• Title/Summary/Keyword: Game Usage

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A Study on Development of Evaluation Indicator for Golf Course User's Preference (골프장 이용자 선호도 평가지표 개발)

  • Seok, Young-Han;Moon, Seok-Ki;Lee, Eun-Yeob
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.25-34
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    • 2010
  • This study was conducted to develop evaluation indicators to improve athletic performance and operational management of golf courses and the results of the research are as follows. Through theoretical research and a preliminary professional survey, 15 on-going evaluations of golf course composition and operational management and 55 sub-evaluation indices were rejected while 10 on-going evaluations and 52 sub-evaluation indicators were reconfigured as final for environmental-friendliness, level of member services, level of human service of game personnel, difficulties of course, management level of the course, fairness of operational management, accessibility and location characteristic, traditions and ambiance of the golf club, quality of course, and course layout. When analyzing the important decision factors in golf course user preference evaluation indicators, the following contributed in the order of higher to lower contributions: the management level of the course, excellence of the course, level of human services for personnel, course layout and environmental-friendliness. When identifying the path coefficient of golf course evaluation indicators, the curvature of a hole and the length of the course had a causal effect on the 'course layout' section. Tournament facilities and various shot values had a causal relationship with 'excellence of the course', in the order of higher to lower, and convenience of waiting and fair allocation of reservations for 'fairness of operational management'. The history of the golf course and its environmental characteristics, history and culture of the region have relatively higher causal effects on 'traditions of the golf club' and geographical conditions on 'accessibility and location characteristics', pesticide and fertilizer usage and water pollution on 'environmental-friendliness', and member benefit and kindness of employees on 'level of member services'. The kindness and expertise of the game personnel had a relatively higher causal effect on the 'level of human services of game personnel', the location of tenning area, and location of OB and hazards on 'difficulties of course', and rough conditions and obstacles management on 'management level of the course'. There is a need to complete a systematic evaluation index system for golf course user preferences through future studies for a more detailed assessment, as well as a process to verify these evaluation indicators by application to domestic and international golf courses.

Mobile Phone Uses and Social-Psychological Variables of Teen-Agers (청소년들의 이동전화 이용행태와 사회심리적 변인에 관한 연구: 부산.울산 지역 이용자들을 중심으로)

  • Lee, Joon-Ho;Ann, Soo-Geun;Jeong, Yong-Jo
    • Korean journal of communication and information
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    • v.27
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    • pp.247-282
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    • 2004
  • The purpose of this study is to examine the mobile phone service usage patterns of Korean teenagers and their motivation to use it, and to explore the relationships between the teenagers' social-psychological characteristics and their trails of mobile phone usage. After reviewing prior theoretical studios, three hypotheses regarding the research questions shown above were generated. Questionnaire study was conducted with 400 high school students in Busan and Ulsan metropolitan areas. They were to answer three categories of questions, such as frequencies of voice calls and text messaging services and the other mobile services, questions asking their social-psychological characteristics, and their motivations for using mobile phone services. Findings show that the teenagers more likely to tend to use voice calls when communicating family members. They tend to avoid those services with high rate of use as multimedia, game, and broadcasting services via mobile phones. The teenagers use mobile phone services for the similar purposes to conventional telephone uses. Therefore, the classical theories showing the alternative purposes or motivations to use conventional telephone usage, which divided the main purposes for phone uses in to two; work/instrumental and socializing/entertaining, proved to be reasonable. The cheap messaging services with texts are popular among the teenagers and are used for socializing/entertaining purposes rather than instrumental/functional purposes. In addition, the teenagers' social-psychological characteristicss are significantly associated with the amount of mobile phone uses. A characteristic of "individual-centeredness" is positively related with non-voice service uses, while "group-centeredness" explains heavy amount of using voice calls and text messaging services. Such characteristics as "immediacy," "directness," "innovativeness," and "other-direction" are positively associated with the frequencies and amounts of mobile phone uses, while "inner-direction" and "tradition-direction" are negatively correlated.

