• Title/Summary/Keyword: Reward Policy

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Consumer Awareness and Demand for Country-of-Origin Labeling at Restaurants - For Adults Who Live in Seoul - (음식점 원산지 표시제 시행에 따른 소비자의 인식 및 요구도 조사 - 서울시 거주하는 성인 대상 -)

  • Ahn, Hee-Jin;Park, Sang-Hyun;Joo, Na-Mi
    • Journal of the Korean Dietetic Association
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    • v.16 no.3
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    • pp.255-269
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    • 2010
  • The purpose of this study was to investigate consumer awareness and demand related to country-of-origin labeling at restaurants, and to provide basic data to reexamine the need for current policies and to determine problems. The study found that 70% of the respondents thought that the implemented representation policy had improved food quality, and 81.3% of the respondents checked country-of-origin labeling at restaurants. In addition, 74.7% of the respondents answered that "reward for accusation" was appropriate policy. Regarding the degree of recognition of the meat importers, the respondents were well aware of the importing countries, but did not recognize the importing country of chicken. In terms of preference for meat importers, Australian beef was rated highest, but beef from the U.S. was ranked seventh. However, in preferences for pork and chicken, U.S. products were rated highest. According to the survey, in a question regarding the perception toward country-of-origin labeling, the respondents recognized that rice, beef, pork, and chicken were the targeted items. In addition, the respondents suggested that other food ingredients at restaurants should be designated as target items for country-of-origin labeling.

Research on Consumer Behavioral Intention in Express Packaging Recycling

  • YI, Shan;DUO, Wang Yi
    • The Journal of Industrial Distribution & Business
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    • v.13 no.10
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    • pp.9-14
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    • 2022
  • Purpose: With the rapid development of China's e-commerce industry, the express delivery industry is also advancing by leaps and bounds. While express brings convenience to people's life, a large number of express packages are disposed of at will, which not only increases a large amount of domestic waste, but also causes environmental pollution and waste of resources. Therefore, express packaging recycling has become a consensus in all fields of society. Research design, data and methodology:According to the characteristics of express packaging recycling, other variables were introduced into the TPB model proposed by AJZEN, and based on previous literature research and research assumptions, a model of influencing factors of consumer behavior in express packaging recycling was constructed. Results: The results show that in addition to reward factors, other factors have a significant positive impact on the respondents' willingness to recycling. Conclusions: In order to enhance consumers' willingness to recycle express delivery and effectively carry out express packaging recycling, the following suggestions are put forward: the government should formulate a comprehensive express delivery recycling policy, strengthen policy publicity, and standardize consumers' express packaging recycling behavior. Improve consumers' awareness of express packaging recycling, and promote the increase in the scale of express packaging recycling.

Effective Policy Search Method for Robot Reinforcement Learning with Noisy Reward (노이즈 환경에서 효과적인 로봇 강화 학습의 정책 탐색 방법)

  • Yang, Young-Ha;Lee, Cheol-Soo
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.1-7
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    • 2022
  • Robots are widely used in industries and services. Traditional robots have been used to perform repetitive tasks in a fixed environment, and it is very difficult to solve a problem in which the physical interaction of the surrounding environment or other objects is complicated with the existing control method. Reinforcement learning has been actively studied as a method of machine learning to solve such problems, and provides answers to problems that robots have not solved in the conventional way. Studies on the learning of all physical robots are commonly affected by noise. Complex noises, such as control errors of robots, limitations in performance of measurement equipment, and complexity of physical interactions with surrounding environments and objects, can act as factors that degrade learning. A learning method that works well in a virtual environment may not very effective in a real robot. Therefore, this paper proposes a weighted sum method and a linear regression method as an effective and accurate learning method in a noisy environment. In addition, the bottle flipping was trained on a robot and compared with the existing learning method, the validity of the proposed method was verified.

Scheduling of Wafer Burn-In Test Process Using Simulation and Reinforcement Learning (강화학습과 시뮬레이션을 활용한 Wafer Burn-in Test 공정 스케줄링)

  • Soon-Woo Kwon;Won-Jun Oh;Seong-Hyeok Ahn;Hyun-Seo Lee;Hoyeoul Lee; In-Beom Park
    • Journal of the Semiconductor & Display Technology
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    • v.23 no.2
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    • pp.107-113
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    • 2024
  • Scheduling of semiconductor test facilities has been crucial since effective scheduling contributes to the profits of semiconductor enterprises and enhances the quality of semiconductor products. This study aims to solve the scheduling problems for the wafer burn-in test facilities of the semiconductor back-end process by utilizing simulation and deep reinforcement learning-based methods. To solve the scheduling problem considered in this study. we propose novel state, action, and reward designs based on the Markov decision process. Furthermore, a neural network is trained by employing the recent RL-based method, named proximal policy optimization. Experimental results showed that the proposed method outperformed traditional heuristic-based scheduling techniques, achieving a higher due date compliance rate of jobs in terms of total job completion time.

