• Title/Summary/Keyword: reward time

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The Concept Analysis of Self-Control (자기통제의 개념 분석)

  • Eun, Young;Lee, In-Sook;Lee, Keung-Sook;Song, Keung-Ja;Choi, Eun-Ok;Shu, Soon-Rim;Yang, Young-Hee;Park, Young-Im;Gu, Mee-Ok;Kim, Sung-Jae;Kim, In-Ja;Lee, Eun-Nam;Park, Song-Ja;Lee, Dong-Suk;Lee, Eun-Ok
    • Journal of Korean Academy of Nursing
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    • v.29 no.4
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    • pp.951-962
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    • 1999
  • Today human needs for health promotion and maintenance are increasing. The nursing profession as a great responsibility to develop the knowledge for helping clients to practice good health behavior under self-control. But there are few studies about the concept of self-control, or the operational definition of self-control. The purpose of this study was to analyze and clarify the meaning of the concept of self-control. This study used Walker and Avant's process of concept analysis. Antecedents of self control consist of 1) perception of the conflict situation to change his or her behavior ; 2) perception of self as the causes of the barrier for a certain behavior ; 3) internal standard or belief such as self-efficacy and learned resourcefulness ; 4) internal motivation for change of behavior. Critical attributes of self-control were 1) goal-orientation ; 2) self-decision ; 3) time sequence ; 4) effort ; 5) possibility of being learned ; 6) individuality ; 7) social desirability. Consequences occurring as a results of self-control consist of 1) achievement of the controlled behavior whose purposes were planned ; 2) enhancement of the internal standard such as self-efficacy and learned resourcefulness ; 3) eventual elevation of physical and emotional wellness. Therefore, this concept is defined as a cognitive behavior which is attempted by his or her decision when one is confronted with the conflict situation, which is characterized by being changed by time, learned by effort and individual characteristics. One is taking such behavior with the perception of self as the causative barrier for a certain behavior, planning a specific objective for a certain behavior which demands self sacrifice, supplies the internal reward, is socially desirable with the internal standard of self-efficacy and learned resourcefulness and environmental factors.

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Q-learning Using Influence Map (영향력 분포도를 이용한 Q-학습)

  • Sung Yun-Sick;Cho Kyung-Eun
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.649-657
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    • 2006
  • Reinforcement Learning is a computational approach to learning whereby an agent take an action which maximize the total amount of reward it receives among possible actions within current state when interacting with a uncertain environment. Q-learning, one of the most active algorithm in Reinforcement Learning, is consist of rewards which is obtained when an agent take an action. But it has the problem with mapping real world to discrete states. When state spaces are very large, Q-learning suffers from time for learning. In constant, when the state space is reduced, many state spaces map to single state space. Because an agent only learns single action within many states, an agent takes an action monotonously. In this paper, to reduce time for learning and complement simple action, we propose the Q-learning using influence map(QIM). By using influence map and adjacent state space's learning result, an agent could choose proper action within uncertain state where an agent does not learn. When this paper compares simulation results of QIM and Q-learning, we show that QIM effects as same as Q-learning even thought QIM uses 4.6% of the Q-learning's state spaces. This is because QIM learns faster than Q-learning about 2.77 times and the state spaces which is needed to learn is reduced, so the occurred problem is complemented by the influence map.

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Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

The Application of the Goal-Gradient Hypothesis and theTemporal Construal Theory to Customer Loyalty Programs- Goal Gradient Hypothesis and Temporal Construal Theory

