• Title/Summary/Keyword: 게임평가시스템

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A Study of Business Model Based on Intelligent Agents for Optimal Contract (최적의 매매계약을 위한 지능형 에이전트 기반의 비즈니스 모형에 관한 연구)

  • 정종진
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.131-146
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    • 2004
  • As Electronic Commerce(EC) has been emerged and has developed, many researchers have tried to establish EC framework for automated contract and negotiation using agent technologies. Traditional researches, however, often had limitations. They often enforced the user's participations during the automated contract process of agents. They also could only consider a few of the user's requirements for a specific goods and did not have supported the procedures and methodologies for making the best contract. In this paper, we propose business model on EC based on multiagents to overcome the defects of the previous researches. We apply CSP techniques to brokerage process to satisfy various preferential requirements from the user. We also propose efficient negotiation mechanism using negotiation model of game theory. The contract candidates automatically negotiate and mediate in terms of their benefits through the proposed negotiation mechanism. For the optimal brokerage and automated negotiation, the agents process activities for contract on three layers, which are called competition layer, constraint satisfaction layer and negotiation layer in the proposed model. We also design the message driven communication protocol to support the automated contract among the agents. Finally, we have implemented prototype systems applying the proposed model and have shown the various experimental results for efficiency of the proposed model.

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아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.42-42
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    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

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Strategic implication of an injunctive relief in global IP lawsuits: based on the Samsung vs. Apple litigation in the US (창조경제시대 글로벌 지식재산소송의 기업 전략적 함의에 관한 소고: 삼성-애플 미국 소송의 침해금지명령을 중심으로)

  • Choi, Jisun
    • Journal of Technology Innovation
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    • v.21 no.2
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    • pp.319-354
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    • 2013
  • As creative economy gets attention, the capabilities of transforming creative ideas into intellectual property and utilizing it commercially have become important than ever before. Korea is lack of the capabilities of utilizing intellectual property compared to those of accumulating it. This paper focuses on the strategic implication of an injunctive relief, which has a far-reaching impact on firms' business strategies as well as national industrial competitiveness because losers in lawsuits are expelled from markets. It analyzes the Samsung-Apple global IP lawsuits about smartphones and tablet PCs, which have expanded into 9 countries since 2011 when the Apple filed the IP lawsuit against Samsung in the US for the first time. In particular, this paper analyzes the requirements to get the permanent injunctive relief in the lawsuits of intellectual property from reviewing the ruling in the court of the US in 2012 and draws some implications from the perspective of business/industrial strategies. This paper has some limitations in that the lawsuit are still ongoing and it is the first attempt to find out the clue that connects legal and strategic issues in the rulings. Regardless of the limitations, however, this paper expects to contribute to raising the issues as to the importance of harmonizing the capabilities of managing technology with law, in order to survive under the era of creative economy.

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Development of Simulator for Analyzing Intercept Performance of Surface-to-air Missile (지대공미사일 요격 성능 분석 시뮬레이터 개발)

  • Kim, Ki-Hwan;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.63-71
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    • 2010
  • In modern war, Intercept Performance of SAM(Surface to Air Missile) is gaining importance as range and precision of Missile and Guided Weapon on information warfare have been improved. An aerial defence system using Surface-to-air Radar and Guided Missile is needed to be built for prediction and defense from threatening aerial attack. When developing SAM, M&S is used to free from a time limit and a space restriction. M&S is widely applied to education, training, and design of newest Weapon System. This study was conducted to develop simulator for evaluation of Intercept Performance of SAM. In this study, architecture of Intercept Performance of SAM analysis simulator for estimation of Intercept Performance of various SAM was suggested and developed. The developed Intercept Performance of SAM analysis simulator was developed by C++ and Direct3D, and through 3D visualization using the Direct3D, it shows procedures of the simulation on a user animation window. Information about design and operation of Fighting model is entered through input window of the simulator, and simulation engine consisted of Object Manager, Operation Manager, and Integrated Manager conducts modeling and simulation automatically using the information, so the simulator gives user feedback in a short time.

A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients (뇌졸중 환자를 위한 가상현실 기반의 원격재활 효과에 관한 체계적 고찰)

  • Lim, Young-Myoung;Lee, ji-Yong;Jo, Seong-Jun;Ahn, Ye-Seul;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.59-70
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    • 2017
  • Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically. Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method. Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client's nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function. Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely, and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.