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Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.37-46
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    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

Effects of User Propensity on Total Charges of Mobile Communication: The Role of Mobile Services (사용자 특성 및 성향이 이동통신 사용요금에 미치는 영향: 이동전화 서비스 기능 중심으로)

  • Ahn, Joong-Ho;Baek, Hyun-Mi;Lim, Hyeo-Seok;Cheon, Eun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.908-920
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    • 2010
  • In recent years, mobile phone market is saturated in number of user term. Associated service providers struggle to provide various mobile services such as Internet, e-commerce, game, music etc. to increase ARPU (average revenue per user) instead. In this study we explore the factors which affect price tabs of mobile communication. As a conceptual foundation, this study introduces user factors-users' propensity to use mobile phones-as independent variables and mobile service functions as mediating variables. The research model was phones-as independent variables and mobile service functions as mediating variables. The research model was tested with data from Web-based survey of 1,500 mobile users and analyzed by structural equation modeling (SEM). Our results suggest that user factors impact the usage of mobile service functions and mobile service functions for information and convenience are positively related to price tabs of mobile communication. Implications for mobile service providers and policy makers are discussed.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Teachers' Understanding of Environment around Schools and Actual Survey in Prejudical Business in Taegu City (대구지역(大邱地域) 학교주변(學校周邊) 환경(環境)에 대한 교사(敎師)의 인식(認識)과 유해업소(有害業所) 실지조사(實地調査))

  • Yang, Myung Sook;Kim, Sang Soon
    • Journal of the Korean Society of School Health
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    • v.7 no.1
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    • pp.45-55
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    • 1994
  • The purpose of this study is to contribute to improvement of educational environment by analysing all problems related to environment around the school. To accomplish this purpose, this study was carried out by examining the problems in controlling the areas required for cleanup with 220 teachers in charging the cleanup duties of the primary and secondary schools in Taegu between June 1 and July 15, 1993 and by actually surveying the prejudical business stores around 72 primary schools between August 10 and September 20, 1993. Although most teachers answered to the questionnaires that it is necessary to cleanup the bad environment around the school, the duties of its cleanup tend not to be considered as an important matter. The teachers considered that the most prejudical business store around the school is totally the game room, and in such order as comic books' store, liquor selling shop and causing noise and pollution. 57.3% of total respondents answered that the present cleanup movements have resulted in failure mostly because of both supervising authorities' careless promotion and store owners' excessive commercial transactions. The result of actual survey in environmental and sanitary cleanup area around 72 primary schools showed that the greatest number of 1,258 prejudical stores was the video tapes shop, and then in such order as lodgings, and game rooms, while the number of prejudical store by the schools was 17.5 stores per school on the average which showed a various distribution from zero to 77 places. In general, these prejudical stores were mainly located around the schools in Jung-gu and Seo-gu areas. In addition, it was shown that the more the number of students, the more the number of the prejudical stores. In order to improve the environment around the school, it is necessary to strictly carry out the zoning system relating to the usage of land, to strongly restrict the stores without permit and abnormal stores and to establish the basis asking the city development authorities to go through the environmental evaluation. Moreover, it is absolutely required to make efforts to establish the national right sense of education, and to closely cooperate with the related authorities.

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The Impact of Market Environments on Optimal Channel Strategy Involving an Internet Channel: A Game Theoretic Approach (시장 환경이 인터넷 경로를 포함한 다중 경로 관리에 미치는 영향에 관한 연구: 게임 이론적 접근방법)

  • Yoo, Weon-Sang
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.119-138
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    • 2011
  • Internet commerce has been growing at a rapid pace for the last decade. Many firms try to reach wider consumer markets by adding the Internet channel to the existing traditional channels. Despite the various benefits of the Internet channel, a significant number of firms failed in managing the new type of channel. Previous studies could not cleary explain these conflicting results associated with the Internet channel. One of the major reasons is most of the previous studies conducted analyses under a specific market condition and claimed that as the impact of Internet channel introduction. Therefore, their results are strongly influenced by the specific market settings. However, firms face various market conditions in the real worlddensity and disutility of using the Internet. The purpose of this study is to investigate the impact of various market environments on a firm's optimal channel strategy by employing a flexible game theory model. We capture various market conditions with consumer density and disutility of using the Internet.

