• Title/Summary/Keyword: Game Strategy

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An Analysis of Cyber Attacks and Response Cases Related to COVID-19 (코로나19 관련 사이버 공격 및 대응현황 분석)

  • Lee, Yongpil;Lee, Dong-Geun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.119-136
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    • 2021
  • Since the global spread of COVID-19, social distancing and untact service implementation have spread rapidly. With the transition to a non-face-to-face environment such as telework and remote classes, cyber security threats have increased, and a lot of cyber compromises have also occurred. In this study, cyber-attacks and response cases related to COVID-19 are summarized in four aspects: cyber fraud, cyber-attacks on companies related to COVID-19 and healthcare sector, cyber-attacks on untact services such as telework, and preparation of untact services security for post-covid 19. After the outbreak of the COVID-19 pandemic, related events such as vaccination information and payment of national disaster aid continued to be used as bait for smishing and phishing. In the aspect of cyber-attacks on companies related to COVID-19 and healthcare sector, we can see that the damage was rapidly increasing as state-supported hackers attack those companies to obtain research results related to the COVID-19, and hackers chose medical institutions as targets with an efficient ransomware attack approach by changing 'spray and pray' strategy to 'big-game hunting'. Companies using untact services such as telework are experiencing cyber breaches due to insufficient security settings, non-installation of security patches, and vulnerabilities in systems constituting untact services such as VPN. In response to these cyber incidents, as a case of cyber fraud countermeasures, security notices to preventing cyber fraud damage to the public was announced, and security guidelines and ransomware countermeasures were provided to organizations related to COVID-19 and medical institutions. In addition, for companies that use and provide untact services, security vulnerability finding and system development environment security inspection service were provided by Government funding programs. We also looked at the differences in the role of the government and the target of security notices between domestic and overseas response cases. Lastly, considering the development of untact services by industry in preparation for post-COVID-19, supply chain security, cloud security, development security, and IoT security were suggested as common security reinforcement measures.

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.

The impact of major league baseball on the incidence of operative hand and facial trauma at a level 1 trauma center

  • Ricci, Joseph A.;Vargas, Christina R.;Ho, Olivia A.;Lin, Samuel J.;Lee, Bernard T.
    • Archives of Plastic Surgery
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    • v.46 no.3
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    • pp.198-203
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    • 2019
  • Background Professional affiliation between medical centers and professional sports teams can be mutually beneficial in the provision of healthcare and marketing strategy. Anecdotal evidence suggests a link between trauma volume and sporting events; however, there is limited data. This study aims to characterize the incidence of operative hand and facial trauma during professional baseball home games. Methods A retrospective review of surgical cases for traumatic hand or facial injuries at a level 1 center between 1999 and 2012 was performed. Demographic information including date of injury, admission status, and operative repair were collected. Patients were grouped based on whether their trauma occurred on the date of a home game. Results Operative hand and facial trauma occurred at a rate of 33.4 injuries per 100 days with home games, compared to 22.2 injuries per 100 days (incidence rate ratios, 1.50; 95% confidence interval, 1.34-1.69). When home games were played, patients were more likely to present as a result of motorcycle accidents (3.1% vs. 1.5%; P=0.04) or bicycle accidents (5.0% vs. 2.6%; P=0.01). Other mechanisms of trauma were not statistically different. There was an increase incidence of injuries during home games in August; weekly variability showed an increased incidence during the weekends. Conclusions There was an increased rate of operative hand and facial injuries on dates with professional home games. The incidence of injuries during home games was higher in the late summer and on the weekends. Further analysis may allow improved resource allocation and strategies for injury prevention and treatment.

Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.36-48
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    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

Russia-Ukraine War and a Change in the International Order (러시아-우크라이나 전쟁과 국제질서의 변화)

  • Jang, Seho
    • Analyses & Alternatives
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    • v.6 no.2
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    • pp.5-36
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    • 2022
  • The Russia-Ukraine War was a "three-layer compounded war" between the US and Russia, Russia and Ukraine, and Ukrainian government forces and rebels. First, the war is a phenomenon that occurred when the western sphere of influence seeking to maintain and strengthen the liberal international order and the Sino-Russian sphere of influence seeking a new alternative order collided in Ukraine, a geopolitical fault zone. Second, this war is the result of a typical 'security dilemma' phenomenon caused by the 'chain reaction' game of NATO's continuous expansion and Russia's response. Third, the Russia-Ukraine war was caused by the Russian military projection to prevent the military restoration of Donbas region by Ukraine. Until now, the Western world, led by the US, showed unexpected solidarity after the war despite subtle differences in positions. However, the non-Western world, including China, is not participating in the condemnation and sanctions against Russia. This war will be an important turning point in the existence and change of the current international order that has been formed and is operating since the end of the Cold War. The direction of maintenance/restoration, revision/change, and end/transformation of the current international order is highly likely to be determined depending on the development pattern and method of ending the war.

An Estimation Model for Defence Ability Using Big Data Analysis in Korea Baseball

  • Ju-Han Heo;Yong-Tae Woo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.119-126
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    • 2023
  • In this paper, a new model was presented to objectively evaluate the defense ability of defenders in Korean professional baseball. In the proposed model, using Korean professional baseball game data from 2016 to 2019, a representative defender was selected for each team and defensive position to evaluate defensive ability. In order to evaluate the defense ability, a method of calculating the defense range for each position and dividing the calculated defense area was proposed. The defensive range for each position was calculated using the Convex Hull algorithm based on the point at which the defenders in the same position threw out the ball. The out conversion score and victory contribution score for both infielders and outfielders were calculated as basic scores using the defensive range for each position. In addition, double kill points for infielders and extra base points for outfielders were calculated separately and added together.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Business Processes Automation and Analysis Techniques by Using BPM and SOA (BPM과 SOA기반의 비즈니스 프로세스 자동화와 분석기법)

  • Lee, Chung-Hun;Lee, Jong-Hak;Seo, Jeong-Man;Cho, Wan-Sup
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.171-178
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    • 2009
  • Recently, a combination of Business Process Management (BPM) and Service Oriented Architecture (SOA) is being recommended as the best approach for automating large business systems. And the need to create meaningful information from daily operational data is increased today. In this paper, we propose a methodology for automating business processes based on the BPM-SOA convergence trend and verify the methodology by implementing the project management business process. BPM-SOA convergence provides higher extensibility and productivity due to the loosely coupled system construction and maintenance. The system has good properties for frequent process changes and reuse of duplicate processes. We then analyze extensibility of the system as new business processes are added to the existing system. We finally analyze the data generated by BPM by using SAP business intelligence to support management's decision making and strategy. Business intelligence provides not only useful data for business decisions but also chance to optimize the business processes.