• 제목/요약/키워드: Game Usage

검색결과 187건 처리시간 0.026초

텍스트마이닝을 활용한 사용자 요구사항 우선순위 도출 방법론 : 온라인 게임을 중심으로 (Analysis of User Requirements Prioritization Using Text Mining : Focused on Online Game)

  • 정미연;허선우;백동현
    • 산업경영시스템학회지
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    • 제43권3호
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    • pp.112-121
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    • 2020
  • Recently, as the internet usage is increasing, accordingly generated text data is also increasing. Because this text data on the internet includes users' comments, the text data on the Internet can help you get users' opinion more efficiently and effectively. The topic of text mining has been actively studied recently, but it primarily focuses on either the content analysis or various improving techniques mostly for the performance of target mining algorithms. The objective of this study is to propose a novel method of analyzing the user's requirements by utilizing the text-mining technique. To complement the existing survey techniques, this study seeks to present priorities together with efficient extraction of customer requirements from the text data. This study seeks to identify users' requirements, derive the priorities of requirements, and identify the detailed causes of high-priority requirements. The implications of this study are as follows. First, this study tried to overcome the limitations of traditional investigations such as surveys and VOCs through text mining of online text data. Second, decision makers can derive users' requirements and prioritize without having to analyze numerous text data manually. Third, user priorities can be derived on a quantitative basis.

마인드 퐁 제어를 위한 사물인터넷을 이용하는 뇌-기계 인터페이스 개발 (Development of Brain-machine Interface for MindPong using Internet of Things)

  • 김훈희
    • 사물인터넷융복합논문지
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    • 제9권6호
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    • pp.17-22
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    • 2023
  • 뇌-기계 인터페이스(BMI)는 신경활동을 통해 발생하는 전기 신호인 뇌파를 해석하여 기계를 제어하는 인터페이스이다. BMI는 다양한 분야에 적용될 수 있으나 뇌파 측정 및 해석을 위한 하드웨어의 휴대성이 낮아 대중적으로 사용되기에 어렵다는 단점이 있다. 이런 문제점을 해결하기 위해 이전 연구에서는 클라우드 컴퓨팅을 이용한 사물인터넷 기반 뇌-기계 인터페이스 시스템을 제안하였다. 본 연구에서는 위 시스템의 실시간 사용성을 증명하기 위하여 뇌파로 퐁(Pong) 게임을 조종하는 애플리케이션을 개발하여 테스트하였다. 그 결과 제안된 BMI 사용자가 최적 제어 인공지능과의 실시간 퐁 게임 대결에서 대등한 스코어를 보였다. 따라서 본 연구 결과는 사물인터넷 기반 뇌-기계 인터페이스가 일상생활 속 다양항 실시간 애플리케이션으로 활용될 수 있음을 시사한다.

Paid Peering: Pricing and Adoption Incentives

  • Courcoubetis, Costas;Sdrolias, Kostas;Weber, Richard
    • Journal of Communications and Networks
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    • 제18권6호
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    • pp.975-988
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    • 2016
  • Large access providers (ISPs) are seeking for new types of business agreements and pricing models to manage network costs and monetize better the provision of last-mile services. A typical paradigm of such new pricing norms is the proliferation of paid peering deals between ISPs and content providers (CPs), while on top of this, some ISPs are already experimenting with usage-based tariffs, usually through data-plans, instead of the typical fixed-based charging. In this work we define as common platform, the infrastructure in which a single ISP transacts with several CPs through peering agreements. In this context, we examine whether, and under which market conditions, the profitability of the involved stakeholders improves when the establishment of this platform is accompanied by a monetary compensation from the CPs to the ISP (paid peering), v.s. a scenario where their deal is a typical settlement-free one. In both cases, we assume that the ISP implements a usage-based access pricing scheme, implying that end-users will pay more for higher transaction rates with the CPs. Our framework captures some of the most important details of the current market, such as the various business models adopted by the CPs, the end-users' evaluation towards the ISP's and CPs' level of investments and the traffic rates per transaction for the offered services. By analysing the equilibrium derived by a leader-follower game, it turns out (among other practical takeaways) that whether or not the profitability of a CP improves, it highly depends on whether its business model is to sell content, or if it obtains its revenue from advertisements. Finally, we extract that consumer surplus is considerably higher under paid peering, which in turn implies improved levels of social welfare.

