• Title/Summary/Keyword: 경험적 증명

Search Result 210, Processing Time 0.025 seconds

신경망 기반 응용최적통계 기법을 이용한 전략 계획에 따른 단기 계획 조정 방법에 관한 연구

  • 김우주;최대우;김정수
    • Proceedings of the Korea Association of Information Systems Conference
    • /
    • 1997.10a
    • /
    • pp.53-73
    • /
    • 1997
  • 대부분의 조직들은 그 조직의 생존과 발전을 위해 장기 전략 계획과 동시에 운영 을 위한 구체적 단기 계획(예 : 생산 계획)을 항상 수립 또는 조정하고 있다. 특히 장기적인 관점에서의 이익 극대화와 생존을 위해 수립되거나 조정된 장기 전략 계획을 효과적으로 달 성하기 위해서는 실제 그 전략을 수행하기 위한 단기 계획에 대한 전략 계획 결과의 일관되 고 지속적인 반영이 필수적이다. 그러나 단기 계획 수립 시점에서 전략 목표나 전략 계획의 내용을 단기적으로 실현 가능한 이익 관점에서 양적으로 구체화하여 평가하기 어려운 현실 적 이유로 인해 대부분의 경우 객관적으로 측정 가능한 단기 이익을 극대화하는 방향으로 단기 계획을 수립하는 것이 보통이다. 따라서 이러한 단기 계획의 수립은 장기 전략 계획과 의 불일치를 가져오게 되며 궁극적으로 기업의 장기적 이익 극대화와 생존에 불리한 결과를 초래할 수도 있다. 이에 따라 본 연구에서는 장기전략 계획이 구체적인 단기 계획에 있어 어떤 구체적이고 명시적인 의미나 결과를 가지게 되는지를 파악할 수 있는 체계를 모형화 하고, 이를 바탕으로 장기 전략 계획을 달성하기 위해 혹은 장기 전략 계획의 변화가 발생 했을 경우 이에 따른 단기 계획에의 일관된 조정을 수행할 수 있는 방법론을 개발 제시하고 자 한다. 본 연구에서는 이를 위해 장기 전략 계획으로는 포트폴리오(Portfolio) 계획 모형을 가정하고 있으며, 단기 계획 수립은 최적화 모형(예 : 선형계획법)을 사용하는 것을 전제로 하여 신경망 기반 응용최적통제(Adaptive Optimal Control)기법을 통해 포트폴리오 모형을 전략 목표를 위한 최적화 모형의 통제 및 조정을 수행함으로써 전략 계획에 의한 단기 계획 조정을 달성하고자 한다. 본 연구에서 제시한 방법론은 장기 전략 목포를 달성하기 위한 일 관적인 기군에 따른 적절한 단기 계획의 통제가 가능하다는 것을 보여주었으며 나아가서 장 기 전략 목표와 단기 이익간의 체계적인 상호 교환적 절충의 가능성 역시 경험적으로 증명 하고 있다. 이는 대부분의 기업 환경에 적용되어 현대의 빠른 기업 환경 변화에 대응하기 위한 전략 계획의 변화를 신속하고 효과적으로 단기 계획에 반영할 수 잇는 방법을 제시함 으로써 기업의 전략 목표 달성에 중요한 역할을 담당할 수 있을 것으로 기대한다.

  • PDF

A Study on Measuring the Publicness of Public Libraries: Based on the Perception of Local Residents (공공도서관 공공성 측정 연구 - 지역 주민의 인식을 기반으로 -)

  • Hyeyoung Kim;Giyeong Kim
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.57 no.2
    • /
    • pp.241-269
    • /
    • 2023
  • This study developed a scale for measuring publicness and examined the differences in perception of publicness according to library usage experience, personal characteristics of local residents, and types of library services. The survey was conducted on 15 local public libraries in 5 districts of Seoul, targeting library users and local residents. As a result, it was found that the publicness of libraries is composed of three factors: participatory responsiveness, procedural fairness, and situational equality, which demonstrate different aspects formed through the interaction between library users and local residents in the local community. The study derived ways to enhance publicness and presented in detail which aspect of publicness needs to be enhanced according to library usage experience and service period, local residents' occupational environment and experience of local activities, and types of library services. The study suggests that when service experiences that enhance publicness are effectively provided, more local residents can benefit from them, and the value of the library's existence can be demonstrated.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.45-56
    • /
    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

  • PDF

The Effect of Emotional Response on Satisfaction according to the Dining-Out Consumption Pattern (외식 소비 성향에 따른 감정 반응이 만족도에 미치는 영향)