    shows the channel structures analyzed in this study. Before the Internet channel is introduced, a monopoly manufacturer sells its products through an independent physical store. From this structure, the manufacturer could introduce its own Internet channel (MI). The independent physical store could also introduce its own Internet channel and coordinate it with the existing physical store (RI). An independent Internet retailer such as Amazon could enter this market (II). In this case, two types of independent retailers compete with each other. In this model, consumers are uniformly distributed on the two dimensional space. Consumer heterogeneity is captured by a consumer's geographical location (ci) and his disutility of using the Internet channel (${\delta}_{N_i}$).
    shows various market conditions captured by the two consumer heterogeneities.
    (a) illustrates a market with symmetric consumer distributions. The model captures explicitly the asymmetric distributions of consumer disutility in a market as well. In a market like that is represented in
    (c), the average consumer disutility of using an Internet store is relatively smaller than that of using a physical store. For example, this case represents the market in which 1) the product is suitable for Internet transactions (e.g., books) or 2) the level of E-Commerce readiness is high such as in Denmark or Finland. On the other hand, the average consumer disutility when using an Internet store is relatively greater than that of using a physical store in a market like (b). Countries like Ukraine and Bulgaria, or the market for "experience goods" such as shoes, could be examples of this market condition. summarizes the various scenarios of consumer distributions analyzed in this study. The range for disutility of using the Internet (${\delta}_{N_i}$) is held constant, while the range of consumer distribution (${\chi}_i$) varies from -25 to 25, from -50 to 50, from -100 to 100, from -150 to 150, and from -200 to 200.
    summarizes the analysis results. As the average travel cost in a market decreases while the average disutility of Internet use remains the same, average retail price, total quantity sold, physical store profit, monopoly manufacturer profit, and thus, total channel profit increase. On the other hand, the quantity sold through the Internet and the profit of the Internet store decrease with a decreasing average travel cost relative to the average disutility of Internet use. We find that a channel that has an advantage over the other kind of channel serves a larger portion of the market. In a market with a high average travel cost, in which the Internet store has a relative advantage over the physical store, for example, the Internet store becomes a mass-retailer serving a larger portion of the market. This result implies that the Internet becomes a more significant distribution channel in those markets characterized by greater geographical dispersion of buyers, or as consumers become more proficient in Internet usage. The results indicate that the degree of price discrimination also varies depending on the distribution of consumer disutility in a market. The manufacturer in a market in which the average travel cost is higher than the average disutility of using the Internet has a stronger incentive for price discrimination than the manufacturer in a market where the average travel cost is relatively lower. We also find that the manufacturer has a stronger incentive to maintain a high price level when the average travel cost in a market is relatively low. Additionally, the retail competition effect due to Internet channel introduction strengthens as average travel cost in a market decreases. This result indicates that a manufacturer's channel power relative to that of the independent physical retailer becomes stronger with a decreasing average travel cost. This implication is counter-intuitive, because it is widely believed that the negative impact of Internet channel introduction on a competing physical retailer is more significant in a market like Russia, where consumers are more geographically dispersed, than in a market like Hong Kong, that has a condensed geographic distribution of consumers.
    illustrates how this happens. When mangers consider the overall impact of the Internet channel, however, they should consider not only channel power, but also sales volume. When both are considered, the introduction of the Internet channel is revealed as more harmful to a physical retailer in Russia than one in Hong Kong, because the sales volume decrease for a physical store due to Internet channel competition is much greater in Russia than in Hong Kong. The results show that manufacturer is always better off with any type of Internet store introduction. The independent physical store benefits from opening its own Internet store when the average travel cost is higher relative to the disutility of using the Internet. Under an opposite market condition, however, the independent physical retailer could be worse off when it opens its own Internet outlet and coordinates both outlets (RI). This is because the low average travel cost significantly reduces the channel power of the independent physical retailer, further aggravating the already weak channel power caused by myopic inter-channel price coordination. The results implies that channel members and policy makers should explicitly consider the factors determining the relative distributions of both kinds of consumer disutility, when they make a channel decision involving an Internet channel. These factors include the suitability of a product for Internet shopping, the level of E-Commerce readiness of a market, and the degree of geographic dispersion of consumers in a market. Despite the academic contributions and managerial implications, this study is limited in the following ways. First, a series of numerical analyses were conducted to derive equilibrium solutions due to the complex forms of demand functions. In the process, we set up V=100, ${\lambda}$=1, and ${\beta}$=0.01. Future research may change this parameter value set to check the generalizability of this study. Second, the five different scenarios for market conditions were analyzed. Future research could try different sets of parameter ranges. Finally, the model setting allows only one monopoly manufacturer in the market. Accommodating competing multiple manufacturers (brands) would generate more realistic results.

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