중ㆍ고등학생 대상 영양교육 내용 및 성취 목표 선정을 위한 교수분석과 출발점 행동 및 학습자 특성분석 (Selecting Instructional Contents for Nutritional Education Program for Junior/Senior High School Students Through Instructional Analysis and Analysis of Entry Behaviors and Learner Characteristics)

  • 강여화;양일선;김혜영;이해영
    • 대한지역사회영양학회지
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    • 제9권4호
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    • pp.464-471
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    • 2004
  • For the purpose of developing ‘Web-Based Nutritional Education Program’, this study did instructional analysis, analysis of entry behaviors and learner characteristics to select instructional contents for nutritional education program for junior/senior high school students. Survey questionnaires were distributed from October 21, 2002 to October 26, 2002 to a total of 564 junior/senior high school students in Seoul. The total number of questionnaires collected and used in our study was 479, which is 84.9% of the total questionnaires distributed. As a result of the curriculum analysis of ‘Technology-Home economics’, subjects related with ‘food and nutrition’ in the 7$^{th}$ educational course study result, lessons including the contents of food and nutrition were ‘nutrition and meal of adolescent’ in 7th grade, ‘family meal management’ in 9th grade and ‘practice of home life’ in 10th grade. According to the curriculum analysis, ‘nutrition’ and ‘food’ were chosen for the superior subjects of nutrition education program and four subordinate subjects per superior one were developed. Then, entry behaviors and learner characteristics were analyzed: life characteristics, internet usage, anthropometrics data and nutritional knowledge. Students were interested in using computer and preferred passive activity to dynamic activity. According. to the analysis of internet usage, WBI for students should composed active parts such as game, moving image, immediate reply and follow-up bye-mail, bulletin board and com- munity activity. Students’ BMI were in normal range but they were lacked nutritional knowledge. We wrote performance objectives that were specific behavior skills to be learned, the conditions under which they must be performed and the criteria for successful performance. The next step for developing the WBI nutrition education program would be based on the results mentioned above.

온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석 (Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis)

  • 김기석;정형원
    • 디지털융복합연구
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    • 제14권6호
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    • pp.415-423
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    • 2016
  • 온라인 게임 이용에 따른 부정적 영향이 사회적 문제로 인식되면서 온라인 게임 이용의 부정적 영향에 관한 많은 연구들이 이루어져 왔다. 그러나 본 연구는 온라인 게임의 순기능에 관한 연구이며, 온라인 게임에서의 길드 활동이 리더십에 어떠한 영향을 주는지에 관한 연구이다. 본 연구를 위해 온라인 게임 이용자 대상으로 심층 인터뷰를 진행하였으며, 연구 방법은 지오르기(Giorgi)의 현상학적 분석을 통해 그 결과를 도출했다. 연구 참여자는 총 3명으로, 온라인 게임에서 길드 리더 경험이 있는 고등학생, 대학생, 직장인으로 구성하였다. 본 연구의 목적을 달성하기 위해 참여자의 경험을 토대로 온라인 게임의 길드 활동이 실생활에서 리더십에 어떠한 향상을 주었는지에 대해 분석하였다. 연구 결과, 평소 소심했던 성향이 길드 경험을 통해 적극적인 성격으로 변하였으며, 리더십은 물론 의사 결정 능력 및 협업 능력 그리고 문제 해결 능력까지 향상된 것으로 확인되었다. 본 연구를 통해 온라인 게임이 가지고 있는 요소 중 길드 활동 경험이 리더십 향상의 기회를 제공하고 있으며 다양한 역량 향상의 가능성을 보여주고 있다는 사실을 알 수 있다. 이를 통해 앞으로 더 많은 연구자가 온라인 게임이 가지고 있는 흥미롭고 다양한 역량에 대해 끈기 있는 연구를 이어가길 바란다.

한국적 무기체계 효과지수 개발에 관한 연구 (I) -무기체계 효과측정 방법론- (A Study on the Development of the Weapon System Effectiveness Indices (I))

  • 민계료;박경수
    • 한국국방경영분석학회지
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    • 제5권1호
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    • pp.123-135
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    • 1979
  • Weapon System effectiveness indices are a key factor to the cost-effectiveness analysis in the process of allocating national resources in an optimal fashion. First part of this paper reviews the need of weapon -effectiveness indices, historical development of methodologies on military strength evaluation with various models of indices, and the interrelation-ship between weapon effectiveness indices and war-game. Second part of this paper analyzes the concepts and usage of the already developed methodologies, i .e., index of power, weapon lethality index (W.L.I.), index of fire power potential (I.F.P), fire power potential (F. P. P), and weapon effectiveness indices/weighted unit value (W. E. I/W. U. V.). Finally, weaknesses and limits of these methodologies are compared and evaluated. Result of this research shows that the W. L. I, I. F. P, and F. P. P seem to possess many non-scientific or ambiguous facets, but the W. E. I/W. U. V method produces more detailed, inclusive, and reasonable indices. The paper concludes with the emphasis on the importance of the provision of the theoretical bases to develop effectiveness indices which can be used to evaluate Korean weapon systems, and the early establishment of a specialized research group to manage and develop methodologies on the weapon effectiveness indices.

