• Title/Summary/Keyword: Game market

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Development of Intelligent Job Classification System based on Job Posting on Job Sites (구인구직사이트의 구인정보 기반 지능형 직무분류체계의 구축)

  • Lee, Jung Seung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.123-139
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    • 2019
  • The job classification system of major job sites differs from site to site and is different from the job classification system of the 'SQF(Sectoral Qualifications Framework)' proposed by the SW field. Therefore, a new job classification system is needed for SW companies, SW job seekers, and job sites to understand. The purpose of this study is to establish a standard job classification system that reflects market demand by analyzing SQF based on job offer information of major job sites and the NCS(National Competency Standards). For this purpose, the association analysis between occupations of major job sites is conducted and the association rule between SQF and occupation is conducted to derive the association rule between occupations. Using this association rule, we proposed an intelligent job classification system based on data mapping the job classification system of major job sites and SQF and job classification system. First, major job sites are selected to obtain information on the job classification system of the SW market. Then We identify ways to collect job information from each site and collect data through open API. Focusing on the relationship between the data, filtering only the job information posted on each job site at the same time, other job information is deleted. Next, we will map the job classification system between job sites using the association rules derived from the association analysis. We will complete the mapping between these market segments, discuss with the experts, further map the SQF, and finally propose a new job classification system. As a result, more than 30,000 job listings were collected in XML format using open API in 'WORKNET,' 'JOBKOREA,' and 'saramin', which are the main job sites in Korea. After filtering out about 900 job postings simultaneously posted on multiple job sites, 800 association rules were derived by applying the Apriori algorithm, which is a frequent pattern mining. Based on 800 related rules, the job classification system of WORKNET, JOBKOREA, and saramin and the SQF job classification system were mapped and classified into 1st and 4th stages. In the new job taxonomy, the first primary class, IT consulting, computer system, network, and security related job system, consisted of three secondary classifications, five tertiary classifications, and five fourth classifications. The second primary classification, the database and the job system related to system operation, consisted of three secondary classifications, three tertiary classifications, and four fourth classifications. The third primary category, Web Planning, Web Programming, Web Design, and Game, was composed of four secondary classifications, nine tertiary classifications, and two fourth classifications. The last primary classification, job systems related to ICT management, computer and communication engineering technology, consisted of three secondary classifications and six tertiary classifications. In particular, the new job classification system has a relatively flexible stage of classification, unlike other existing classification systems. WORKNET divides jobs into third categories, JOBKOREA divides jobs into second categories, and the subdivided jobs into keywords. saramin divided the job into the second classification, and the subdivided the job into keyword form. The newly proposed standard job classification system accepts some keyword-based jobs, and treats some product names as jobs. In the classification system, not only are jobs suspended in the second classification, but there are also jobs that are subdivided into the fourth classification. This reflected the idea that not all jobs could be broken down into the same steps. We also proposed a combination of rules and experts' opinions from market data collected and conducted associative analysis. Therefore, the newly proposed job classification system can be regarded as a data-based intelligent job classification system that reflects the market demand, unlike the existing job classification system. This study is meaningful in that it suggests a new job classification system that reflects market demand by attempting mapping between occupations based on data through the association analysis between occupations rather than intuition of some experts. However, this study has a limitation in that it cannot fully reflect the market demand that changes over time because the data collection point is temporary. As market demands change over time, including seasonal factors and major corporate public recruitment timings, continuous data monitoring and repeated experiments are needed to achieve more accurate matching. The results of this study can be used to suggest the direction of improvement of SQF in the SW industry in the future, and it is expected to be transferred to other industries with the experience of success in the SW industry.

