• 제목/요약/키워드: Two-level games theory

검색결과 12건 처리시간 0.029초

양면게임 이론으로 분석한 한국GM 경영정상화 협상연구 (A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games)

  • 이지석
    • 무역학회지
    • /
    • 제44권1호
    • /
    • pp.31-44
    • /
    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.

FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구 (Comparison and Analysis of FPS Mobile Game Interaction Design)

  • 왕세옥;반영환
    • 한국융합학회논문지
    • /
    • 제11권12호
    • /
    • pp.31-37
    • /
    • 2020
  • 모바일 인터넷의 급속한 발전과 더불어 컴퓨터 게임의 단말이 PC에서 모바일로 점차 바뀌고 아울러 모바일 게임은 많은 사람들이 여가 시간에 삶의 즐거움을 향유하는 절호의 선택이 되고 있다. 최근, 다양한 타입의 모바일 게임 가운데 FPS 타입의 게임 사용자가 큰 폭으로 증가되고 있다. 본문은 도날드 노먼 (Donald Norman)의 《Emotional Design》에 기초하여 중국에서 가장 인기 있는 FPS 게임인 《Game for peace》과 한국에서 가장 인기있는 FPS 게임인 《배틀그라운드》의 인터랙션 디자인을 비교하면서 이 두 게임의 공통점과 차이점을 분석하고 이를 근거로 감정 인터랙션 디자인의 삼차원 이론을 총결산하였다. 삼차원 이론은 본능층과 행동층, 사고층으로 나뉘며 각각 인터렉티브 인터페이스, 인터랙티브 행동, 인터랙티브 체험이 이 두 게임에서의 감정적인 표현이다. 또한 이 이론은 모바일 게임을 비롯한 정보화 산업의 인터랙션 디자인에 조언을 제공한다.

하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰 (A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games)

  • 권동현
    • 한국콘텐츠학회논문지
    • /
    • 제20권9호
    • /
    • pp.271-284
    • /
    • 2020
  • 하프라이프 알릭스에 대한 시장의 호평과 VR장비 판매 증가는 수익모델의 부재로 미래가 불확실한 VR시장 활성화의 전환점이 될 수 있다. 이에 선행연구를 바탕으로 VR게임의 특성을 그래픽, 1인칭시스템, 인터페이스, 컨트롤러, 인터랙션 기술, 사운드, 스토리로 분류하고 분석하였다. 분석결과 7개 요소는 VR의 구성 요소 중 게임의 완성도를 의미하는 '상호작용'과 '가상이미지'에 해당하였으며 상호 연결되어 있어 이를 묶은 상위 개념인 '현존감'을 제안하였다. VR 구성요소로서 사용자의 감정을 나타내는 '몰입감'은 유저의 능력에 적절한 과제의 난이도를 부여하는 몰입이론으로 분석하였으며 연구 과정은 전문가 패널 15명에게 델파이 기법과 FGI를 실시하여 객관성 확보를 위해 노력하였다. 마지막으로 '현존감'과 '몰입감'은 비례하는 특성으로서 알릭스는 물론 앞으로 VR게임 분석에서도 계속 유효한 개념이 될 수 있으므로 두 단어를 합한 '프레즌스 이펙트'라는 개념적인 틀을 제안하였다.

Dynamics of Global Distribution after Initial Entry

  • Park, Young-Eun
    • 유통과학연구
    • /
    • 제15권12호
    • /
    • pp.5-19
    • /
    • 2017
  • Purpose - This study involves the following questions: "Does internalization theory fully explain reality?" and "Which additional factors may add extra value to the theory?" To answer these, this study divides market entry mode into two steps, initial and subsequent and then, focuses on the subsequent distribution step; that is, the post-entry strategy after initial entry. In addition, this study relies on finding strategic orientations that affect the decision of post-entry into foreign markets. Research design, data, and methodology - To investigate this, this study examines 252 cases of Korean online games for each foreign market and the distribution mode at the product-team level. Results - The result shows that companies use different distribution strategies as a post-entry mode, like licensing, or joint distribution rather than exclusive distribution, through subsidiaries even if they already have wholly owned local subsidiaries which have enough experience and resources to select the entry modes among various types and then provide full commitment and control. Additionally, it finds that strategic orientation affects post-entry strategies differently. Conclusions - Therefore, this study is noteworthy and significant, as it practically extends the existing theories such as an internalization and distribution for decision making regarding the overseas expansion of entertainment businesses.

