• Title/Summary/Keyword: game legal

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Jurisprudence in the History of Statistics (통계학사 속에서의 법)

  • Jo, Jae-Keun
    • Communications for Statistical Applications and Methods
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    • v.18 no.5
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    • pp.559-570
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    • 2011
  • The role of jurisprudence is examined in the early history of probability and statistics. From the mid-17th to the early 18th century, Christiaan Huygens and Jacob Bernoulli used mathematical expectation to solve the problems that originated from games of chance. We demonstrate that their concept of expectation as a fair price for participating in a game came from the legal concept of 'fair trade'. In addition, we consider that the probability that Bernoulli defined in his Ars Conjectandi originated from the legal concept of 'degree of certainty'. After considering some contributions of Laplace and Poisson, we examined the history of census and statistical survey in the early 19th century. Contrary to the history of the 17th and 18th century, statistics influenced society and law in the 19th century.

Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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A Study on the Crimes Using NFT in P2E (P2E내 NFT를 이용한 범죄에 관한 연구)

  • Song, HyeJin
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.600-608
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    • 2022
  • Purpose: The purpose of this study is to examine the types of crimes taking place using NFT in P2E games, and to devise measures to prevent crimes and legal sanctions between the government and companies. Method: In order to classify crime types in the metaverse, crime types were analyzed based on the results of previous studies and current incidents. Results: Most of the crimes taking place through NFTs in P2E games are hacking, money laundering, and copyright issues. Although games are regulated in Korea, these are crimes that can occur if game regulations are loosened in the future. Therefore, crime types were classified into hacking, money laundering, tax evasion, copyright issues, and game speculation, and various cases of damage have already occurred in foreign countries. Conclusion: Currently, no crimes are occurring in Korea due to game regulations, but as seen in foreign cases, large amounts of hacking and money laundering using NFTs are taking place in Korea. this will have to be provided

Effect of Potential Model Pruning on Official-Sized Board in Monte-Carlo GO

  • Oshima-So, Makoto
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.54-60
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    • 2021
  • Monte-Carlo GO is a computer GO program that is sufficiently competent without using knowledge expressions of IGO. Although it is computationally intensive, the computational complexity can be reduced by properly pruning the IGO game tree. Here, I achieve this by using a potential model based on the knowledge expressions of IGO. The potential model treats GO stones as potentials. A specific potential distribution on the GO board results from a unique arrangement of stones on the board. Pruning using the potential model categorizes legal moves into effective and ineffective moves in accordance with the potential threshold. Here, certain pruning strategies based on potentials and potential gradients are experimentally evaluated. For different-sized boards, including an official-sized board, the effects of pruning strategies are evaluated in terms of their robustness. I successfully demonstrate pruning using a potential model to reduce the computational complexity of GO as well as the robustness of this effect across different-sized boards.

Legal Improvement for Safety Promotion of Sports Equipment (스포츠시설 안전증진을 위한 법제도적 개선방안)

  • Kim, Joung-Gyu;Oh, Jae-Whan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.410-417
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    • 2009
  • South Korea had experienced the great of sports since entered in advanced country group. International sports game such as Olympic developed nation. Sports is intermediate that improve Korean public information level in community of nations. It's difficult to find another contents. Also, sports is important means between south and north Korea in branch situation. Sports is expected to practical improvement of country more than ever. In this way, sports had become real means of nation development. Therefore, social effort about promotion of sports need to be engaged in continuous and various form. This research proposed legal improvement for safety promotion of sports equipment. Sports facilities utilization activation may be ended by country sports competitive power.

Game Theoretical Analysis of Economic Gab-Jil (경제적 갑질에 대한 게임이론적 분석)

  • Yang, Chae-Yeol
    • Korean small business review
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    • v.41 no.3
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    • pp.95-106
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    • 2019
  • The Economic Gab-Jil, where the stronger are forcing the weaker to sacrifice, is not only a serious social problem, but also it exhausts the vitality of the national economy. Especially, the issue of 'cost reduction (CR) of delivery price' in automobile industry, and the issue of 'tolls' and 'retaliating' in the franchise business are becoming more controversial. This paper suggests some measures to rectify the problems by an analysis using a game-theoretic model. One of the ways to change the 'bad equilibrium', where economic Gab-Jil is prevalent, to the 'good equiblium' is to strengthen the bargaining power of the weak by legal and institutional measures. It is also a more market-friendly system that is self-enforcing, where the regulation is automatically enforced by the incentives of the participants, without relying solely on the enforcement power of regulatory or supervisory bodies