• Title/Summary/Keyword: hunting users

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The influence of individual factors on the number of reindeer (Cervidae) in the Baikal region

  • Vashukevich, Yury Evgenjevich;Zhovtyuk, Pavel Ivanovich;Shvetsova, Svetlana Viktorovna;Bogdanov, Alexandr Sergeevich
    • Journal of Species Research
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    • v.3 no.1
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    • pp.35-38
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    • 2014
  • The article considers the influence of hunting (legitimate and uncontrolled) on the population of the Siberian roe deer, musk deer, elk, red and northern deer in Pribaikalje. The data on the forms and methods of hunting, the dynamics of the number of animals and the results of their production are given. For comparison, the acts of such a limiting factor as predators are specified. Reasons for the low number of wild ungulates are determined and main problems are formulated.

Development of the Web-based Interview Site With Video Conference (화상을 활용한 온라인면접 웹사이트 구축에 관한 연구)

  • 염인순;이창호
    • Journal of the Korea Safety Management & Science
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    • v.3 no.3
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    • pp.143-149
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    • 2001
  • With the development of computer technologies and the increase of internet users, Internet plays an important role in job-recruitment business. However, almost of the sites which provide job offering and job hunting service, merely have the function such as simple inquiry for information corresponding to job offering and job hunting. In this research, the online website whose task is supporting whole procedure of recruitment for real enterprises is constructed to apply the interview procedures of the real enterprises through internet. We utilize the video conference to increase the reality for interview. Also it has functions such as presentation of application form and resume and self introduction using the video conference. Through the online recruitment website we can expect time and cost saving for recruitment for both sides of enterprise to hunt the person and people to seek the job.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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A Study on the Information Services of SciTech Libraries to industries in Korea (과학기술분야 전문도서관의 산업체 정보지원체제에 관한 연구)

  • Kim, Hong-Ryul
    • Journal of Information Management
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    • v.26 no.2
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    • pp.80-110
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    • 1995
  • This study was carried out to analyze different types of information services to industries, provided by the Technical Information Department of government-supported research institutes. Today, demands on information of new technology have been rapidly increased with the expansion of information mind in enterprises. Managers, specially in profit organizations, are hunting for the technological information since they recognize that acquisition of information is directly connected with the success of business and technological innovation. However, it is not easy for them to get appropriate information due to such factors as competition, information blocking among profit organizations, shortage of holding library, etc. The roles of SciTech libraries can be divided into two parts; the first one is to promote information exchange among organizations, and the second one to supply users with proper information, processed and analyzed by the specialists. In this study, fifteen Technical Information Department of government-supported research institutes are surveyed to investigate their information services to industries. The results of survey show that their services are not enough to support industries successfully.

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Job Application Usability Assessment Study -Focused on Albamon and Albachunkuk- (구인 구직 애플리케이션 사용성 평가 연구 -알바몬과 알바천국을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.305-310
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    • 2020
  • Lately the increase of unemployment and freeters, the use of mobile applications for part-time jobs has been increasing. This study identifies the problems of mobile job applications and focuses on domestic applications: 'Albamon' and 'Albachunkuk'. By conducting surveys and in-depth interviews based on Peter Morville's Honeycomb model. The usability assessment, the proposed improvement results are as follows: First, unhealthy establishments and overlapping job blocking filters should be further strengthened. Second, a design to tailor to the 20s age group, who are the main user of the application, is needed. Third, a fully customized part-time job listing is needed for users on the application landing page. Fourth, the application requires verification procedures for the document preparation regarding work contracts and reporting of employers. This study hopes to add to the improvement of job-seeking application services in Korea.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A study on the origination and transmission of Koh(袴) in Northeast Asia-from the 4th century to 7th century (동북아세아(東北亞細亞) 고(袴)의 발생(發生) 및 전파(傳播)에 관(關)한 연구(硏究) - $4{\sim}7$세기(世紀) 중심으로 -)