  • Kim, Ki-Young;Baek, Jong-On
    • Culinary science and hospitality research
    • /
    • v.16 no.3
    • /
    • pp.147-160
    • /
    • 2010
  • This study aims to analyze the effect of emotional response from dining out experience on satisfaction after dining out based on the customers who have visited a luxurious Korean restaurant. For this study, it designed a research model through literary research and derived hypotheses. For the empirical analysis, 250 copies of the questionnaire using the self-administered method were distributed and 230(94%) copies were collected. Among them, 220(88%) copies were used for the analysis. SPSS WIN Version 12.0 statistical package program was used for the analysis of data processing, the frequency analysis, reliability analysis and factor analysis were operated, and the hypothesis testing was verified by the regression analysis. The results of the analyses are as follows. For the hypothesis that "the dining-out consumption pattern will have a significant effect on the emotional response," it was verified that the style which pursues health and the style which is loyal to relationships had significant effects on pleasure while the style which pursues rest didn't. Also, the style which pursues health and the style which is loyal to relationships had significant effects on arousal while the style which pursues rest didn't. For the hypothesis that "emotional response will have a significant effect on satisfaction," it was verified that pleasure and simulation had significant effects on satisfaction. As a result of the study, the current dining-out consumption pattern is changed from the purpose of having meals for the biological needs in the past to considering emotional response such as preferred taste or mood.

  • PDF

The Development of the Program Using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Science of Emotion and Sensibility
    • /
    • v.4 no.2
    • /
    • pp.33-38
    • /
    • 2001
  • This analysis has been projected as a preliminary analysis to develop the therapy program for people who is suffering from stress disorder after car accident such as sense of fear or anxiety using virtual reality. The analysis verified the effect of driving scenario which is core technology of stress disorder program and of anxiety reduction training such as relaxation training through clients. The relaxation training has been tested to 8 people; 7 normal and 1 sufferer from car accident presenting them 3 different types of driving scenarios. As a result, relaxation training was effective but, it was not statistically good enough although it showed incensement of uneasiness by each different driving scenario. In spite of normal clients, it is interesting that anxiety lever after relaxation training using VR is lowered, but this result need to verify to client suffering real car accident.

  • PDF

A Study on Marketing Strategy of MIM Emoticon Using Customized Bundling (맞춤 번들링을 활용한 MIM 이모티콘 마케팅 전략에 관한 연구)

  • Heo, Su-Chang;Jeon, Gyeahyung;Heo, Jae-Kang
    • Management & Information Systems Review
    • /
    • v.38 no.4
    • /
    • pp.1-24
    • /
    • 2019
  • This study confirms the responses of consumers when the composition of emoticon bundles can be selected by individuals in MIM service. This aims to verify that customized bundling is a valid marketing strategy in the MIM emoticon market. Currently, the emoticon bundling used in Korean MIM services is in the form of pure bundling. As a result, Consumers must purchase an entire bundle even though he/she doesn't need to use all the emoticons contained in it. Some researches(e.g. Hitt & Chen, 2005; Wu & Anandalingam, 2002) show that when consumers value only part of the products or services included in pure bundling, customized bundling is much more profitable. In their works, customized bundling is appropriate when marginal costs are near zero. Information goods, such as emoticons, meet the condition. On the other hand, customized bundling increase the choosable options, so it can pose a problem of complexity (Blecker et al., 2004). And consumers may experience information overload(Huffman & Kahn, 1998). Thus, judgement on the necessity to introduce customized bundling needs to be made through empirical analyses in the light of characteristics of the product and the reaction of consumers. Results show that when customized bundling was introduced, consumers' purchase intention and willingness to pay significantly increased. Purchase intention for customized bundles has increased by 0.44 based on the five point Likert scale than the purchase intention for existing pure bundles. The increase in purchase intention for customized bundles was statistically independent of the existing purchasing experience. In addition, the willingness to pay was increased by about 2.8% compared to the price of the existing emoticon bundles in the whole group. The group with experience in purchasing pure bundles were willing to pay 5.9% more than pure bundles. The other group without experience in purchasing pure bundles were willing to buy if they were about 5% cheaper than the existing price. Overall, introducing customized bundling into emoticon bundles can lead to positive consumers responses and be a viable marketing strategy.

Die Fahrlässigkeit im medizinischen Behandlungsfehler (의료사고에 있어서 과실 - 과실판단에 대한 판례의 태도를 중심으로-)

