• Title/Summary/Keyword: Game Company

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Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

The Research of Improvement and Development Process for protection in Korea Private Security (한국 신변보호업의 발전과정과 개선방안 연구)

  • Park, Jang Gyu;Kim, Nam Joong
    • Convergence Security Journal
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    • v.13 no.2
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    • pp.33-43
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    • 2013
  • The Private Security Industry of Korea began after served security service for the United States army of 8 division. The industry grew up after establish private security regulation on December 31th of 1976. Early 1980's the industry was accelerated from bringing technical knowledge of developed nations rapidly. Also, private security was gotten into the spotlight by one of futurity industry instead public security after companies performed 86 Asian game and 88 Seoul Olympic successfully. Therefore, the industry became to increase qualitatively and quantitatively. From late 1990's the private security regulations were revised fifteen times and created about education system, bodyguard, and leader of security. 3,836 private companies and 150,030 private guards had operated until 2012. However, some of companies received administrative measure, because of the companies ran immorally. The minor companies are continuously closed down from the leader's inefficient operation. Approval standard of establishment has imperfect law. Solutions of problems are to provide high quality service, to expand company affairs, to attract specific customers through efficiency expert, to change standard of leader of security guards, to establish security education institution through the government and to intensify requirements to establish the company.

Consumer Values Derived from Products by Consumers: Difference among the Four Types of Products Classified with Product Attributes and Visibility (소비자가 제품에서 추구하는 소비자가치: 제품 속성과 가시성에 따른 4가지 제품유형을 중심으로)

  • Park, Yoon Ji;Kim, Kee Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.7
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    • pp.81-96
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    • 2012
  • The purpose of this study is to understand consumer values derived from products by the contemporary consumers, as the meaning of a product is extended from the functional utilities to the mediums of fulfilling consumer values. Consumer values have been researched from the marketers' perspectives and, thus, the scales to measure consumer values tend to be too abstract and not always reflective of the consumers' perspectives. Holbrook's typology of consumer values is utilized and the products are classified into four groups according to the product characteristic of the utilitarian versus hedonic, and the consumption spaces of the indoor and outdoor. The findings are as follows. First, the values of efficiency, excellence, ethics, and spirituality are more likely derived from utilitarian products, while the value of play is more likely derived from the hedonic products. Second, the values of efficiency, excellence, and ethics are more likely derived from the indoor products, and values of playfulness, esthetics, status, and respect are more likely derived from the outdoor products. Third, the most frequently mentioned values are the efficiency, playfulness, and status. Fourth, the list of products answered as being representative for four types of products are short to include obvious products such as TV, mobile phone, computer, car, refrigerator, and MP3 player. Both the utilitarian and hedonic values are derived from TV, computer, and mobile phone, while the utilitarian value from refrigerator and car, and the hedonic value from MP3 player, digital camera, and game consoles. The results imply that consumer values should be carefully understood and reflected in developing new products in order to successfully fulfill consumers' underlying needs and requirements.

The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

A research on detection techniques of Proxy DLL malware disguised as a Windows library : Focus on the case of Winnti (윈도우즈 라이브러리로 위장한 Proxy DLL 악성코드 탐지기법에 대한 연구 : Winnti 사례를 중심으로)

  • Koo, JunSeok;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1385-1397
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    • 2015
  • The Proxy DLL is a mechanism using a normal characteristics of Windows. Specific malware is executed via this mechanism after intrusion into a system which is targeted. If a intrusion of malware is successful, malware should be executed at least once. For execution, malware is disguised as a Windows Library. The malware of Winnti group is a good case for this. Winnti is a group of Chinese hacking groups identified by research in the fall of 2011 at Kaspersky Lab. Winnti group activities was negatively over the years to target the online video game industry, in this process by making a number of malware infected the online gaming company. In this paper, we perform research on detection techniques of Proxy DLL malware which is disguised as a Windows library through Winnti group case. The experiments that are undertaken to target real malware of Winnti show reliability of detection techniques.