전력시장 입찰함수모형에서 입찰 파라미터 선택에 관한 연구 (A Study on the Selection of a Bidding Parameter at the Bidding Function Model in an Electricity Market)

  • 조철희;이광호
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제53권11호
    • /
    • pp.630-635
    • /
    • 2004
  • Generation companies(Genco) submit the supply functions as a bidding function to a bid market in a competitive electricity market. The profits of Gencos vary in accordance with the bid functions, so the selection of a bidding function plays a key role in increasing their profits. In order to get a profitable bidding function which is usually linear, it is required to modify adequately the intersection and the slope of a linear supply function. This paper presents an analysis of the selection of the supply function from the viewpoint of Nash equilibrium(NE). Four types of bidding function parameters are used for analizing the electricity market. The competition of selecting bidding parameters is modeled as two level games in this research. One is a subgame where a certain type of parameters is given and the players compete to select values of the underlying parameters. The other is an overall game where the players compete to select a profitable type among the four types of parameters. The NEs in both games are computed by an using analytic method and a payoff matrix method. It is verified in case studies for the NE of overall game to satisfy the equilibrium condition.

삼차원게임이론의 관점에서 바라 본 유럽연합의 FTA 협상 전략 및 정치: 한-EU FTA와 EU-일본 EPA의 비교를 중심으로 (FTA Negotiation Strategy and Politics in the Viewpoint of the Three-Dimensional Game Theory: Korea-EU FTA and EU-Japan EPA in Comparison)

  • 김현정
    • 국제지역연구
    • /
    • 제22권2호
    • /
    • pp.81-110
    • /
    • 2018
  • 본 논문에서는 삼차원게임이론의 논리 구조를 통해 지역경제통합체, 즉 유럽연합의 통상 협상 전략 및 협상력을 분석하였다. 삼차원게임이론에서는 협상자가 각 면 게임의 경계에 서서 게임을 동시에 운용해 나아가면서, 각 방향으로부터 제약을 받거나 때때로 제약을 기회로 활용하는 등 삼중 측면의 협상 전략이 상존함을 강조하였다. 삼차원게임이론에 대한 연구는 지역연합이 협상의 주체로서 등장하여 국제레벨, 지역레벨 및 회원국레벨의 의견을 조율하고, 이해관계를 조정하는 과정을 체계화하기 위한 목적을 가진다. 본 연구에서는 최근 체결된 EU-일본 EPA(Economic Partnership Agreement) 협상과정을 사례로 한-EU FTA 사례와 비교 분석하여, 지역경제협력체의 FTA 추진 시 적용할 수 있는 삼차원게임이론의 논리를 정리하였다. 또한 본고에서는 지역경제통합체의 통상협상 대상국은 협상에 임할 때 어떠한 전략에 대응할 수 있을 것인가에 관해 분석하였다. EU 지역차원의 통상정책 영역은 기술적 특성으로 정치화되기 어려운 영역에 관한 연합의 배타적 권한화가 이미 완성되었으며, 연합 차원의 정책과정이 정치쟁점으로 드러나지 않아왔던 점 그리고 여론 전달 과정이 더블 스텝 접근 방식인 점 등이 복합되어 그 특성을 형성해 왔다. 결론적으로 EU의 통상영역 정책 과정은 다양한 중앙조직에 의한 권한 배분으로 복잡하고 정교한 과정을 구성한다. 이러한 공동정책 결정과정과 통상 영역의 구조적 특성으로 말미암아 오히려 협상의 메커니즘 역설적으로 단순화되었고, 공동체 차원의 협상력은 높아졌다. 결과적으로 유럽위원회는 국제레벨 단계의 양자간 통상협상에서 매우 강력한 협상 행위자로 기능하게 된다.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.93-101
    • /
    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Use of Multimedia Technologies in the Training of Physical Culture and Sports Specialists

  • Shevchenko, Olha;Bahinska, Olha;Markova, Olena;Broiakovskyi, Oleksandr;Bielkova, Tetyana;Honcharenko, Ivan;Bida, Olena
    • International Journal of Computer Science & Network Security
    • /
    • 제22권7호
    • /
    • pp.245-251
    • /
    • 2022
  • Educational reform in Ukraine encourages the use of multimedia technologies in the training of specialists in Physical Education and Sports, which is one of the promising directions of education development. Therefore, the article specifies the content of the terms "innovation" and "technology". For modern society, the introduction of multimedia technologies in education is not so much theoretical as pragmatic, since under condition of globalization it concerns its historical development and prospects associated with the so-called "high technologies".Our goal is to improve the training of Physical Education and Sports specialists by means of multimedia technologies. All of innovative technologies can be divided into four groups, depending on the appropriate form of educational activity for their use. The development of multimedia technologies in the training of specialists in Physical Education and Sport at the present stage of education development should be carried out in accordance with the criteria of manufacturability, which are presented in the article: scientism, to rely on the theoretical provisions of pedagogical science and methods of teaching the discipline, socially recognized educational goals, prospects for modernization of Education; consistency, which provides for the interaction of parts and the whole in the organization of the study environment, as a result of which the physical development of the young generation is an integral entity; guarantee, that is, the error between the planned and obtained results should be minimal; manageability, that is, full management of the stages of work of the teacher and students, which make up the completed cycle of actions; mass participation, for the purpose of applying the technology does not depend on the physical training of students, the pedagogical skill of the teacher and the type of educational institutions. The article presents the theory and method of organizing sports events and circuses in the training of specialists in Physical Education and Sports by means of multimedia technologies. In order to increase the level of physical development of a person, physical fitness and the state of health of students, which has a clear trend to constant deterioration, it is necessary to instill love for sports, carry out high-quality training and organize sports events using multimedia technologies. In the process of sports activities, the participants' mental education is carried out. There are two types of communication here: direct and indirect, which are described in the article.In games and sports competitions, there are many opportunities for forming rules of collective behavior. The main issues of the organization of sports activities by means of multimedia technologies have been clarified. During sports competitions, the tasks presented in Physical Education and sports classes are improved, which ensure the improvement of physical and theoretical training of the individual. The pleasure of sports, bright, emotional spectacles, confirmed by multimedia technologies, arises from the participation of the viewer in them.

