• Title/Summary/Keyword: Game Policy

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Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

A Study on Firm Survival Factors : Focusing on Korean Software Firms (기업의 생존요인 연구 : 국내 소프트웨어 기업을 중심으로)

  • Park, Gangmin;Kim, Jun Youn
    • Journal of Technology Innovation
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    • v.26 no.4
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    • pp.98-121
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    • 2018
  • This article analyzes the survival of Korean software firms from 1995 to 2015 by Cox regression model and product-limit method. The results show that survival rates are different for each sector: IT service, package software, game software and internet service. In addition, firm growth and investment in research and development positively affect software firm's survival, while slack resources negatively affect the software firm's survival. The implication of this study is that characteristics of the software industry and technologies should be taken into consideration in survival strategy of software firms and government policy. Previous research on survival analysis has been mainly conducted in the manufacturing industry or at the special circumstance such as the foreign exchange crisis of Korea in the late 1990s. The contribution of this study is that expanding the survival analysis to software firms in Korea which are becoming more important recently.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A study on the current status of defense AI in major foreign countries (해외 주요국의 국방AI 현황 연구)

  • Lee Ji-Eun;Jisun Lee;Ryu chong soo
    • Journal of The Korean Institute of Defense Technology
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    • v.5 no.1
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    • pp.19-24
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    • 2023
  • The future battlefield is expected to be very different from what it is today because of the development of new technologies. In particular, it becomes difficult to predict the war's outcome as AI and robots, whose performance is improved, participate in the battlefield. Accordingly, major countries including the US and China regard AI as the key technology and game changer that changing national competitiveness and future wars. Therefore, they are concentrating their efforts at the national level to occupy advance related technologies and to develop AI weapon systems. For this reason, countries are preparing strategies and policies to defense AI, and are actively expanding infrastructure, such as establishing organizations. In Korea, Defense AI is also being promoted. But, it suffers from a lack of governance that manages and controls integrally. Nevertheless, a significant consensus is forming on the necessity of establishing a defense AI center. In this study, we analyzed the status of defense AI promotion in major foreign countries such as the US, UK, and Australia, and suggested some implications for the establishment of defense AI policies.

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Effects of Trade and Industrial Policies in the Presence of Strategic Technology Competition (전략적(戰略的) 기술경쟁(技術競爭)과 산업(産業)·무역정책(貿易政策))

  • Lee, Hong-gue
    • KDI Journal of Economic Policy
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    • v.14 no.3
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    • pp.3-21
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    • 1992
  • By localizing the production of core parts and intermediate goods previously imported from Japan, Korean firms have been striving to increase their market share and profit in the final goods market in which Japanese firms are dominating. Korean producers' efforts, however, have often been thwarted by Japanese suppliers' "strategic" behavior. This competitive strategy involves Japanese exporters supplying parts and intermediate goods at very high prices until Korean firms must locally develop them, and then setting the prices far below the previous level so that the profitability of localization is dramatically reduced, or even means a loss for the Korean manufacturer. This paper intends to explain the strategic behavior of Japanese firms through the concepts of strategic interactions and joint economies. Strategic interactions can be aggressive or accommodating depending on whether competitors are dealing with strategic substitutes or complements. Joint economies exist in multi-stage competition when competition in the previous state favorably influences "profits" of the ensuing stage. Competiton between Korean and Japanese firms (a two-stage game involving production and technology rivalries) can be characterized by joint economies and strategic substitutes: joint economies since technological improvement results in more profits in the production stage; and strategic substitutes since an increase in marginal profits of one firm brings about a decrease in marginal profits of the other in a duopolitic production stage. This implies that the flood of "low price" Japense substitutes is an almost "natural" phenomenon in the context of the duopolistic market described in this paper. In the technology competition stage, on the other hand, technology development and technology transfer can be either strategic complements or substitutes. This implies that, in typical comparative static analyses, the effect of changes in exogenous variables cannot be expected a priori. Thus it becomes very difficult to determine the desirability of applying various policy measures such as countervailing duties, R&D subsidies, and creating demand for localized products. For these reasons, it is indeed likely that the measures suggested as means of circumventing the strategic behavior of Japanese firms (and enhancing technological development of Korean firms) may not work.

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Estimating willingness-to-pay for Kremezin in delaying the initiation of dialysis treatments among patients with chronic renal failure (크레메진의 만성신부전증 환자 투석도입 지연효과에 대한 최대지불의사액(willingness-to-pay) 추청)