  • Song, Tae Ho;Kim, Mincheol;Ko, Wooli
    • Asia Marketing Journal
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    • v.16 no.1
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    • pp.1-12
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    • 2014
  • The goal-gradient hypothesis states that the tendency to approach a goal increases with the increasing proximity of the goal (Hull 1932). It was initially supported with an evidence of animal experiments and since then, several papers have investigated the goal-gradient hypothesis in humans. Although there are some evidences related to the goal-gradient hypothesis in human behaviors, none of previous studies can properly explain its underlying mechanism, and what's more, they were not able to suggest useful managerial applications in human behaviors. From these perspectives, this work points out that there are some theoretical weaknesses to apply the goal-gradient hypothesis into the complicated human decision-making behaviors and proposes an alternative theoretical mechanismthat underlies the goal-gradient hypothesis in human. Finally, it offers insights into managerial implications of the goal-gradient hypothesis in the marketing field. This study focuses on the changes in motivations for achieving goals, in terms of how approaches to goals vary according to temporal distance from those goals. Specifically, the temporal construal theory (Liberman and Trope 1998) is considered as the underlying mechanism of the goal-gradient in that the temporal construal theory argues how the temporal distance from a goal makes people change their associated values regarding to that goal. According to the temporal construal theory, the value of distant future outcomes (near future outcomes) is construed on the basis of abstract and central features (concrete and peripheral features), and it argues that distant future situations are construed on a higher level than near future situations. This means that the value associated with the high-level construal is enhanced over delay, whereas the value associated with the low-level construal is discounted over delay. Our propositions suggest that the goal-gradient behavior in human can be motivated by the different aspects or characteristics of the goal as time changes based on the temporal construal theory. Thus, the following propositions are proposed. P 1-1: If the goal is far away, consumers put more value on the central features that are more associated with the desirability of the goal. P 1-2: If the goal is far away, consumers put more effort into accomplishing the goal that has more central features, regardless of its peripheral features. P 2-1: If a goal is near, consumers put more value on the peripheral features that are more associated with the feasibility of the goal. P 2-2: If a goal is near, consumers put more effort into accomplishing the goal that has more peripheral features, regardless of its central features. We hope to provide sufficient managerial implications for the companies as our research aims to show how consumers react differently as they progress toward the goal. Proposed propositions may provide guidance for companies developing a loyalty program, enabling them to understand what kinds of benefits or services they should provide or emphasize to consumers in loyalty programs on the basis of the time-dependent changes in outcome values (such as gifts, reward coupons). The effects of temporal distance from a goal should inform companies' marketing activities and help themto determine where emphasis should be placed in designing the benefits of their loyalty program.

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Barriers to University Librarians' Research Utilization (대학도서관 사서의 연구활용 장애)

  • Lee, Eun-Chul;Kim, Kap-Seon
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.1
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    • pp.77-91
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    • 2004
  • The present study surveyed university librarians' perceptions of barriers to research utilization using the Barrier Scales. The results shows that in mean Barriers Scale scores, characteristics of the organization had the highest, and then followed by the communication, the research and the librarian. The most important factor was perceived to be organizational support relating to insufficient time to implement new ideas, inadequate facilities, and lack of authority to make changes and in the communication relating to lack of clarity of research implications for practice, lack to demonstrate research's relevance to practice, and lack of readability of research. Also, incomprehensible English research reports and statistical analyses were perceived as major barriers. The comparison with those of nursing was discussed. In order to settle the barriers identified, librarians should be educated to have 'research literacy' and organazational merit and reward systems were reinforced for research utilization. Also, it needs to explore librarians' specific experiences of barriers in utilizing process in practice. In further research, by integrating both the result of the quantitative and qualitative research, it needs to develop and to assess a standard measurement for librarians' barriers of research utilization in national and international context.

Online Document Mining Approach to Predicting Crowdfunding Success (온라인 문서 마이닝 접근법을 활용한 크라우드펀딩의 성공여부 예측 방법)

  • Nam, Suhyeon;Jin, Yoonsun;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.3
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    • pp.45-66
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    • 2018
  • Crowdfunding has become more popular than angel funding for fundraising by venture companies. Identification of success factors may be useful for fundraisers and investors to make decisions related to crowdfunding projects and predict a priori whether they will be successful or not. Recent studies have suggested several numeric factors, such as project goals and the number of associated SNS, studying how these affect the success of crowdfunding campaigns. However, prediction of the success of crowdfunding campaigns via non-numeric and unstructured data is not yet possible, especially through analysis of structural characteristics of documents introducing projects in need of funding. Analysis of these documents is promising because they are open and inexpensive to obtain. We propose a novel method to predict the success of a crowdfunding project based on the introductory text. To test the performance of the proposed method, in our study, texts related to 1,980 actual crowdfunding projects were collected and empirically analyzed. From the text data set, the following details about the projects were collected: category, number of replies, funding goal, fundraising method, reward, number of SNS followers, number of images and videos, and miscellaneous numeric data. These factors were identified as significant input features to be used in classification algorithms. The results suggest that the proposed method outperforms other recently proposed, non-text-based methods in terms of accuracy, F-score, and elapsed time.

