• Title/Summary/Keyword: Role-Play

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A Study of Collaboration between GIS and Census Data for Urban Analysis and Location Analysis (도시현황분석과 시설물 입지분석의 과학화를 위한 센서스와 GIS의 연계 활용방안 연구)

  • Koo, Chamun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.3 no.3
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    • pp.31-44
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    • 2000
  • The purpose of this study is to show how could GIS along with digital maps and census data be used for scientific urban analysis and location analysis for a proposed project. Results are summarized as follows. First. after digital maps being completed, the census tract system being adopted, and major urban data being inputted in the computer file, GIS could be used intensively for various reliable urban analysis. With graphic statistical, and overlay functions of GIS, various physical and socio-economic characteristics of urban areas could be presented for analysis in the form of thematic and datapoint maps on the computer screen. Second, the locational analysis for a proposed project is a major part in the building permit review process, which tends to become disputable and time consuming as society become pluralized. Along with various GIS functions scientific decision-making methods could be developed, and the methods could play an important role for faster and scientific location analysis. As such, GIS would play an important role for faster and reliable urban analysis and location analysis and these functions finally would play important roles to improve public services and administration of local governments.

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Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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Anti-invasive Activity of Human Breast Carcinoma Cells by Genistein through Modulation of Tight Junction Function (인체유방암세포의 tight junction 기능 조절을 통한 genistein의 암세포 침윤 억제 효과)

  • Kim, Sung-Ok;Jeang, Yang-Kee;Choi, Yung-Hyun
    • Journal of Life Science
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    • v.19 no.9
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    • pp.1200-1208
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    • 2009
  • Tight junctions (TJs) that act as paracellular permeability barriers play an essential role in regulating the diffusion of fluid, electrolytes and macromolecules through the paracellular pathway. In this study, we investigated the correlation between the tightening of TJs, permeability and the invasive activity of genistein - a bioactive isoflavone of soybeans - in human breast carcinoma MCF-7 and MDA-MB-231 cells. The inhibitory effects of genistein on cell proliferation, motility and invasiveness were found to be associated with the increased tightness of the TJs, which was demonstrated by an increase in transepithelial electrical resistance and a decrease in paracellular permeability. Additionally, the immunoblotting results indicated that genistein repressed the levels of the proteins that comprise the major components of TJ, claudin-3 and claudin-4, which play a key role in the control and selectivity of paracellular transport. Furthermore, genistein decreased the metastasis-related gene expressions of insulin like growth factor-1 receptor and snail, while concurrently increasing that of thrombospondin-1 and E-cadherin. In addition, we demonstrated that claudins play an important role in the anti-motility and invasiveness of genistein using claudin-3 small interfering RNA. Taken together, our results indicate a possible role for genistein as an inhibitor of cancer cell invasion through the tightening of TJs, which may counteract the up-regulation of claudins. In addition, our results indicate that this may be beneficial for the inhibition of tumor metastasis.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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The Role of Supproting Organization for Small Manufacturing Companies' Computerization (중소제조업체의 정보화 지원기관의 역할에 관한 연구)

  • 임기홍;전용진
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1998.10a
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    • pp.519-533
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    • 1998
  • Under competitive situation , many small manufacturing companies know that building effective information systems is the best way to get a competition. Therefore . lots of these companies are getting under way of building information systems. But they are having trouble building information systems because of many diffifcult factors like money technologies, education. Comparing to large firms , small manufacturing compaines are short of money and technology to get informatin systems. Considering of the difficulties of small manufacturing companies, organization supporting these companies will be able to play an important role to suggest the guideline to success of getting information systems. Many supporting organizations have instituted a scheme in which they can get valuable information relating to building information systems. This paper is focusing on the role of supporting organizations for information systems of small manufacturing companies. This study finds out what the difficulties of these companies trying to build information systems are and suggests the supporting ways of getting effective information systems.

