• Title/Summary/Keyword: Rewards

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Work-family Conflict and Work-family Enhancement among Married Men in Korea (기혼남성근로자의 일-가정 갈등과 일-가정 향상)

  • Kim, Yoo-Kyung;Koo, Hye-Ryoung
    • Journal of Family Resource Management and Policy Review
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    • v.20 no.2
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    • pp.99-117
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    • 2016
  • This study investigates the work-family interactions of married men, the variables affecting these interactions, and the differences between the variables affecting work-family conflict and those affecting work-family enhancement. The subjects of this study were 1,249 married men. The major findings are as follows. First, married men perceived moderate levels of work-family conflict and work-family enhancement both from work to family and from family to work. Second, the level of work-family conflict was higher than that of family-work conflict, and the level of family-work enhancement was higher than that of work-family enhancement. Third, work-family conflict was influenced by external occupational rewards, the relative importance of work and family life, a family-friendly work environment, perceived working hours, and spousal support. The variables that have an effect on work-family enhancement are perceived working hours, a family-friendly work environment, the relative importance of work and family life, and spousal support. Fourth, family-work conflict is influenced by age, spousal support, perceived family-work enhancement are spousal support, seeking internal and external occupational rewards, the relative importance of work and family life, and a family-friendly work environment. Finally, the variables that affect work-family conflict and those affecting work-family enhancement are similar, but the variables affecting family-work conflict and those affecting family-work enhancement are very different.

Analysis of Factors Influencing Satisfaction and Engagement of Organization Employees in Quality Management Activities of Construction Projects (건설프로젝트의 품질경영활동에서 조직구성원의 만족과 참여에 미치는 영향요인 분석)

  • Cho, Jin-Ho;Kim, Byung-Soo
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.4
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    • pp.94-103
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    • 2019
  • The active engagement of the organization employees in the quality management activities of the construction project promotes the achievement of successful management performance. This study seeks to find a mechanism to promote employee engagement. The preceding factors that promote employee engagement through previous research are employee rewards system and satisfaction. In order to verify the proposed research model, sample data of 232 construction project employees were collected and analyzed through a structural equation model. As a result of the study, it was confirmed that all the proposed variables had a significant effect on the employee engagement and the moderate effect according to the employee's position and labor contract. The results of this study are expected to provide useful theoretical and practical implications for researchers and managers seeking ways to promote the engagement of organization employees from a broader perspective for the activation of quality management activities of construction companies.

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

A Study on Gamification-based Effective Digital Marketing Plan Targeting at Generation MZ (MZ세대를 겨냥한 게이미피케이션 기반 효과적인 디지털 마케팅 방안 연구)

  • Nang, Yunseo;Kim, Kyujung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.202-215
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    • 2022
  • The purpose of this study is to identify gamification techniques and characteristics of digital marketing based on the main information communication, learning, and play of the current consumer group, and to present effective gamification digital marketing plans for the MZ generation. The summary of the research process is as follows. First, the characteristics and definitions of MZ generation and gamification were described and the concept was clarified. Second, domestic and foreign gamification cases were compared and analyzed. Studies show that we should be wary of gamification digital marketing, which fails to reflect the characteristics of the fun-seeking MZ generation by failing to organically connect the mechanisms and structures of gamification, focusing only on visible elements, such as Point, Badge, and Leaderboard. In addition, customers who lose the fun of obtaining rewards and leave because they feel that the rewards (points, badges, leaderboards) they provide are worthless should be prevented.

A Factor Analysis of Motivation To Learn Among Korean Elementary School Children (한국 초등학생의 학습동기 요인 분석)

  • Jong-Jin Jeong
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.167-186
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    • 2008
  • This study is to investigate, from the perspective of implicit theory, what elements influence children's motivation to learn and how their configurations are different according to different sexes. One analysis was based on answers to a motivation questionnaire by fourth to sixth graders from four different cities in South Korea. The subjects children were most highly motivated to learn were math and science for boys, and math and English for girls, respectively. Factors influencing the motivation were near 30 in number, including later happier life, joy of learning, parental rewards, pleasure of being informed, and meeting parental expectations, among others. Another analysis was an exploratory and confirmative factor analysis on motivation to learn among 856 fourth to sixth graders randomly sampled from 7 different cities all over South Korea. Factors revealed to contribute to the motivated learning here were five factors of utility, interest, recognition, knowledge acquisition(being informed), and expectancy sufficiency. There were some differences in the structure of factors between sexes; importance was given to five factors of utility, interest, recognition, knowledge acquisition, and expectancy sufficiency in descending order for boys, and six factors of interest, utility, rewards, recognition, expectancy sufficiency, and competition for girls.