The 4th.industrial revolution and Korean university's role change (4차산업혁명과 한국대학의 역할 변화)

  • Park, Sang-Kyu
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.235-242
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    • 2018
  • The interest about 4th Industrial Revolution was impressively increased from newspapers, iindustry, government and academic sectors. Especially AI what could be felt by the skin of many peoples, already overpassed the ability of the human's even in creative areas. Namely, now many people start fo feel that the effect of the revolution is just infront of themselves. There were several issues in this trend, the ability of deep learning by machine, the identity of the human, the change of job environment and the concern about the social change etc. Recently many studies have been made about the 4th industrial revolution in many fields like as AI(artificial intelligence), CRISPR, big data and driverless car etc. As many positive effects and pessimistic effects are existed at the same time and many preventing actions are being suggested recently, these opinions will be compared and analyzed and better solutions will be found eventually. Several educational, political, scientific, social and ethical effects and solutions were studied and suggested in this study. Clear implication from the study is that the world we will live from now on is changing faster than ever in the social, industrial, political and educational environment. If it will reform the social systems according to those changes, a society (nation or government) will grasp the chance of its development or take-off, otherwise, it will consume the resources ineffectively and lose the competition as a whole society. But the method of that reform is not that apparent in many aspects as the revolution is progressing currently and its definition should be made whether in industrial or scientific aspect. The person or nation who will define it will have the advantage of leading the future of that business or society.

Brand Marketing Strategy of Live Streaming in Mobile Era : A Case Study of Tmall Platform

  • Liu, Lin;Aremu, Emmanuel Olugbemisola;Yoo, Dongwoo
    • Journal of East Asia Management
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    • v.1 no.1
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    • pp.65-87
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    • 2020
  • In recent years, with the rapid development of network live streaming, with the popularization of mobile Internet and mobile terminal equipment, the live streaming industry has ushered in great development. A sudden outbreak of the COVID-19 makes the PC end live streaming which has been developed for many years enter a new era, giving birth to the rapid development of mobile end live streaming. Not only because of the expansion of the live streaming industry market, the rise of the trend of the national live streaming, but also because the mobile live streaming is more and more valued by the brand, becoming an important tool for brand communication and product promotion. It is because of its unique communication characteristics that some scholars believe that the era of precision marketing has been opened by live network. Mobile live from the initial fans to reward and promote the brand, to now in the form of live marketing, consumers can "buy while watching". The time period from the understanding of the goods to the final completion of the purchase behavior has been greatly shortened. It is conducive to improving sales volume and brand awareness. Marketing communication through mobile live platform has become a popular way of brand marketing. This paper mainly studies the current situation, methods, problems and development strategies of brand marketing activities with the help of live streaming platform under the background of mobile internet. Taking Tmall live streaming platform as an example, this paper analyzes several ways of brand marketing with the help of live streaming and some universal characteristics of live streaming marketing by using the relevant theories of marketing. In view of the problems existing in live streaming brand marketing, it puts forward relevant Improvement measures. First of all, the paper puts forward the innovation in content and form. Second, the paper suggests that we should make full use of new technologies such as AR and VR to effectively combine with mobile live broadcasting. Third, the paper explores the integration of multiple channels to create intelligent marketing, and further optimize the live interface of mobile terminals. Finally, the paper emphasizes that the government departments and the platform itself should jointly supervise the mobile network live streaming platform and establish a good live broadcasting environment for mobile terminals. With the help of mobile live streaming, the marketing mode has an important impact on the promotion of brand marketing. How to make better use of this business mode and accurately use mobile live broadcast to promote brand marketing, so that enterprises can create greater profits, is also of profound research significance.

