• Title/Summary/Keyword: 게임활용

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The Conflict over the Separation of Prescribing and Dispensing Practice (SPDP) in Korea: A Bargaining Perspective (의약분업을 둘러싼 갈등 : 협상론의 관점에서)

  • Lee, Kyung-Won;Kim, Joung-Hwa;T. K. Ahn
    • Health Policy and Management
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    • v.12 no.4
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    • pp.91-113
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    • 2002
  • We report and analyze the Korean physicians' recent general strike over the implementation of the Separation of Prescribing and Dispensing Practice (SPDP) in which more than 18,000 private clinics and 280 hospitals participated. Utilizing game-theoretic models of bargaining we explain why the Korean physicians were so successful in organizing intense collective action against the government and securing very favorable policy outcomes. In particular, we highlight the role of distributional conflict among social actors in shaping the details of institutional reform. The introduction of the SPDP was a necessary first step in the overall reform of health care system in Korea. However, the SPDP was perceived to be a serious threat to the economic viability of their profession by the vast majority of Korean physicians who had long been relied on the profits from selling medicines to compensate for the loss of income due to the low service fee under the previous health care system. The strong political coalition among heterogeneous physicians enabled them to organize an intense form of collective action, the general strike. Thus, physicians were successful not only in dragging the government to a bargaining table, but also winning in the bargaining and securing an outcome vastly favorable to them. On the other hand, the lack of an overall reform plan in the health care policy area, especially the finance of the National Health Insurance and the need for maintaining an image as a successful reform initiator, motivated the government to reach a quick resolution with the striking physicians.

Factors Associated with Dependence among Smartphone-Dependent Adults in Their 20s (스마트폰에 의존하는 20대 성인의 의존 관련 요인)

  • Park, Jeong-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.366-373
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    • 2020
  • This study explored the factors associated with dependence among smartphone-dependent adults in their 20s. The data was derived from the 2017 survey on smartphone over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. The participants were 879 adults in their 20s. The data was analyzed by frequencies, percentages, means, standard deviations, independent t-tests, Pearson's correlation coefficients, and multiple regression analysis. The results revealed instant messengers as the most used application by participants. Participants in the high risk category of dependence also used SNS (Social Networking Services), music, and games more than those in the potential risk category. The more serious the dependence, the greater the frequency of smartphone use (β=.16, p=.000), and use of games (β=.10, p=.028), webtoons (β=.14, p=.004), SNS (β=.09, p=.047), and financial transactions (β=.17, p=.000). They did not recognize their smartphone dependence when it was relatively low. However, when this became serious, they then realized that they depended on the smartphone more than others. That means that it is not easy for adults to recognize their smartphone dependence on their own. However, recognition of the problem is the first step for adults to solve their problems. A program that evaluates their problematic smartphone use should be installed and used on all smartphones.

An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.139-150
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    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

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A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

A Study on the Continuous Speech Recognition for the Automatic Creation of International Phonetics (국제 음소의 자동 생성을 활용한 연속음성인식에 관한 연구)

  • Kim, Suk-Dong;Hong, Seong-Soo;Shin, Chwa-Cheul;Woo, In-Sung;Kang, Heung-Soon
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.83-90
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    • 2007
  • One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the speech recognition system. IPE defines an easy-to-use systematic approach that can obtained 92.55% for the recognition rate of Korean speech and 89.93% for English.

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Abstraction of Models with State Projections In Model Checking (모델 체킹에서 상태 투영을 이용한 모델의 추상화)

  • Kwon, Gi-Hwon
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1295-1300
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    • 2004
  • Although model checking has gained its popularity as one of the most effective approaches to the formal verification, it has to deal with the state explosion problem to be widely used in industry. In order to mitigate the problem, this paper proposes an ion technique to obtain a reduced model M' from a given original model M. Our technique Identifies the set of necessary variables for model checking and projects the state space onto them. The model M' is smaller in both size and behavior than the original model M, written M'$\leq$M. Since the result of reachability analysis with M' is preserved in M, we can do reachability analysis with model checking using M' instead of M. The abstraction technique is applied to Push Push games, and two model checkers - Cadence SMV and NuSMV - are used to solve the games. As a result, most of unsolved games with the usual model checking are solved with the ion technique. In addition, ion shows that there is much of time and space improvement. With Cadence SMV, there is 87% time improvement and 79% space one. And there is 83% time improvement and 56% space one with NuSMV.