Cost Distribution Strategies in the Film Industry: the Simplex Method (영화의 유통전략에 대한 연구: 심플렉스 해법을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.14 no.10
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    • pp.147-152
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    • 2016
  • Purpose - High quality films are affected by both the production stage and various variables such as the size of the movie investment and marketing that changes consumers' perceptions. Consumer preferences should be recognized first to ensure that the movie is successful. If a film is produced without pre-investigation and analysis of consumer demand and taste, the probability of success will be low. This study investigates the balance of production costs, marketing costs, and profits using game theory, suggesting an optimization strategy using the simplex method of linear programming. Research design, data, and methodology - Before the release of the movie, initial demand is assumed to be driven largely by marketing costs. In the next phase, demand is assumed to be driven purely by a movie's production cost and quality, which might also further determine consumer demand. Thus, it is essential to determine how to distribute pure production costs and other costs (marketing) in a limited movie production budget. Moreover, it should be taken into account how to optimally distribute under the assumption that the audience and production company's input resources are limited. This research simplifies the assumptions for large-scale and relatively small-scale movie investments and examines how movie distribution participant profits differ when each cost is invested differently. Results - When first movers or market leaders have to choose both quality and marketing, it has been proven that pursuing a strategy choosing only one is more likely than choosing both. In this situation, market leaders should maximize marketing costs under the premise that market leaders will not lag their quality behind the quality of second movers. Additionally, focusing on movie marketing that produces a quick effect while ceding creative activity to increase movie quality is a natural outcome in the movie distribution environment since a cooperative strategy between market competitors is not feasible. Conclusions - Government film development policy should ignore quality competition between movie production companies and focus on preventing marketing competition. If movie production companies focus on movie production quality improvement then a creative competition would ensue.

Design analysis and improvement of Korean women's basketball and volleyball uniforms (국내 프로 여자 농구와 배구 유니폼의 디자인 분석과 개선방안)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.425-438
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    • 2015
  • This study aims to integrate sports uniform design into fashion as an effective communication means by analyzing the uniforms of women's pro basketball and volleyball teams in the country. As part of the research method, a literature review was conducted on the domestic pro sports background and women's basketball and volleyball uniforms. For empirical research, an analysis was performed of the uniforms of 12 teams in total: six women's pro basketball teams and six women's pro volleyball teams in the 2013~2014 league. The following results were obtained. First, in terms of formativeness, sleeveless shirts and shorts are basic in both basketball and volleyball. However, there are remarkable differences between the two. Shirts in volleyball are tighter, with the body figure visible, and shorts are shorter in length than those in basketball. Most basketball uniforms have a V-neckline and are collarless, while volleyball uniforms have a standup collar in all teams. Second, both basketball and volleyball apply the representative color of the sponsoring company and the team's typical color, but common colors, such as blue, navy, and white, are used in many teams, which fails to represent a uniquely differentiated image. Third, the logo or symbol of a sponsor is excessively applied to both basketball and volleyball uniforms. This downgrades the uniform's own esthetic features. Fourth, a fashionable uniform design, that reflects the bodily characteristics of women and the characteristics of the sports game would be a beneficial communication tool for all the tiers to become involved in participation and entertainment.

State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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XML-based Variable Data Publishing System with Dynamic Editing and Formatting Function (동적 편집과 포맷팅 기능을 갖는 XML 기반의 가변 데이터 출판 시스템)

  • Lim, Kwang-Taeg
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4583-4591
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    • 2010
  • Existing XML-based variable data publishing, in which a user has to manually prepare and edit template rules, is rather difficult for general users to create documents. Especially when processing large variable XML documents such as manuals or technical documents, fast document formatting is required to provide fast response speed for editing, which the existing batch processing cannot provide. This paper proposes a variable data publishing system with dynamic editing and formatting function, which support fast formatting upon user's request for large volume documents as well as for template editing through interaction by displaying the result of template-based variable documents on WYSIWYG screen. Proposed system can be effectively used for creating customized documents with many variable data that can be changed according to individual characteristics such as individual, company or area; source documents, template documents and formatted documents adopt XML, XSLT and XPath standards suggested by W3C, which facilitates extension to web document processing system.