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MLB 구장의 건축 디자인에 나타난 문화적 지속가능성의 특성 (The Characteristics of Cultural Sustainability in Architectural Design of MLB Ballparks)

  • 김광회;이영한
    • KIEAE Journal
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    • 제15권6호
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    • pp.93-100
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    • 2015
  • Purpose: Ballparks of KBO which were built by local governments and operated for baseball game-centered have been required more sustainable development according to going into low growth phase in Korea recently. MLB ballparks with the teams having 100 year old tradition have been sustainable-developed economically, socially, environmentally and culturally. This research is to study the characteristics of cultural sustainability in architectural design of 30 MLB parks. Method: To begin with comparison analysis of usage rate of 10 ballparks of KBO with 30 ballparks of MLB, and architectural designs of facades, fields, accommodations, sculptures, greens, roof gardens, etc. are analyzed in the MLB ballpark. And finally, the characteristics of cultural sustainability in the architectural design are analyzed. Result: MLB ballparks have played role as core-space of urban community, accumulated space of citizens' memory being originated in natural climatic feature of region, historical image of city and tradition of home-ballpark. A basis of these characteristics could is nature of cultural sustainability, that is to say local community, historical restoration, social solidarity.

청소년의 사이버 여가활동과 자율신경계 기능의 관계 (The Relationship between Cyber Leisure Activity and Autonomic Function in High School Students)

  • 손미은;김나현
    • Journal of Korean Biological Nursing Science
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    • 제14권1호
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    • pp.33-40
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    • 2012
  • Purpose: The purpose of this study was to explore the relationship between cyber leisure activity and autonomic function in high school students. Methods: The subjects of this study were 242 second graders at high school located in D city. The research design was descriptive correlation study. Data were collected from August 26 to September 17, 2010, using a cyber leisure questionnaire and heart rate variability (SA-6000, Medicore, Korea) for autonomic function. Results: Total time for the cyber leisure activity was $391.3{\pm}262.0$ (min/week). Time for internet usage and computer game was $234.5{\pm}140.1$ (min/week) and $156.8{\pm}164.3$ (min/week), respectively. There were significant positive correlation between total cyber leisure time and sympathetic activity (r=.247, $p$ <.001). Conclusion: Excessive cyber leisure activity could increase sympathetic activities in high school students. Thus, nursing intervention to reduce the total cyber leisure time will be helpful to improve their neurophysiological status.

패션기업의 SNS (Social Network Service) 활용 현황에 대한 사례연구 - Twitter를 중심으로 - (Case Study of SNS (Social Networks Service) Application on Fashion Corporate - Focused on Twitter -)

  • 선세영;이주현;정예진;이승희
    • 패션비즈니스
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    • 제15권1호
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    • pp.158-170
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    • 2011
  • The purpose of this study was to examine how recently fashion corporate did use SNS applications for their product promotion strategies as case studies, and to provide what kinds of SNS marketing strategies would be developed for fashion corporate. Specifically, this study was focused on Twitter among SNS applications. For this study, Internet webs, news paper, articles, and other press work were used for resources. Five fashion corporate such as Buckaroo, MLB, North Faces, Kolon, and ABC Mart were analyzed. As the results, first, fashion corporate used Twitter as the marketing tool for their product promotion. Second, they tried to make an increase the numbers of Twitter follower from their customers. Third, Twitter was used for making higher customer loyalty by fashion corporate through a variety of program such as special events, game, music, or viral marketing. However, there were still some limitations on fashion corporate's Twitter usage, compared to other non-fashion corporate. Thus, fashion corporate needs to provide more creative and unique Twitter marketing strategies. Therefore, based on these results, fashion brand merchandising marketing strategies of fashion products would be provided from this study.

Analysis of Revenue-Sharing Contracts for Service Facilities

  • Yeh, Ruey Huei;Lin, Yi-Fang
    • Industrial Engineering and Management Systems
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    • 제8권4호
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    • pp.221-227
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    • 2009
  • There are customer services jointly provided by two facilities so that each customer will complete the course made up of both facilities' sub-services. The two facilities are assumed invested respectively by an infrastructure owner and one subordinate facility owner, whose partnership is built on their capital investments. This paper presents a mathematical model of Stackelberg competition between the two facility owners to derive their optimal Nash equilibrium. In this study, each facility owner's profit is consisted of fixed revenue fractions of sold services, operating costs (including depreciation cost) and maintenance costs of her facility. The maintenance costs of one facility are incurred both by failures and deterioration due to usage. Moreover, for both facilities, failures are rectified immediately by minimal repairs and preventive maintenance is carried out at a fixed time epoch. Additional assumptions are also employed to develop the model such as customer arrivals are manipulated to follow a Poisson process, and each facility's lifetime is independently Weibull-distributed. The Stackelberg game proceeds as follows. At the first stage of decision making process, the infrastructure owner (acting as a leader) decides the allocation of revenue shares based on her self-interest. After observing the allocation of revenue shares, the subordinate facility owner determines her own optimal price of services. This paper investigates actions and reactions of the two partners in the system. Then analytical conditions are proposed to achieve a unique optimal Nash equilibrium. Finally, some suggestions for further research are discussed.