Dynamic Limit and Predatory Pricing Under Uncertainty (불확실성하(不確實性下)의 동태적(動態的) 진입제한(進入制限) 및 약탈가격(掠奪價格) 책정(策定))

  • Yoo, Yoon-ha
    • KDI Journal of Economic Policy
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    • v.13 no.1
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    • pp.151-166
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    • 1991
  • In this paper, a simple game-theoretic entry deterrence model is developed that integrates both limit pricing and predatory pricing. While there have been extensive studies which have dealt with predation and limit pricing separately, no study so far has analyzed these closely related practices in a unified framework. Treating each practice as if it were an independent phenomenon is, of course, an analytical necessity to abstract from complex realities. However, welfare analysis based on such a model may give misleading policy implications. By analyzing limit and predatory pricing within a single framework, this paper attempts to shed some light on the effects of interactions between these two frequently cited tactics of entry deterrence. Another distinctive feature of the paper is that limit and predatory pricing emerge, in equilibrium, as rational, profit maximizing strategies in the model. Until recently, the only conclusion from formal analyses of predatory pricing was that predation is unlikely to take place if every economic agent is assumed to be rational. This conclusion rests upon the argument that predation is costly; that is, it inflicts more losses upon the predator than upon the rival producer, and, therefore, is unlikely to succeed in driving out the rival, who understands that the price cutting, if it ever takes place, must be temporary. Recently several attempts have been made to overcome this modelling difficulty by Kreps and Wilson, Milgram and Roberts, Benoit, Fudenberg and Tirole, and Roberts. With the exception of Roberts, however, these studies, though successful in preserving the rationality of players, still share one serious weakness in that they resort to ad hoc, external constraints in order to generate profit maximizing predation. The present paper uses a highly stylized model of Cournot duopoly and derives the equilibrium predatory strategy without invoking external constraints except the assumption of asymmetrically distributed information. The underlying intuition behind the model can be summarized as follows. Imagine a firm that is considering entry into a monopolist's market but is uncertain about the incumbent firm's cost structure. If the monopolist has low cost, the rival would rather not enter because it would be difficult to compete with an efficient, low-cost firm. If the monopolist has high costs, however, the rival will definitely enter the market because it can make positive profits. In this situation, if the incumbent firm unwittingly produces its monopoly output, the entrant can infer the nature of the monopolist's cost by observing the monopolist's price. Knowing this, the high cost monopolist increases its output level up to what would have been produced by a low cost firm in an effort to conceal its cost condition. This constitutes limit pricing. The same logic applies when there is a rival competitor in the market. Producing a high cost duopoly output is self-revealing and thus to be avoided. Therefore, the firm chooses to produce the low cost duopoly output, consequently inflicting losses to the entrant or rival producer, thus acting in a predatory manner. The policy implications of the analysis are rather mixed. Contrary to the widely accepted hypothesis that predation is, at best, a negative sum game, and thus, a strategy that is unlikely to be played from the outset, this paper concludes that predation can be real occurence by showing that it can arise as an effective profit maximizing strategy. This conclusion alone may imply that the government can play a role in increasing the consumer welfare, say, by banning predation or limit pricing. However, the problem is that it is rather difficult to ascribe any welfare losses to these kinds of entry deterring practices. This difficulty arises from the fact that if the same practices have been adopted by a low cost firm, they could not be called entry-deterring. Moreover, the high cost incumbent in the model is doing exactly what the low cost firm would have done to keep the market to itself. All in all, this paper suggests that a government injunction of limit and predatory pricing should be applied with great care, evaluating each case on its own basis. Hasty generalization may work to the detriment, rather than the enhancement of consumer welfare.

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Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

Analysis of Threats and Countermeasures on Mobile Smartphone (스마트폰 보안위협과 대응기술 분석)

  • Jeon, Woong-Ryul;Kim, Jee-Yeon;Lee, Young-Sook;Won, Dong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.153-163
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    • 2011
  • Smartphone is a mobile device which can perform better than feature phone. Recently, growth in demand for advanced mobile devices boasting powerful performance, market share of smartphone is increasing rapidly in mobile device market, for example, iphone and android phone. Smartphone can provide many functionalities, e-mail, scheduler, word-processing, 3D-game, and etc, based on its powerful performance. Thus, various secret information is integrated in smartphone. To provide service, sometimes, smartphone transmits informations to outside via wireless network. Because smartphone is a mobile device, user can lose his/her smartphone, easily, and losing smartphone can cause serious security threats, because of integrated information in smartphone. Also data which is transmitted in wireless network can be protected for privacy. Thus, in present, it is very important to keep secure smartphone. In this paper, we analyze threats and vulnerabilities of smartphone based on its environments and describe countermeasures against threats and vulnerabilities.