  • Yi, Jaekyeong
    • The Korean Society of Law and Medicine
    • /
    • v.17 no.2
    • /
    • pp.29-56
    • /
    • 2016
  • $F{\ddot{u}}r$ den Schadensersatzhaftung des Arztes, sog. die Arzthaftung, ist es vornehmlich vorauszusetzen: die $Sch{\ddot{a}}digungsbehandlung$ des Arztes, die Rechtswidrigkeit und das Verschulden. Zur Problematik der $Fahrl{\ddot{a}}ssigkeit$ in der Stufe des Verschuldens handelt sich es in dieser Beitrag um die Kritisierung der Rechtsprechung. $F{\ddot{u}}r$ die Entscheidung des Verschulden im medizinischen Fehler kommt es darauf an, ob die Sorgfaltspflicht des Arztes verletzt wird. $Daf{\ddot{u}}r$ wird der medizinische Standard rekurriert, den die Rechtsprechung nicht aus materieller, sondern aus normativer Sicht begreift. Erstaunlich $un{\ddot{u}}bereinstimmend$ mit deren Leitsatz wird der medizinische Standard als $Ma{\ss}stab$ der Sorgfaltspflicht materiell - zutreffend nur im Ergebnis - behandelt. Die Sorgfaltspflicht in der Medizin bedeutet nicht die natur-wissenschaftliche Erkenntnisse, sondern eine "Best-$M{\ddot{u}}ssen$" Pflicht. Demnach ist der Standpunkt der Rechtsprechung, wonach den med. Standard normativ bewertet und die Sorgfaltspflicht darduch wieder normativ entscheidet, nicht anders als eine $w{\ddot{o}}rtliche$ Wiederholung. Die Arzthaftung in der Rechtsprechung ist aufgrund mit der Verneinung von der Sorgfaltspflichtverletzung nicht angenommen, welche in der Tat jedoch aus verschiedenen $Gr{\ddot{u}}nden$, wie die Rechtswidrigkeit, die $Fahrl{\ddot{a}}ssigkeit$ oder $Kausalit{\ddot{a}}t$, nicht angenommen. Der $Fahrl{\ddot{a}}ssigkeitsbeweis$ in der Rechtsprechung entwickelt sich mit dem Beweis nach objektivem $Ma{\ss}stab$, der Vermutung nach Anschein-Beweis und der $Beschr{\ddot{a}}nkung$ mit der Wahrscheinlichkeit. Bei Letzterem $geh{\ddot{o}}rt$ es $schlie{\ss}lich$ zum medizinischen Bereich. Ein Eintritt in den fachliche Bereich im Rahmen der Beweislast stellt der Beweiserleichterung $gegen{\ddot{u}}ber$. Aus diesem Hintergrund ist ${\S}630$ h Abs. 5 BGB bemerkenswert, wonach das Vorliegen eines groben Behandlungsfehler $regelm{\ddot{a}}{\ss}ig$ zur Vermutung von der $Kausalit{\ddot{a}}tszusammenhang$ $f{\ddot{u}}hrt$. Dieser Paragraph ist inhaltlich als Beweislastumkehr angesehen. Damit ist es von Nutzen im Fall des groben Fehler, der beim - elementaren - kunstgerechten Verhalten nicht entstanden $h{\ddot{a}}tte$, wie $Hygienem{\ddot{a}}ngel$, ${\ddot{U}}berdosierung$ des Narkotikum.

  • PDF

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.97-110
    • /
    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

How can we teach the 'definition' of definitions? (정의의 '정의'를 어떻게 가르칠 것인가?)

  • Lee, Jihyun
    • Journal of the Korean School Mathematics Society
    • /
    • v.16 no.4
    • /
    • pp.821-840
    • /
    • 2013
  • Definition of geometric figure in middle school geometry seems to mere meaning of the term which could be perceived visually through its shape. However, Much research reported the low achievements of definitions of basic geometric figures. It suggested the limitation of instrumental understanding. In this research, I guided gifted middle school students to reinvent definitions of basic geometric figure by the deductive organization of its properties as Freudenthal pointed. These students understood relationally about why some geometric figure can be defined this way and how it could be defined equally via other properties. This analysis of reinventing of definitions will be a stepping stone to reflect on the pedagogical problems in teaching geometry and to search the new alternatives.

  • PDF

Performance Comparison and Analysis of DFSA and Binary Tree Protocol for RFID Tag Anti-Collision in Error-Prone Environment (에러가 있는 환경에서 RFID 태그 충돌을 해결하기 위한 DFSA와 이진트리 프로토롤의 성능 비료 및 분석)

  • Eom, Jun-Bong;Lee, Tae-Jin
    • Proceedings of the KIEE Conference
    • /
    • 2007.10a
    • /
    • pp.493-494
    • /
    • 2007
  • RFID (Radio Frequency IDentification) 시스템에서 수동 태그의 낮은 전송 파워 때문에 리더는 태그와의 통신시 많은 에러를 경험하게 된다. 이것은 리더가 태그의 정보를 빠르고 정확하게 인식하는 것을 어렵게 만든다. 따라서, 이러한 문제를 해결하기 위해 에러에 강한 알고리즘을 개발하고 적용할 필요가 있다. 리더가 태그의 정보를 인식하기 위해 사용하는 대표적인 프로토콜에는 ALOHA 기반의 DFSA (Dynamic Framed-Slotted ALOHA) 프로토콜과 트리 기반의 이진트리 프로토콜이 있다. 기존의 두 프로토콜 중 DFSA는 에러가 없을 때 이진트리 보다 성능이 우수하나, 에러가 존재할 때, 이진트리 보다 약 35% 정도 에러의 영향을 많이 받는 성질을 보인다. 본 논문에서는 에러가 있는 환경과 없는 환경에서의 DFSA와 이진트리 프로토콜의 성능을 분석하고, 시뮬레이션을 이용하여 이 논문에서의 성능 분석 방법이 타당함을 증명한다. 그리고 에러가 많은 환경에서는, 빠른 RFID 태그 인식을 위해 DFSA 프로토콜보다 이진트리 프로토콜을 사용할 것을 제안한다.

  • PDF