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Cooperative Multi-agent Reinforcement Learning on Sparse Reward Battlefield Environment using QMIX and RND in Ray RLlib

  • Minkyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.11-19
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    • 2024
  • Multi-agent systems can be utilized in various real-world cooperative environments such as battlefield engagements and unmanned transport vehicles. In the context of battlefield engagements, where dense reward design faces challenges due to limited domain knowledge, it is crucial to consider situations that are learned through explicit sparse rewards. This paper explores the collaborative potential among allied agents in a battlefield scenario. Utilizing the Multi-Robot Warehouse Environment(RWARE) as a sparse reward environment, we define analogous problems and establish evaluation criteria. Constructing a learning environment with the QMIX algorithm from the reinforcement learning library Ray RLlib, we enhance the Agent Network of QMIX and integrate Random Network Distillation(RND). This enables the extraction of patterns and temporal features from partial observations of agents, confirming the potential for improving the acquisition of sparse reward experiences through intrinsic rewards.

Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

A Study on the Situations of Happiness and Self-Judgment of Happiness Level among Children : A Culture-Specific Approach (아동의 행복 상황 및 판단에 대한 조사 연구 : 문화적 특수성 접근)

  • Chung, Kai Sook;Choi, Eun A;Kang, In Seol
    • Korean Journal of Child Studies
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    • v.29 no.6
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    • pp.207-223
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    • 2008
  • This study examined children's happy situations and their self-judgment of happiness level. Subjects were 831 children (7-13 years of age). Research findings were that : (1) There were three categories of happy situations : rewards, daily routine activities, non-daily activities/incidents. These categories were subcategorized into personal and relational experiences. Personal experiences gave them greater happiness than relational experiences. (2) The younger children felt happier through relational experiences than older children. (3) Sixty-two percent of the children reported they were happy most of the time. (4) Preschool children answered "I'm happy" more than older children. Sixth grade children answered "I'm happy" least among the entire sample. (5) Academics correlated positively with children's judgment of happiness level; free time correlated negatively with happiness.

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Adaptive algorithm for optimal real-time pricing in cognitive radio enabled smart grid network

  • Das, Deepa;Rout, Deepak Kumar
    • ETRI Journal
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    • v.42 no.4
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    • pp.585-595
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    • 2020
  • Integration of multiple communication technologies in a smart grid (SG) enables employing cognitive radio (CR) technology for improving reliability and security with low latency by adaptively and effectively allocating spectral resources. The versatile features of the CR enable the smart meter to select either the unlicensed or the licensed band for transmitting data to the utility company, thus reducing communication outage. Demand response management is regarded as the control unit of the SG that balances the load by regulating the real-time price that benefits both the utility company and consumers. In this study, joint allocation of the transmission power to the smart meter and consumer's demand is formulated as a two stage multi-armed bandit game in which the players select their optimal strategies noncooperatively without having any prior information about the media. Furthermore, based on historical rewards of the player, a real-time pricing adaptation method is proposed. The latter is validated through numerical results.

How to design the token reinforcement based on token economy for blockchain model

  • Yoo, Soonduck
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.157-164
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    • 2020
  • The reinforcement of the token, which is based on the token economy currently applied in blockchain-based cryptography, plays a critical role in forming the cryptographic-related ecosystem. Therefore, in this paper, it was investigated the reinforcement principle of token supporting the Token economy for blockchain model. In order to create a healthy ecosystem based on the reinforcement system principle, it is necessary to find ways to secure scalability by seeking consensus between the participants and the market economy structure so that it can generate an influx of more participants than seeking to maximize profits of certain people. Desirable behavior is defined as an action required by ecosystem participants that have the property of making the token ecosystem sustainable, and to do so, each individual receives appropriate incentives (rewards) when taking this action, ultimately encouraging voluntary participation and action by all participants in the ecosystem to optimize the interests of both individuals and participants. The expected benefit of this study may contribute to the establishment of various business models based on the principle of the reinforcement system.