  • Park, Kyung-Ja;Lee, Jean-Kyung
    • Journal of the Korean Society of Costume
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    • v.15
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    • pp.177-194
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    • 1990
  • Koh(袴) was a type of dress worn on the lower part of the body which was commonly used in the Northeast Asia. It was originally used by the Northern race for the need of nomadism or hunting. The origin of the Koh which appeared in the area would be found from the trousers of the Huns who influenced in the Northeast Asia, and became in the part of the Scythian culture. The Scythians are the nomadizing race inhabited in the Northern Caucasas on the wast of the Black Sea and influenced on the inland Eurasian steppe as the first typical horse-riding race. The objectives of Koh which had been worn in the Scythian, Mongolia, Korea as well as Japan as a part of Dongho dress and ornaments and to contemplate the transmission process by cultural exchange among different races for the period from 4th century to 7th century. 1. The Origination of the Koh The Koh was originated by the environmental factor to protect the cold in the North but also from the heat in the South, and was changed and developed as gradually satisfying to the needs of the times. In the Northeast Asia the Koh was in the class of the Northern Chinese garment, and was used widely by the horse riding Scythians who moved widely from the Eurasian inland to Japan. The oldest original which could reflect the type of the Northern clothes was a pair of trousers discovered in the Huns remains of Noin Ula. This showed the exact form of hunting clothes and had a similar form with the Korean female tro-users. Since the same form of trousers drawn on the wall painting of which was excavated 4-5th century ancient Koguryo(高句麗) tomb was the same form the trousers of Noin Ula seemed to be the original form of Koh in the Northeast Asia. 2. The Chinese Trousers It was the time of the King Mooryung(武靈王) in the Cho(趙) Dynasty B.C. 3th century that the trousers used regularly in China. However, the Koh had been used as undergarment which functioned for the protection of the cold not the horseriding garment. The trousers seemed to be not very obviously shown off since the Poh (袍) was long, but mainly used by the people from lower class. As people learned the adapted the trousers. It was essential for the times of war and quarrel. The king himself started wearing the Koh. The Chinese trousers were influenced by the Huns, the Northern clothes of the Scythian culture, and similar to the Korean clothes. 3. The Korean Trousers Korean was a race bared from the Eastern foreign group. It was obvious that the clothes was Baji-Jeogori(바지 저고리), the garment of the Northern people. This had the same form of the Scythian dress and ornaments which was excavated from the Mongolian Noin Ula. The Scythian dress and ornaments were influenced from the Ancient West Asia Empire and transmitted to the Northeast Koguryu by the horseriding Scythian. The trousers were kept in the traditional style by the common people in Korea were transmitted to Japan which were for behind in cultural aspect, as well as got used to the Chinese as the efficient clothes though active cultural exchange. 4. The Japanese Trousers The ancient Japanese clothes were influenced by the Southern factor but not the form of the Koh. As the Korean people group was moving towards Japan and conquer the Japanese in the 4-5th century, however, North Altaic culture was formed and at the same time the clothes were also developed. The most influenced clothes at this time were those of Baekge(百濟) and the trousers form called Euigon became the main form. Because of the climatic regional factor, it was tied not at the ankle but under the knee. From the view the ancient Japanese clothes disappeard about that time, it could be due to the conquest of the culturally superior race but not the transmission of the culture. In the latest 7th century both the Chinese and Japanese dress forms were present, but the Dongho(東胡) dress and its ornament from Korea was still the basic of the Japanese dress form.

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A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

A Study on Smart Job Matching Platform for Personal Assistant of the Disabled (장애인 활동보조인의 구인·구직을 위한 비대면 플랫폼에 관한 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.21 no.3
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    • pp.75-80
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    • 2021
  • This study provided personnel and recruitment information related to job offer and job hunting, and proposed a non-face-to-face platform that can facilitate matching of one-time services as well as periodic services. The existing recruitment and job search method for personal assistant of the disabled is a one-way matching method in which a person in charge of the service providing centers assigns an activity assistant belonging to the institution when a consumer requests an personal assistant service, so the choice of job seekers is very weak. The job matching platform of the activity assistant for the disabled can be logged in separately by dividing users and separating them into the interface of the disabled or the disabled family members (job seekers) and activity assistants for the disabled (job seekers). Search for job offer and job seekers that meet their respective conditions, and real-time bidirectional decision-making through the chat function, and when the activity assistance service is completed, recruiters and job seekers can write service reviews and evaluations from their own point of view. The real-time interactive decision-making matching platform will also help minimize blind spots where it is difficult to provide services when short-term or one-time assistance is needed.