• Title/Summary/Keyword: Lottery

Search Result 69, Processing Time 0.03 seconds

Analysis of Loot Box System in Overwatch (오버워치 루트 박스 시스템 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.95-104
    • /
    • 2018
  • This study analyzes the system of Loot Box in Overwatch, FPS genre game produced by an American company Blizzard. Currently, one of the most controversial issues in the recent industry is "Probability-Type Item" that game users purchase high-end game items as a form of lottery. As this study examines a foreign case of Loot Box that is similar to Probability-Type Item, it would show how it is constructed and does legal approaches. Throughout this, it not only analyzes pros and cons of the Loot Box system, but also provides thought-provoking messages for the issue of the Probability-Type Item.

A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.2
    • /
    • pp.39-50
    • /
    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

A study on the policy of Korean Cultural Industry

  • Su, Shuai;Zhang, Fan
    • The Journal of Economics, Marketing and Management
    • /
    • v.6 no.2
    • /
    • pp.1-4
    • /
    • 2018
  • Purpose - This research, based on the successful experience of Korea, especially of Korea government, which, though promulgating laws and making policies, plays an rather pivotal role in Korea cultural industry development process, in developing cultural industry, explores possibly successful path and pattern that is suitable for China cultural industry. Research design, data, and Methodology - The study conducted a survey on Korea's 2000-2011 year data. After empirically analyzing the data, we believe that cultural industry in Korea and China will maintain its growth momentum. Results - This study shows that China and Korea are both belong to the only cultural circle of Confucianism and Chinese character, therefore, to research the successful experience of Korea government in cultural industry development will do much good to better promoting the optimal development of China cultural industry. China can encourage private flow to take on enterprises. In terms of financing, diversification can be achieved, by the means of cash, land, intangible assets, technology, stock, bond, cultural lottery etc. Conclusions - Besides, to better the degree of the internationalization of the allocation of the cultural resources, China government can, under the condition that Chinese laws permit, encourage foreign capital to invest in Chinese cultural industry field.

Pragmatic Assessment of Optimizers in Deep Learning

  • Ajeet K. Jain;PVRD Prasad Rao ;K. Venkatesh Sharma
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.10
    • /
    • pp.115-128
    • /
    • 2023
  • Deep learning has been incorporating various optimization techniques motivated by new pragmatic optimizing algorithm advancements and their usage has a central role in Machine learning. In recent past, new avatars of various optimizers are being put into practice and their suitability and applicability has been reported on various domains. The resurgence of novelty starts from Stochastic Gradient Descent to convex and non-convex and derivative-free approaches. In the contemporary of these horizons of optimizers, choosing a best-fit or appropriate optimizer is an important consideration in deep learning theme as these working-horse engines determines the final performance predicted by the model. Moreover with increasing number of deep layers tantamount higher complexity with hyper-parameter tuning and consequently need to delve for a befitting optimizer. We empirically examine most popular and widely used optimizers on various data sets and networks-like MNIST and GAN plus others. The pragmatic comparison focuses on their similarities, differences and possibilities of their suitability for a given application. Additionally, the recent optimizer variants are highlighted with their subtlety. The article emphasizes on their critical role and pinpoints buttress options while choosing among them.

Prediction of Budget Prices in Electronic Bidding using Deep Learning Model (딥러닝 모델을 이용한 전자 입찰에서의 예정가격 예측)

  • Eun-Seo Lee;Gwi-Man Bak;Ji-Eun Lee;Young-Chul Bae
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.6
    • /
    • pp.1171-1176
    • /
    • 2023
  • In this paper, we predicts the estimated price using the DNBP (Deep learning Network to predict Budget Price) model with bidding data obtained from the bidding websites, ElecNet and OK EMS. We use the DNBP model to predict four lottery preliminary price, calculate their arithmetic mean, and then estimate the expected budget price ratio. We evaluate the model's performance by comparing it with the actual expected budget price ratio. We train the DNBP model by removing some of the 15 input nodes. The prediction results showed the lowest RMSE of 0.75788% when the model had 6 input nodes (a, g, h, i, j, k).

Comparison of VMD and 1,2-indanedione(SOON-100) for the Development of Latent Fingerprints on Thermal Paper (VMD와 1,2-indanedione(SOON-100)의 감열지 잠재지문 현출 효과 비교)

  • Jo, Hyunjin;Lee, Seon-Min;Yu, Je-Seol
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.333-341
    • /
    • 2020
  • Since thermal paper is widely used in daily life such as convenience store receipts, lottery tickets and ATM receipts, it is important to develop fingerprints on thermal papers because it can be easily found in crime scenes. This study compared the ability of fingerprint development between vacuum metal deposition(VMD) and 1,2-indanedione(SOON-100) in order to evaluate the effectiveness of VMD, which some literatures have stated to be effective in thermal papers. As a result, in the case of SOON-100, clear ridges of fingerprints that enable individual identification were observed after an hour of deposition, although the fresh fingerprints were faint. In the case of VMD, the fingerprints gradually spread and the quality of the ridges deteriorated rapidly after 6 hours of deposition. This results is consistent with the principle of VMD. Considering the principles of VMD and the characteristics of the surface of thermal paper, VMD is not suitable for the development of potential fingerprints on the thermal paper.