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The Commodification of Family Care in the Japanese Long-Term Care Policy (일본 개호정책의 전개과정에 나타난 '가족개호의 비용화구조')

  • Kim, Ji Mi
    • Korean Journal of Social Welfare
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    • v.64 no.4
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    • pp.31-56
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    • 2012
  • The main purpose of this study is to examine the rewards for "Family Care" from the Japanese Long-Term care policy, to investigate the effects of "The commodification of Family Care" after the introduction of "The Long-Term Care Insurance", and to find out the institutionalization of reward system for "Family Care". First of all, the socialization of "The Long-Term Care" is redefined to be the commodification of family care in this study. Based on this definition, the commodification of family care and the government's involvement are analyzed in conjunction with considering the role of family in the process of Long-Term Care supply, the social evaluation for family care, the family carers' home environment and the position in the labor market. In result, the commodification structure of family care in the Japanese Long-Term Care policy is found, and it helps to understand the reason why the cash payments was just partially introduced.

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Modeling of Virtual Switch in Cloud System (클라우드 시스템의 가상 스위치 모델링)

  • Ro, Cheul-Woo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.479-485
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    • 2013
  • Virtualization is a promising approach to consolidating multiple online services onto a smaller number of computing resources. A virtualized server environment allows computing resources to be shared among multiple performance isolated platforms called virtual machines. Through server virtualization software, applications servers are encapsulated into VMs, and deployed with APIs on top generalized pools of CPU and memory resources. Networking and security have been moved to a software abstraction layer that transformed computing, network virtualization. And it paves the way for enterprise to rapidly deploy networking and security for any application by creating the virtual network. Stochastic reward net (SRN) is an extension of stochastic Petri nets which provides compact modeling facilities for system analysis. In this paper, we develop SRN model of network virtualization based on virtual switch. Measures of interest such as switching delay and throughput are considered. These measures are expressed in terms of the expected values of reward rate functions for SRNs. Numerical results are obtained according to the virtual switch capacity and number of active VMs.

Stock-based Managerial Compensation and Risk-taking in Bank (은행 임원의 주식기준 보상과 위험추구)

  • Yeo, Eunjung;Yoon, Kyoung-Soo;Lee, Hojun
    • KDI Journal of Economic Policy
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    • v.33 no.2
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    • pp.41-79
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    • 2011
  • This study examines the compensation scheme for the executives and risk-taking behavior in the Korean banks. Theoretically, shareholders prefer risky asset choice to the optimal one due to the limited liability feature of reward, and stock-based executive compensation may induce choices favorable to the shareholder. We empirically test this risk-taking hypothesis using Korean banks' data. Since only the stock option data is available under the current disclosure system, we limit our analysis to examine the relationship between the compensation through stock option and the risk of banks. The result provides no evidence that stock option compensations increase the risk of banks, which is contrary to the theoretical prediction and preceding studies in the US. This may be due to any factor that the executive reward data omit, or regulation effects on the bank management.

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Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

A study on the influence of Self-Leadership to Technology Innovation: Mediate Effect of Emotional Intelligence (셀프리더십이 기술혁신에 미치는 영향에 관한 연구 - 감성지능의 매개효과 -)

  • Lee, Sun-Kyu;Lee, Da-Jung;Bae, Jung-Mi;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.277-293
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    • 2011
  • This study aims to mediating effects of Emotional Intelligence on the relationships between Self-Leadership. Additionally, this study is to examine the impact of Self-leadership(behavior-focused strategies, natural reward strategies and constructive thought pattern strategies) to Technology Innovation. Hypotheses were tested by surveying 420 employees at Gumi Industrial Complex. The findings are as follows: First, all factors of Self-leadership had a significant positive effect on Technology Innovation. Second, four factors of Emotional Intelligence had a significant positive mediating effect on Technology Innovation except behavior- focused strategies of Self-Leadership. It is indicated a need for action in organization's self-leadership and it is also shown reliable criterion to effective organizational management of success in Technology Innovation.

Optimal SMDP-Based Connection Admission Control Mechanism in Cognitive Radio Sensor Networks

  • Hosseini, Elahe;Berangi, Reza
    • ETRI Journal
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    • v.39 no.3
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    • pp.345-352
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    • 2017
  • Traffic management is a highly beneficial mechanism for satisfying quality-of-service requirements and overcoming the resource scarcity problems in networks. This paper introduces an optimal connection admission control mechanism to decrease the packet loss ratio and end-to-end delay in cognitive radio sensor networks (CRSNs). This mechanism admits data flows based on the value of information sent by the sensor nodes, the network state, and the estimated required resources of the data flows. The number of required channels of each data flow is estimated using a proposed formula that is inspired by a graph coloring approach. The proposed admission control mechanism is formulated as a semi-Markov decision process and a linear programming problem is derived to obtain the optimal admission control policy for obtaining the maximum reward. Simulation results demonstrate that the proposed mechanism outperforms a recently proposed admission control mechanism in CRSNs.