Performance Measurement and Analysis of RTI in the HLA-based Real-time Distributed M-SAM Simulation (HLA 기반 실시간 분산 M-SAM 시뮬레이션에서 RTI성능 측정 및 분석)

  • Choi Sang-Yeong;Cho Byung-Kyu;Lee Kil-Sup
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.149-156
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    • 2005
  • The HLA is the simulation architecture standard that the civilian and military simulation communities are deeply interested in. We can find various successful practices applying HLA to constructive simulations such as war games in domestics and overseas. However, any case of real-time distributed simulations has not been reported. The reason is that a message transmission period via RTI in a network layer varies according to computing power, simulation nodes, transmission types, and packet size; further a message processing time in an application layer depends on its processing methods, thus too difficult to set up real-time constraints for the enhancement of a real-time resolution. Hence, in this paper we have studied the real-time constraints of RTI for the development of the M-SAM simulator. Thus we have developed a HLA based pilot simulator using 6 PC's in LAN and then measured and analysed the performance of the RTI. As the results of our work, we could obtain the quantitative values for message delay, RTI overhead and RTI packet transmission ratio by a real operation scenario and loads, which are not shown in the previous works. We also expect that the results can be used as a guideline to set up the number of targets, transmission frequency and message processing method in the development of the M-SAM simulator and similar applications.

DeNERT: Named Entity Recognition Model using DQN and BERT

  • Yang, Sung-Min;Jeong, Ok-Ran
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.29-35
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    • 2020
  • In this paper, we propose a new structured entity recognition DeNERT model. Recently, the field of natural language processing has been actively researched using pre-trained language representation models with a large amount of corpus. In particular, the named entity recognition, which is one of the fields of natural language processing, uses a supervised learning method, which requires a large amount of training dataset and computation. Reinforcement learning is a method that learns through trial and error experience without initial data and is closer to the process of human learning than other machine learning methodologies and is not much applied to the field of natural language processing yet. It is often used in simulation environments such as Atari games and AlphaGo. BERT is a general-purpose language model developed by Google that is pre-trained on large corpus and computational quantities. Recently, it is a language model that shows high performance in the field of natural language processing research and shows high accuracy in many downstream tasks of natural language processing. In this paper, we propose a new named entity recognition DeNERT model using two deep learning models, DQN and BERT. The proposed model is trained by creating a learning environment of reinforcement learning model based on language expression which is the advantage of the general language model. The DeNERT model trained in this way is a faster inference time and higher performance model with a small amount of training dataset. Also, we validate the performance of our model's named entity recognition performance through experiments.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

Influence of Smartphone usage Types and Excessive Expectation for Smartphone on Adolescents' Smartphone Overdependence (스마트폰 사용유형과 스마트폰에 대한 과도한 기대가 청소년의 스마트폰 과의존에 미치는 영향)

  • Bae, Sung-Man
    • Informatization Policy
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    • v.25 no.4
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    • pp.65-83
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    • 2018
  • This study examined the effects of smartphone usage types and excessive expectation for smartphone on adolescents' smartphone overdependence. It utilized the data of 3,454 adolescents (1,758 males and 1,696 females), aged between 13 and 19 from a smartphone overdependence survey of the National Information Society Agency. As a result of the hierarchical multiple regression analysis, age and household income had a negative effect on smartphone overdependence. Weekly smartphone usage time positively affected the serious consequences (sub-factor of smartphone overdependence). Among the different types of smartphone usage, information seeking, SNS, gaming, and the excessive expectation for smartphones had positive impact on smartphone overdependence. Smartphone usage for leisure seeking did not affect smartphone overdependence, but it negatively influenced serious consequences. Messenger use did not affect smartphone overdependence, but the use had a positive effect on salience, and a negative effect on serious consequences. The results of this study suggest that it is necessary to identify the types of smartphone use as well as the usage time to understand the smartphone dependence of adolescents. In addition, it seems necessary to recognize and correct the irrational excessive expectation for smartphone in order to prevent dependence and implement effective interventions.