  • Lee Sun-Mi;Mun Youn-Ok;Cho Woo-Hyun;Lee Hoo-Yeon;Kang Hye-Young
    • Health Policy and Management
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    • v.16 no.2
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    • pp.96-116
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    • 2006
  • To assess the economic value of pharmaceutical therapy with Kremezin, we investigated the maximum amount of willingness-to-pay (WTP) of patients with chronic renal failure (CRF) for a hypothetical effect of Kremezin in delaying the initiation of dialysis treatments. A face-to-face survey was carried out in a sample of 141 CRF patients from 2 dialysis centers, composed of 82 hemodialysis patients, 38 peritoneal dialysis patients, and 21 non-dialysis CRF patients. Using a bidding game method with a starting point of 320,000 Won, which is the average monthly out-of-pocket payment for dialysis treatment, we asked the study subjects how much they would pay per month to receive Kremezin therapy. The mean out-of-pocket monthly WTP for Kremezin was 310,000, 430,000, and 520,000 Won (p<0.05, repeated one-way ANOVA)) when Kremezin delays the initiation of dialysis treatments by 1, 2, and 4 years. Significant correlation between the respondent's WTP and income $(r=0.266{\sim}0.368,\;p<0.05)$ confirmed the construct validity of the WTP instrument. Regression results showed that patients with a higher education, with diabetes as a major causes of CRF, and undergoing hemodialysis treatments tended to express higher WTP for Kremezin. The economic value of WTP from the perspective of patients varied from 310,000 to 520,000 Won depending on the effect size of Kremezin. The mean WTP was higher than 32,000 Won, only when the hypothetical effect of Kremezin in delaying the initiation of dialysis is for 2 years. This implies that Kremezin might be the preferred choice of therapy by CRF patients if it delays the initiation of dialysis treatment for at least 2 years.

A Phenomenological Approach toward The Problems of Squash Referee's Decision Making Experience (스쿼시 심판들이 경험하는 판정어려움에 대한 현상학적 접근)

  • Lee, Byung-Hyuk;Lee, So-Mi
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.471-477
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    • 2018
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in EnThis research aims to analyze the difficulties associated with the squash referee's decision by using the phenomenological analysis of Giorgi. With such approach, this paper investigated the fundamental causes of the difficulties of the decision making process of the referee, and then argues the needs for eliminating such causes. Five referees were recruited as the study participants, among the experienced referees with more than 10-year experience and 2nd grade certification, issued by the Korea Squash Federation. The research was conducted between June 2015 and July 2016. Participatory observation, semi-structured in-depth interview. Following Giorgian four-step phenomenological analysis, all transcribed interview data were categorized into three components-'problems from the individual situation', 'problems from the social situation', and 'problems from the circumstantial situation'. Although the referees are one of major factors that determine the success and failure of the game, their working condition is far from the ideal, as observed in the problems above. Therefore, to improve the quality of the judgement, it is most important to reward the referees, who are the subject of the decision, with better economic treatment. Such improvement of the working condition of the referees is also highly related with the reproduction and professionalization of the referees.

Analysis report for readiness posture against north korea nuclear threat - Focused mainly in non-military area of government readiness posture - (북한의 핵위협 대비태세 분석 - 정부의 비군사분야 대비태세를 중심으로 -)

  • Kim, In-Tae
    • Korean Security Journal
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    • no.42
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    • pp.205-227
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    • 2015
  • The Korean Peninsula is put in a position to carry out a highly strategic game vis-a-vis nK, which is asserting itself as a nuclear power amongst Northeast Asia's complex dynamics. While the international community recognizes nK's possession of nuclear weapons as released secret based on nK's three nuclear tests, shrewd strategic thinking is needed by ROK to secure itself as a non-nuclear nation in order to assume a responsible role to the international community, while simultaneously being ready to respond at all times for nK's military provocations. ROK must continue with its twofold strategy, by firm response to military confrontation with nK and maintaining flexible policy of tolerance in the areas of economy and ethnicity. Various strategic options to overcome nK's nuclear threats have been presented to ROK, whose possession of nuclear weapons have been difficult, and nK's nuclear capability is a real threat to ROK's national security. We must be able to respond to nK's nuclear threats strictly from ROK's national security perspective. This thesis aims to propose a response policy for nK's nuclear capability and nK's nuclear attack based on analysis of such nuclear damage, ROK Government's response posture against nK's nuclear threats, centered around ROK Government's non-military response posture.

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Research on Optimal Deployment of Sonobuoy for Autonomous Aerial Vehicles Using Virtual Environment and DDPG Algorithm (가상환경과 DDPG 알고리즘을 이용한 자율 비행체의 소노부이 최적 배치 연구)

  • Kim, Jong-In;Han, Min-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.2
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    • pp.152-163
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    • 2022
  • In this paper, we present a method to enable an unmanned aerial vehicle to drop the sonobuoy, an essential element of anti-submarine warfare, in an optimal deployment. To this end, an environment simulating the distribution of sound detection performance was configured through the Unity game engine, and the environment directly configured using Unity ML-Agents and the reinforcement learning algorithm written in Python from the outside communicated with each other and learned. In particular, reinforcement learning is introduced to prevent the accumulation of wrong actions and affect learning, and to secure the maximum detection area for the sonobuoy while the vehicle flies to the target point in the shortest time. The optimal placement of the sonobuoy was achieved by applying the Deep Deterministic Policy Gradient (DDPG) algorithm. As a result of the learning, the agent flew through the sea area and passed only the points to achieve the optimal placement among the 70 target candidates. This means that an autonomous aerial vehicle that deploys a sonobuoy in the shortest time and maximum detection area, which is the requirement for optimal placement, has been implemented.