An Analysis of Difference between Importance and Satisfaction of Destination Attractiveness for Marine Sport Event using IPA Method (IPA기법을 활용한 해양스포츠이벤트 관광지 매력성에 대한 중요도와 만족도의 차이분석)

  • Mun, Sun-Ho;Kwon, Il-Kwon;Kim, Nam-Young;Hwang, Ji-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.2
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    • pp.589-600
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    • 2015
  • The purpose of this study was to verify the analysis of differences between importance and satisfaction of destination attractiveness for the national marine sports games using IPA method. By doing so, this study aimed to utilize the result of study for a practical marketing strategy in operating and establishing Korean marine sports market circumstances. The participants of this study consisted of 328 who were participated in marine sport event (yacht, fin-swimming, canoe, triathlon and so on) of 9th national marine sports games. Samples were extracted by convenient sampling method. A total 328 questionnaires were collected in this study except data which did not respond or trustless responded. In data processing, Cronbach's ${\alpha}$, frequency analysis, paired t-test and Importance-Performance Analysis were performed through SPSS 20.0. The results were as follows. First, I quadrant included Programs Multiplicity, Pamphlet, Stand preparations, Food Cleanliness, Effective Progress, Guide Know-How, Food taste. Third, II quadrant included Pre-Publicity, Internet Information, Proper Food Price, Shade Facilities, Convenient Parking, Restroom Cleanliness, Number of Restroom, Safety Facilities. Fourth, III quadrant included Entertaining Program, Number of Guide, Local Culture, Game Progress, Directional Sign. Fifth, IV quadrant included Performance Program, Well-Matched Event, View Distance, Various Food.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

An Audit Model for Customer Relationship Management in Smart Mobile Environments (스마트 모바일 환경에서 고객관계관리 구축을 위한 감리 모형)

  • Chung, Woong;Kim, Dong Soo;Rhee, Hye Kyung;Kim, Hee Wan
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.187-199
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    • 2013
  • Since the supply of smart phones, a change in mobile environment brought a turning point called a mobile generation. Smart mobile office is a combined form of smart phones' new mobile environment and its social media. A construction of mobile office environment using smart phones brought revitalization of the smart phone market. CRM construction also became new requirements for a customer management. However, based on the current information system audit standard, check fields or check lists are insufficient to apply to audit for CRM construction in a smart mobile office environment. Therefore, this paper proposes a model for auditing CRM system construction in smart mobile office environment. It proposes audit domain and check lists of CRM construction. It also verified whether the proposed model is suitable or not by doing a survey if deduced audit domain and check lists correspond with the purpose of the CRM construction audit during smart mobile office environment. As the result, this study appear to have more than average satisfaction the suitability results were.

KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

Stereotyping of Social Network Service with Contents of Fashion and Fashion Design Process Using a Method to Form Network (패션을 콘텐츠로 한 소셜네트워크서비스의 유형화와 네트워크 형성 방법을 활용한 패션디자인프로세스)

  • Im, Min-Jung;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.64 no.4
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    • pp.21-36
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    • 2014
  • The purpose of this study is to suggest an effective fashion design process using social network services(SNS) as a method to develop designs. Fashion design process was systemized through literature study. The characteristics of social network, and element and method of network formation were investigated, and then design processes using SNS were suggested through survey study. This was done by applying formation of network and its method in SNS with contents of fashion to stage of process to develop fashion design. The study results are as follows. First, Fashion design process using SNS is composed of 5 stages. Second, SNS types with contents of fashion were classified to five types: blog, community, connection of fashion web service and SNS, fashion SNS, and fashion SNS game. Among them, types where development of fashion design and product distribution was done by formation of network are connected type of fashion web service and SNS, fashion SNS type. Fashion design development can be done by compiling, having contests, and cooperative work. A method that can be used for making assessments and decision is voting and predicting the market. Third, Fashion design process using SNS is composed of the stages such as planning, compiling, analysis, decision, implementation, and formation of network. It was analyzed that by connecting stages of collection and evaluation of information through participation of users, new contents were produced and there was a structure that was cycled continuously.