지식생태계의 조직화: 플랫폼 리더의 조직역량이 지식창출을 위한 기업간 협력의 확장에 미치는 영향 (Organizing knowledge ecosystems: The influence of organizational capabilities of platform leaders on multi-firm collaborations for knowledge creation)

  • 정동일;박상찬;김보경
    • 지식경영연구
    • /
    • 제16권2호
    • /
    • pp.1-27
    • /
    • 2015
  • This paper presents a knowledge-based view of platform-centered collaborations among multiple organizations. Studies of technological innovation and knowledge creation have broadened beyond their initial emphasis on internal development within an organization or simple exchange of ideas between two parties toward complex collaboration among many organizations at the level of platform-based knowledge ecosystems. Platforms serve as an interface between different groups of producers and consumers in a variety of multi-sided knowledge markets such as smartphone operating systems and video games industries. This study is an exploratory examination to offer theoretical understanding of how the organizational capabilities of platform leaders help expand a network of platform participants. The growth of platform participants is particularly important in the early stage of any platforms as the concept of network effects suggests that the platform with the largest number of participants will capture entire markets. Building upon organization studies and network economics theory on multisided markets, this paper focuses on the role of platform leaders in expanding platform-based collaboration. In our view, platform leaders develop varying levels of three organizational capabilities to discern quality of potential participants, to attract them to actually participate in collaboration, and to maintain long-term exchange relations in the ecosystem. We suggest that the capabilities of platform leaders will have a positive effect on the expansion of platform participants to secure network effects, and also examine several contextual factors that moderate the relationship between a platform leader's capacity and platform expansion.

비계획구매를 고려한 제조업체와 유통업체의 판매촉진 비용 분담 (Cooperative Sales Promotion in Manufacturer-Retailer Channel under Unplanned Buying Potential)

  • 김현식
    • 한국유통학회지:유통연구
    • /
    • 제17권4호
    • /
    • pp.29-53
    • /
    • 2012
  • 제조업체와 유통업체의 판매촉진 구사가 증가하면서 이들 사이의 바람직한 판매촉진 비용 분담 방식에 대한 관심도 증가하고 있다. 특히 유통업체 점포를 방문하는 소비자의 비계획구매 요소는 유통업체에게 명시적 잉여를 제공하지만 제조업체에게는 그렇지 않다는 점에서 이를 고려한 판매촉진 비용 분담의 방향 제시가 필요한 것이 현실이다. 문제는 유통업체 방문 소비자의 점포내 비계획구매 요소가 있을 때 제조업체가 어떻게 대응해야 하는지에 대해서는 충분한 설명이 이루어지지 못하고 있다는 점이다. 이러한 문제의식에서 본 연구에서는 유통업체 점포내 비계획구매 요소가 있을 때 제조업체가 구체적으로 공동 판매촉진 행동을 어떻게 전개해야 하는지 조명하고 있다. 본 연구의 주요결과는 다음과 같다: (1) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체의 판매촉진 수준은 높아지고, 제조업체의 비용 분담액도 커진다. (2) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체 판매촉진 비용 중에서 제조업체의 판매촉진 비용 분담 비중은 낮아지고, 유통업체의 판매촉진 비용 분담 비중은 높아진다. (3) 제조업체 이익은 유통업체 점포 방문 소비자의 비계획구매 수준인 b의 증가함수이다. (4) 유통업체가 소비자의 비계획구매 대상 제품을 조달하는데 소요되는 비용 수준이 증가할수록 유통업체 점포 방문 소비자의 비계획구매 수준 증가에 따른 채널 전체의 판매촉진 수준 증가 정도, 제조업체의 판매촉진 비용 분담액 증가 정도, 유통업체의 판매촉진 비용 분담 비중 증가 정도, 제조업체 이윤 증가 정도가 낮아진다.

  • PDF