• 제목/요약/키워드: Key Player

검색결과 106건 처리시간 0.272초

A Study on the Identification of Key Role Players in Enhancing Port Competitiveness - Focused on Busan Port -

  • Kim, Gil-Soo
    • Journal of Navigation and Port Research
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    • 제31권9호
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    • pp.801-806
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    • 2007
  • The analytical hierarchy process (AHP) enables decision makers to represent the interaction of multiple factors in complex and unstructured situations. The process requires the decision maker to develop a hierarchical structure of the factors in the given problem and to provide judgments about the relative importance of each of these factors and ultimately to specify a preference for each decision alternative with respect to each factor. The research presented in this paper applies the AHP to identify key players in promoting port competitiveness. The literature survey revealed four major criteria and 15 sub-criteria. The four factors are cost, service quality, facility/capacity and economic-social variable. 150 questionnaires suitable for AHP analysis were made and 77 were returned. It is found that in terms of cost, the first key player is terminal operator and the second key player is shipping companies calling Busan port; in terms of service quality, the first key player is terminal operator, and the second key player is shipping companies calling Busan port; in terms of facility/capacity, the first key player is port authority and the second key player is terminal operator; in terms of economic-social variable, the first key player is terminal operator, and the second key player is shipping companies calling Busan port.

Effect of Generation Capacity Constraints on a Mixed Strategy Nash Equilibrium in a Multi-Player Game (다자게임에서 발전력제약이 복합전략 내쉬균형에 미치는 영향)

  • Lee, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • 제57권1호
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    • pp.34-39
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    • 2008
  • Nash Equilibrium(NE) is essential to investigate a participant's bidding strategy in a competitive electricity market. Congestion on a transmission line makes it difficult to compute the NE due to causing a mixed strategy. In order to compute the NE of a multi-player game, some heuristics are proposed with concepts of a key player and power transfer distribution factor in other studies. However, generation capacity constraints are not considered and make it more difficult to compute the NE in the heuristics approach. This paper addresses an effect of generation capacity limits on the NE, and suggest a solution technique for the mixed strategy NE including generation capacity constraints as two heuristic rules. It is reported in this paper that a role of the key player who controls congestion in a NE can be transferred to other player depending on the generation capacity of the key player. The suggested heuristic rules are verified to compute the mixed strategy NE with a consideration of generation capacity constraints, and the effect of the generation constraints on the mixed strategy NE is analyzed in simulations of IEEE 30 bus systems.

The Characteristics of a Research Network for Radiation Oncology in Korea (방사선종양학 분야의 연구 네트워크 특성 분석)

  • Choi, Jin-Hyun;Park, Seo-Hyun;Kang, Jin-Oh
    • Radiation Oncology Journal
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    • 제28권3호
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    • pp.184-191
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    • 2010
  • Purpose: To evaluate the structural characteristics of a scientific network of radiation oncology society. Materials and Methods: A total of 1,512 articles published from 1986 to April 2010 with the terms 'radiation oncology' or 'therapeutic radiology' were obtained in the KoreaMed database. The co-authors were analyzed according to their affiliation, and their relationship was used to build a matrix. With the matrix, centralization indices and the Key Player index were analyzed. We used UCINET 6.0 for the network analysis, Netdraw for determining a sociogram and Key Player 1.44 for the key player analysis. Results: The centralization of the radiation oncology field decreased from 8.29% for the period from 1986~1990 to 1.84% from 2006~2010. However, when the Korean Journal of Medical Physics was excluded, centralization increased from 2.32% for the period from 2001~2005 to 3.80% from 2006~2010. This suggested that the communication in the clinical research field of radiation oncology is decreasing. In a node centralization analysis, Seoul National University was found to be the highest at 7.9%. Seoul National University showed the highest indices in the Outdegree (6.50%) and Indegree (8.54%), in addition to Betweenness (14.94%) and Eigenvector (135.234%). The Key Player analysis indicated that Inha University had the highest index at 0.491, but when the Korean Journal of Medical Physics was excluded, Yonsei University had the highest Key Player index at 0.584. Conclusion: The degree centrality in the network of radiation oncology decreased in the most recent period as more institutions are participating in network. However, the Betweenness centrality is still increasing, suggesting that the communications among research groups (clique) in radiation oncology is warranted.