Mtatioal Analysis of the Role of vir-box in the Expression of the virE Gene

  • Han, Seong-Su;Sim, Woong-Seop
    • Journal of Microbiology
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    • v.37 no.3
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    • pp.175-179
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    • 1999
  • To elucidate the role of vir-box in the expression of the virE gene, the vir-box was modified by site-directed mutagenesis and tested for ${\beta}$-galactosidase activities. A, C, T T, A, C substitutions at -62, -63, and -65 positions, destroying the 5'-region of the vir-box and A T at position -55, destroying the 3'-region of the vir-box respectively, showed only 17% promoter activity. When the vir-box was modified to contain perfect dyad symmetry structure (DSR) by the substitutions T, G A, T at -60 an d-61 positions, ${\beta}$-glactosidase activity increased 302%. These results indicate that the 5' and 3'-region of vir-box as well as the imperfect DSR of the vir-box itself may play a very important role in the regulation of virE gene expression.

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A study of reference services for young adult (청소년들을 위한 도서관봉사의 일고찰)

  • 손연옥
    • Journal of Korean Library and Information Science Society
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    • v.10
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    • pp.59-94
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    • 1983
  • Through the close examination of characteristics of adolescent, social institutions and its programs, and newly added and expanded library reference services. it is founded that new role and qualifications of young adult reference librarians are prerequisite subject. The following are the summary of new role and qualifications of specialized young adult reference librarianship. 1. Adequate training and education for the YA librarians is needed in order to have understanding of their characteristics (physiology, psychology, personality etc.). 2. Because of librarian's unique exposure to human relations and their personal awareness of other people's need, YA librarian should bring a person-centered managerial technique. 3. Librarianship may not have a clinical counseling function but to provide right answer or information, the librarian become counselor inescapably. 4. Librarians are not professionally trained to be experts on counseling in sex education. However, librarians can play an important role in educating YA by committing book selection, reader's advisory, referral services, library programming and staff development planning.

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The role of functional materials and inkjet printing technology for printable electronics (프린팅 전자소자용 잉크젯 기술과 소재)

  • Ryu, Beyong-Hwan;Choi, Young-Min
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.446-450
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    • 2007
  • It is strongly expected that inkjet printing method will be play and important role on printable electronics such as 3D integration of embedded ceramic devices(capacitor, resistor, inductor and electrode or circuit), Si-TFT and organic TFT including display C/F, RFID, FPCB, and etc. A inkjet printing method had been center of attention to strengthen the competitiveness of flat panel display on market and to open the new world of manufacturing process of printable electronics. We will survey the industrial tendency of printable electronics and flat panel display including some examples of inkjet printing and present the considerable points of inkjet printing method and some role of materials for successful inkjet printing.

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A Study on the Interrelationship between Geometry and Nonlinear Figure of Space (기하학과 비선형 공간 형태의 상관성에 관한 기초 연구)

  • Lee Chul-Jae
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.160-167
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    • 2005
  • The paper raises a question in argument about the method of creating space depending on accidental creation by computer as the method of describing movement pattern, and emphasizes the role of the mathematics which may change the shape into the image or reflection, that is, data which human may understand and expect. If the mathematics could be the method of describing movement pattern, it may play a important role on the analysis of architectural space based on the idea of post-constructionism, which is likely to consider the modern architectural space recognized as the sequential frames containing movement, as the suspended state of the moving object. And then, this infinite series, 'the sum' of the suspended state, is not studied mathematically and scientifically, but is able to be shaped by reviewing the validity in mathematics about the nonlinear space. This is, therefore, the fundamental research in order to define the role of the mathematics in formation of space of contemporary architecture.

The Determinants of IT Assimilation and Its Effect on Organizational Performance : An Innovation Diffusion Theory Perspective (정보기술동화의 결정요인 및 기업성과에 미치는 영향 : 혁신확산이론의 관점)

  • Kwahk, Kee-Young;Im, So-Yeon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.33 no.1
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    • pp.149-168
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    • 2008
  • Many organizations have introduced information technology (IT) as an innovation to gain competitive advantages as business environments have become increasingly complex and rapidly changing. Despite the large investment of IT, there have been mixed results about whether IT creates business values. Considering that IT assimilation may play an important role in explaining IT productivity paradox, this study examines the formation of IT assimilation and its effect on the organizational performance. To do so, this study suggests a research model based on Innovation Diffusion Theory by incorporating organization system, communication channel, change acceptability, and innovation factors, and then attempts to empirically explore the role of IT assimilation for enhanced organizational performance using data collected at the organizational level. Structural equation analysis using AMOS provides significant support for part of proposed relationships. Specifically, we have found encouraging results on the role of IT assimilation by identifying its mediating effect on the organizational performance. Theoretical and practical implications of the findings are discussed accordingly.