Impact of Internal Marketing Factors on Technological Innovation and Perceived Service Quality in Telecommunications (내부마케팅 요인이 조직의 기술혁신과 지각된 서비스 품질에 미치는 영향)

  • Jung, Gap-Jin;Hwang, Hee-Joong;Song, In-Am
    • Journal of Distribution Science
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    • v.13 no.6
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    • pp.87-96
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    • 2015
  • Purpose - Several domestic telecommunication companies have made a considerable effort to continuously grow and survive, and they have strived to thrive in the midst of mature market competition. To overcome this challenging situation and to grow continuously, while still meeting customer needs that are becoming more diverse and complicated with the passage of time, extensive support for internal marketing is essential. Without such internal support, companies face serious limitations and market roadblocks. The communication industry is a high-level service industry and a basic communications industry characteristic is its significant dependence on the employees delivering the services. Therefore, entrepreneurs in the information/communications industry, as well as existing competitors, should look to satisfy external customers through critical investment in internal customers (employees). Therefore, it is important for research to examine how internal factors influence technology innovation and service quality, which are the key drivers for companies that are seeking leading market positions. Research design, data, and methodology - The purpose of this study is to analyze the relationship of technology innovation and perceived service quality with the internal marketing factors in the communication industry and to offer suitable and effective internal marketing suggestions. The independent variables of this study are internal communication, education and training, the support of the executives, reward systems, and empowerment. The dependent variables are technology innovation and perceived service quality. Utilizing these, this paper studies the influence of internal marketing factors on technology innovation and perceived service quality. Results - The study results revealed the following. First, the identified internal marketing factors have a positive effect on technology innovation. Among the five internal marketing factors, three had a significant effect on product innovation, empowerment, the support of executives, and education and training, in this order. Second, the internal marketing factors also had a positive effect on the process innovation of technology innovation. The marketing factors, the support of executives, empowerment, internal communication, and education and training, in this order, significantly affect process innovation. Third, technology innovation had a positive effect on perceived service quality. All of the five service quality factors, namely, tangibles, reliability, assurance, responsibility, and empathy, in this order, significantly affect product innovation. Additionally, tangibles, reliability, responsibility, empathy, and assurance, in this order, significantly affect process innovation. Fourth, product and process innovation significantly affect tangibles and reliability in technology innovation. To enhance tangibles and reliability, process innovation should first be enhanced. Fifth, product and process innovation significantly affect responsibility and empathy in technology innovation. To enhance the responsibility and empathy, process innovation should first be enhanced. Sixth, product and process innovation significantly affect assurance in technology innovation. To enhance the assurance, product innovation should first be enhanced. Conclusions - According to the results, a company's internal marketing factors have a positive and significant effect on technology innovation and, further, product and process innovation have a positive and significant effect on the perceived serviced quality.

Random Balance between Monte Carlo and Temporal Difference in off-policy Reinforcement Learning for Less Sample-Complexity (오프 폴리시 강화학습에서 몬테 칼로와 시간차 학습의 균형을 사용한 적은 샘플 복잡도)

  • Kim, Chayoung;Park, Seohee;Lee, Woosik
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.1-7
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    • 2020
  • Deep neural networks(DNN), which are used as approximation functions in reinforcement learning (RN), theoretically can be attributed to realistic results. In empirical benchmark works, time difference learning (TD) shows better results than Monte-Carlo learning (MC). However, among some previous works show that MC is better than TD when the reward is very rare or delayed. Also, another recent research shows when the information observed by the agent from the environment is partial on complex control works, it indicates that the MC prediction is superior to the TD-based methods. Most of these environments can be regarded as 5-step Q-learning or 20-step Q-learning, where the experiment continues without long roll-outs for alleviating reduce performance degradation. In other words, for networks with a noise, a representative network that is regardless of the controlled roll-outs, it is better to learn MC, which is robust to noisy rewards than TD, or almost identical to MC. These studies provide a break with that TD is better than MC. These recent research results show that the way combining MC and TD is better than the theoretical one. Therefore, in this study, based on the results shown in previous studies, we attempt to exploit a random balance with a mixture of TD and MC in RL without any complicated formulas by rewards used in those studies do. Compared to the DQN using the MC and TD random mixture and the well-known DQN using only the TD-based learning, we demonstrate that a well-performed TD learning are also granted special favor of the mixture of TD and MC through an experiments in OpenAI Gym.