Text-To-Vision Player - Converting Text to Vision Based on TVML Technology -

  • Hayashi, Masaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.799-802
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    • 2009
  • We have been studying the next generation of video creation solution based on TVML (TV program Making Language) technology. TVML is a well-known scripting language for computer animation and a TVML Player interprets the script to create video content using real-time 3DCG and synthesized voices. TVML has a long history proposed back in 1996 by NHK, however, the only available Player has been the one made by NHK for years. We have developed a new TVML Player from scratch and named it T2V (Text-To-Vision) Player. Due to the development from scratch, the code is compact, light and fast, and extendable and portable. Moreover, the new T2V Player performs not only a playback of TVML script but also a Text-To-Vision conversion from input written in XML format or just a mere plane text to videos by using 'Text-filter' that can be added as a plug-in of the Player. We plan to make it public as freeware from early 2009 in order to stimulate User-Generated-Content and a various kinds of services running on the Internet and media industry. We think that our T2V Player would be a key technology for upcoming new movement.

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Protect Digital Contents and Instant Player using PKI (공개키 기반의 디지털 콘텐츠 및 인스턴트 플레이어 보호방법연구)

  • Ryu, Seok
    • The KIPS Transactions:PartC
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    • 제13C권7호
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    • pp.837-842
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    • 2006
  • According to the development of the internet technology, many people can access many kind of digital contents. This approach can infringe the copyright and right owner-ship. Currently many people research the DRM(Digital Rights Management) for protect digital content after digital content downloaded. This paper propose the system that client player witch encrypted using PKI have symmetric key and CCI (copy control information), decrypt digital content witch encrypted when digital content created.

Robust Recognition of a Player Name in Golf Videos (골프 동영상에서의 강건한 선수명 인식)

  • Jung, Cheol-Kon;Kim, Joong-Kyu
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.659-662
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    • 2008
  • In sports videos, text provides valuable information about the game such as scores and information about the players. This paper proposed a robust recognition method of player name in golf videos. In golf, most of users want to search the scenes which contain the play shots of favorite players. We use text information in golf videos for robust extraction of player information, By using OCR, we have obtained the text information, and then recognized the player information from player name DB. We can search the scenes of favorite players by using this player information. By conducting experiments on several golf videos, we demonstrate that our method achieves impressive performance with respect to the robustness.

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A Solution Method of a Three-Player Game for Application to an Electric Power Market (전력시장 해석을 위한 3연 참여 게임의 해법 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • 제52권6호
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    • pp.347-353
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    • 2003
  • In models of imperfect competition of deregulated electricity markets, the key task is to find the Nash equilibrium(NE). The approaches for finding the NE have had two major bottlenecks: computation of mixed strategy equilibrium and treatment of multi-player games. This paper proposes a payoff matrix approach that resolves these bottlenecks. The proposed method can efficiently find a mixed strategy equilibrium in a multi-player game. The formulation of the m condition for a three-player game is introduced and a basic computation scheme of solving nonlinear equalities and checking inequalities is proposed. In order to relieve the inevitable burden of searching the subspace of payoffs, several techniques are adopted in this paper. Two example application problems arising from electricity markets and involving a Cournot and a Bertrand model, respectively, are investigated for verifying the proposed method.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • 제19권2호
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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A Novel Approach for Key Caption Detection in Golf Videos Using Color Patterns

  • Jung, Cheol-Kon;Kim, Joong-Kyu
    • ETRI Journal
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    • 제30권5호
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    • pp.750-752
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    • 2008
  • This paper provides a novel method of detecting key captions containing player information in golf videos. We use the color pattern of captions and its repetition property to determine the key captions. The experimental results show that the proposed method achieves a much higher accuracy than existing methods.

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Patent Analysis of e-Navigation Technology in Korea and the US (한국과 미국의 e-내비게이션 기술분야 특허분석 연구)

  • Song, Hwan Been
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 한국기술혁신학회 2017년도 춘계학술대회 논문집
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    • pp.43-65
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    • 2017
  • UN 산하 국제해사기구(IMO)는 2020년 국제적인 시행을 목표로 e-내비게이션 분야의 국제기술표준 개발을 추진 중에 있다. e-내비게이션은 차세대 해양안전 종합관리시스템으로서 각종 해상 운항정보를 디지털화 해 선박 운항자에게 실시간 맞춤형 정보를 제공해 준다. 해수부는 2020년 이후 약 1,000조원의 시장이 열릴 것으로 내다보고 있으며, 진입 장벽이 높은 해양 장비 시장에 우리나라도 ICT 강점을 바탕으로 주도권을 잡기 위해 노력중이다. 이를 위하여 한국과 미국의 e-내비게이션 분야의 핵심기술 중심으로 기술분야별 특허동향, 기술시장 성장 단계, 국가간 기술경쟁력, 그리고 특허 Key Player별 보유 특허 포트폴리오, 피인용 분석을 통한 경쟁력, 특허 거래 및 소송 분석을 통하여 양 국가의 기술개발 동향을 파악하고자 한다.

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