The Study about Library Fund program for the expansion of Library Finance (도서관 재정확충을 위한 기본조성에 관한 연구)

  • Choi Yong-Kwan
    • Journal of Korean Library and Information Science Society
    • /
    • v.30 no.1
    • /
    • pp.193-217
    • /
    • 1999
  • This study is intended to find out the possible ways for the expansion of Library Finance. With this necessity, it is indicated three sources, such as governmental. fund from other endowments, public donation, which is stated as the subsidy sources in the 'Library Law', and issuing lotteries as well. Firstly, it is suggested collecting governmental funds, included in budget sheet every year, to the amount of a ten billion won. Secondly, it is indicated the ways to collect funds to the amount of a five billion won respectively from other endowments, such as Korea Raising Association Fund under the jurisdiction of the Minister of Culture and Tourism, Information Promotion Fund, on the basis of statistical data, materials of inspection of the administration, and materials released by the government. Third device is to collect funds over a five billion won every year through public donation and lottery. This study is indicated that three devices to raise the library fund for the expansion of Library Finance to the amount of a hundred and twenty billion won in total as mentioned above.

  • PDF

Customer Attraction Effects of Restaurant Promotion for Kids (외식업체의 어린이 대상 판매촉진 유형별 고객유인효과 분석)

  • Yoon, Su-On;Shin, Seo-Young;Yang, Il-Sun
    • Journal of the Korean Home Economics Association
    • /
    • v.46 no.10
    • /
    • pp.107-117
    • /
    • 2008
  • The purpose of this study was to analyze customer attraction effects of restaurant promotion for kids. The questionnaires were distributed to 300 parents who have children under 12 years old and a total of 269 questionnaires were collected and used in analysis(usage rate 90.0%). The data was analyzed using SPSS 12.0 for descriptive analysis and paired t-test. The major results were as follows; First, customers mainly got information on coupon from mail. In case of premium and membership, the information was obtained when customers were visiting restaurants. Second, among the types of promotion for kids, coupon was mostly preferred by customers. 'Discount coupon' for the coupon, 'free gift' for the premium and 'pay-back' program for the membership were more preferable than other types of kids promotion. Third, A 'discount coupon' was more effective than 'free coupon'(p<.0l) in term of customer inducement. In case of premium, 'free gift' was more effective than 'lottery'(p<.05) and in case of membership, the customer attraction effect was not significantly different according to the types of membership. In case of coupon and membership, it was more effective in family restaurant than fastfood restaurant(p<.05), but the effect of premium was not significantly different in family vs fastfood restaurant. The results of the study revealed that 'coupon' was the most preferred type of promotion for kids and specifically customers preferred 'discount coupon', 'free gift' and 'pay-back program'.

Hedonic consumption and consumer's choice under the windfall gains (쾌락적 소비와 일시소득에서의 소비자의 선택)

  • Seol, MooGone;Kim, YoungKyun
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.27 no.2
    • /
    • pp.83-100
    • /
    • 2022
  • In marketing, the thematic conceptual study related to hedonic consumption with product symbolism contributed to symbolic consumerism and its hedonic experience. Researching how consumers deal with expectations for unexpected income or windfall gains helps understand what makes them enjoy experiences. This paper discusses the trade-off relationship between hedonic and utilitarian consumption. it aims to determine when and why people choose hedonic (pleasant) or utilitarian (material) products under windfall gains. We suggested five hypotheses, and through a series of experiments, respondents preferred hedonic to utilitarian goods when lottery amounts increased and the probabilities did not discriminate between two products. the preference order was not discriminated in the hedonic, utilitarian goods. the shape of preference revealed an opposite direction (U vs. invert-U)when the winfall amounts increased. and when the discounting rates varied, the consumers' preference order was expected to change. Subjects selected hedonic goods the most, utilitarian goods second, and cash rewards were the last choice. Therefore, stimulating consumers' hedonism and promoting hedonic experiences might be effective marketing tactics and strategies.

The Roles of Money's Pride and Surprise Tag on the Use of Money

  • Liu, Cong;Choi, Nak Hwan
    • Asia Marketing Journal
    • /
    • v.17 no.3
    • /
    • pp.1-31
    • /
    • 2015
  • The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.