the results of this study, the theoretical and practical implications of the findings were discussed and directions for future research were presented.

IPsec VPN Encrypted Packet Analysis Method for Contents Auditing (콘텐츠 감사를 위한 IPsec VPN 패킷 분석 기술 연구)

  • Junghyung Park;Jaenam Yoon;Jaecheol Ryou
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.1
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    • pp.41-52
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    • 2024
  • Security audits of IPsec VPNs are crucial for identifying vulnerabilities caused by implementation flaws or misconfigurations, as well as investigating incidents. Nevertheless, auditing IPsec VPN presents noteworthy challenge due to the encryptiong of network contents which ensere confidentiality, integrity, authentications and more. Some researchers have suggested using man-in-the-middle(MITM) techniques to overcome this challenge. MITM techniques require direct participation in the network and prior knowledge of the pre-shared key for authentication. This causes temporary network disconnection for security audits, and it is impossible to analyse data collected before the audit. In this paper, we present an analysis technique aimed at ensuring network continuity without relying on a specific IPsec VPN topologies or authentication method. Therefore, it is anticipated that this approach will be effective, practical and adaptable for conducting IPsec VPN security

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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A Study for Modern City Space in Korean Film - & (현대 도시공간 재현의 이데올로기적 변화에 관한 연구 - <살인의 추억>과 <극장전>을 중심으로 -)

  • Lee Seung-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.49-56
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    • 2006
  • Urban cmmunity films have achieved the industrial modern society's idiosyncrasy Popular films have achieved the industrial growth through city as the completion of modernization. They also have represented the social meaning of urban space, and have expanded 'their political space' This filmic challenge showed diverse negative factors which were the poor's economical difficulties, the relative robbery of their education and job, and adhered class in city through developing the urban space with were hidden beyond modernity's splendor.

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Empirical Study on Factors Influencing Customer Loyalty in Mobile Games (모바일게임의 고객 충성도 영향요인에 관한 실증 연구)

  • Lee, Seok-In
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.99-106
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    • 2006
  • In recent years, the market for mobile games has become the most important part in the mobile content industry. The purpose of this study are to identify a causality between flow and customer loyalty in mobile games and to identify the factors by which flow is influenced. Mobile game players were surveyed and the data were statistically analyzed empirically. Empirical results indicate that four independent variables such as game design, challenge, skill and feedback have impacts on the flow. And customer loyalty is significantly influenced by the flow. Based upon the statistical results, some useful guidelines for mobile game development and market penetration strategies are also provided.

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A Statistical Perspective of Neural Networks for Imbalanced Data Problems

  • Oh, Sang-Hoon
    • International Journal of Contents
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    • v.7 no.3
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    • pp.1-5
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    • 2011
  • It has been an interesting challenge to find a good classifier for imbalanced data, since it is pervasive but a difficult problem to solve. However, classifiers developed with the assumption of well-balanced class distributions show poor classification performance for the imbalanced data. Among many approaches to the imbalanced data problems, the algorithmic level approach is attractive because it can be applied to the other approaches such as data level or ensemble approaches. Especially, the error back-propagation algorithm using the target node method, which can change the amount of weight-updating with regards to the target node of each class, attains good performances in the imbalanced data problems. In this paper, we analyze the relationship between two optimal outputs of neural network classifier trained with the target node method. Also, the optimal relationship is compared with those of the other error function methods such as mean-squared error and the n-th order extension of cross-entropy error. The analyses are verified through simulations on a thyroid data set.

Definition of the Diversity Education in Japan

  • YANO, Natsuki;OTA, Mamiko;HAN, Changwan
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.389-390
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    • 2016
  • Since the Salamanca statement in 1994, inclusive education became the worldwide issue in the field of educational policy. Inclusive education is defined that equality and comprehensive education in the classroom to learning together regardless of whether with disability or not (Han et al, 2013). Inclusive education is the educational system and consist of the three domains; guarantee of rights, improvement in environment and reform in curriculum (Han et al, 2015). Diversity education has been positioned as an educational method in inclusive education. Diversity in classroom is very wide ranging; nationality, gender, culture, race, ethnicity, disability, age and religion. Diversity education is the educational method to providing the appropriate education for the children's diversity on the assumption that appreciate to the diversity. In recent years, the main purpose of inclusive education is to encompass children with disabilities. However, developmental disabilities that has no intellectual delay become a new challenge in education in addition to the physical and mental disability. This study aims to definition of the diversity education as the educational method in Japan.

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A study for the Korean National R&D Policy through 'Fake News Finding' in artificial intelligence Challenge (인공지능 기술을 활용한 '가짜뉴스 찾기' 챌린지를 통한 국내 R&D 지원 시스템의 방향성에 대한 연구)

  • Chun, Kwang-ho;Ha, Sun-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.513-514
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    • 2018
  • 우리 정부는 신기술인 지능정보기술의 효과 실현을 극대화하고, 선진 기술 확보를 가속화하기 위해 기존 추격형을 넘어선 선도형 R&D 지원체계가 필수적인 상황을 인지하고 있다. 특히, 미국 등 선진국에서는 신기술 분야에 대한 효과 극대화와 R&D 촉진을 위해 도전 경쟁형 R&D 지원체계를 활용한 R&D 추진을 활발히 지원하고 있다. 세계적으로 첨단 미개척 인공지능 분야의 연구 진작을 위해 우리정부는 지난 '17년부터 도전형 경쟁형 개방형 R&D 지원 체계인 '인공지능 R&D 챌린지' 도입하여 지원하고 있다. 이에 본 논문에서는 인공지능 R&D 챌린지의 가짜뉴스 찾기를 통해 국내 R&D의 지원방향에 대해 검토해 보았다.

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A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

What Quality Factors Affect to the e-Learning Performance (e-러닝 성과에 영향을 미치는 품질요인에 관한 연구)

  • Kim, Sung-Gyun;Sung, Hang-Nam;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.201-230
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    • 2007
  • Recently, the growth of e-Learning systems and its related information technology has presented a unique challenge for both schools and industry. It would make an extremely phenomenal paradigm shift in the educational method and practice. Methods of assessing the quality of e-teaming services and contents are critical issue in both practice and research. Moreover, many researchers are interested in what qualify factors more affect to the Performance of e-Learning service. Nevertheless, service quality is a construct that is difficult to define and measure. e-Learning services are composed of many factors, and they are more complicated than the traditional education services because they we performed on the distance basis and the many platforms of IT infrastructure. The purposes of our research are to classify the e-Learning service dimension and identify their factors, to develop the measurement of the factors, and finally to test empirically their relationship between the service factors and e-Learning service performance. For the development of the service factors we considered SERVQUAL model and SERVPERF model which were developed in the service marketing area. The SERVQUAL model was more fitted to the e-Learning services than the latter. From that we derived several factors that fit to our research domain, ie, tangibles, access, reliability, credibility, security, responsiveness, assurance, empathy. We combined three factors of them(reliability, credibility, security) into a factor, system stability for the semantic simplicity, and divided responsiveness factor into system operator responsiveness and teacher responsiveness as the entity based dimension classification. In the e-Learning services research, Most researcher are mentioned the quality factors of contents, so we added to two contents quality factors, ie, contents production method and richness of contents itself. We examined the relationship between the service quality factors and e-Learning performance(student satisfaction and service reuse intention). As result three quality factors(contents production method, teacher responsiveness, empathy) significantly affected student satisfaction. To the other performance variable, ie, service reuse intention, the teacher related quality factors(such as teacher responsiveness, assurance, empathy) affected only. In conclusion, even in the on-line distance teaming, the teacher's role md earnestness is as important as ever.

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