• 제목/요약/키워드: Dynamic Mediation

검색결과 19건 처리시간 0.027초

IoT 컨텍스트 교환 방식 불일치의 동적 중재 기법 (Dynamic Mediation Methods for Resolving Mismatch Problems between IoT Context Exchange Schemes)

  • 이재유;라현정;김수동
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제21권12호
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    • pp.756-761
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    • 2015
  • 사물인터넷 패러다임의 등장으로 사물인터넷 디바이스로부터 수집되는 컨텍스트를 이용한 개인화 서비스에 대한 수요가 증가하는 추세이다. 하지만, 상황인지 서비스들이 정의한 데이터 교환 방식과 사물인터넷 디바이스가 지원하는 데이터 교환 방식 간에 불일치로 인해 동일한 데이터 교환 방식을 지원하는 사물인터넷 디바이스에서만 컨텍스트를 수집할 수 있다. 본 논문에서는 상황인지 서비스와 사물인터넷 디바이스 간의 데이터 교환 방식의 불일치를 동적으로 중재하기 위한 기법을 제안한다. 제안된 동적 중재 기법을 이용하여 상황인지 서비스는 사물인터넷 디바이스가 지원하는 데이터 교환 방식에 상관없이 컨텍스트의 수집이 가능하다.

초등학생들의 측정으로서 분수에 대한 이해 : 공학도구를 활용한 기호적 중재 (Semiotic mediation through technology: The case of fraction reasoning)

  • 여승현
    • 한국수학교육학회지시리즈A:수학교육
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    • 제60권1호
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    • pp.1-19
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    • 2021
  • 본 연구는 초등학생들이 공학도구를 활용하여 측정으로서의 분수의 과제를 해결하는 과정을 분석하고 해결전략의 변화 과정에 대해서 논의하였다. 초등학생 13명을 대상으로 과제 중심의 임상면담을 실시하였고, 특히 분수를 처음 학습한 3학년 학생들의 측정 문제 해결 전략을 심층분석하였다. 그 결과, 추측하기에서 반복적인 분할하기, 임의의 단위 사용에서 주어진 단위 사용과 같은 두 가지 프로파일이 발견되었다. 각 프로파일의 대표적인 사례를 바탕으로, 공학도구의 활용이 역동적인 단위 개념을 형성하는데 기여하고 또한 분수와 관련된 의미형성과정에 드래깅과 같은 수학적 조작 활동이 영향을 줄 수 있음을 알 수 있었다. 본 연구의 결과가 분수의 다양한 의미를 탐구하고 학습하는 후속 연구를 위한 밑거름이 되길 기대한다.

The Effects of Dynamic Capabilities, Entrepreneurial Creativity and Ambidextrous Innovation on Firm's Competitiveness

  • SIJABAT, Eduard Alfian Syamsya;NIMRAN, Umar;UTAMI, Hamidah Nayati;PRASETYA, Arik
    • The Journal of Asian Finance, Economics and Business
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    • 제8권1호
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    • pp.711-721
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    • 2021
  • A firm's competitive advantage generating from empowering its dynamic capabilities is very important for established companies and new business ventures in facing intense competition and in responding to unanticipated environmental changes. This study aims to investigate the relationship between dynamic capabilities of a new business venture and its competitive advantage and the effect of entrepreneurial creativity and ambidextrous innovation mediation on the relationship between dynamic capabilities and the competitive advantage of a new business venture. Data was collected using an online survey from 143 new Indonesian shipping agency companies that spread over two-thirds of Indonesia's territory and was analyzed using structural equations modeling (SEM). The results showed that the dynamic capabilities of new business ventures are positively associated with competitive advantage but not significantly. This result indicates that empowering a new business venture's dynamic capability is not sufficient to generate a competitive advantage. However, a new business venture's dynamic capability is significantly and positively associated with the competitive advantage when mediated by entrepreneurial creativity and ambidextrous innovation. The findings of this study suggest that the competitive advantage of a new business venture can be gained from empowering a firm's dynamic capabilities through mediating entrepreneurial creativity and ambidextrous innovation in facing intense competition and in responding to unanticipated environmental changes.

동적역량이 기업성과에 미치는 영향: 양면적혁신활동의 매개효과 중심으로 (The Effects of Dynamic Capabilities on Enterprise Performance: Focusing on the Mediating Effect of Ambidextrous Innovation Activities)

  • 최인우
    • 벤처창업연구
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    • 제15권4호
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    • pp.175-192
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    • 2020
  • 본 연구는 중소기업 종사자를 중심으로 양면적혁신활동을 매개변수로 하여 기업의 동적역량이 기업성과에 미치는 영향에 관하여 분석하였다. 동적역량의 하위변수를 기회탐색역량, 자원획득역량 및 자원재구성역량으로 구분하였다. 수도권에 거주하는 중소기업 종사자들로부터 수집한 설문지 282부를 실증분석에 사용하였다. SPSS v22.0과 Process macro v3.4를 사용하여 병렬다중매개모형을 기반으로 분석하였다. 분석결과 첫째, 기회탐색역량과 자원획득역량이 양면적혁신활동에 정(+)의 유의한 영향을 미치는 것으로 나타났고 자원재구성역량이 양면적혁신활동에 미치는 영향은 유의하지 않은 것으로 나타났다. 둘째, 양면적혁신활동이 기업성과에 유의한 영향을 미치는 것으로 나타났다. 셋째, 기회탐색역량과 자원획득역량이 기업성과에 정(+)의 유의한 영향을 미치는 것으로 나타났고 자원재구성역량과 기업성과 간의 인과관계는 없는 것으로 나타났다. 넷째, 양면적혁신활동은 기회탐색역량과 기업성과 간을 매개하는 것으로 나타났다. 다섯째, 양면적혁신활동은 자원획득역량과 기업성과 간을 매개하는 것으로 나타났다. 여섯째, 양면적혁신활동은 자원재구성역량과 기업성과 간을 매개하지 않는 것으로 나타났다. 후속 연구로는 본 연구에서 사용된 매개변수 외에 제 3의 매개변수 발굴과 이를 통한 직렬매개모형 분석과 조절변수가 동시에 포함된 조건부과정 모형을 도입하여 조절된 매개분석을 위한 연구가 필요할 것으로 여겨진다.

게임이론을 이용한 물 분쟁 해결의 조정안 도출 (Derivation of Mediation Proposals for Resolving Water Conflicts Using Game Theory)

  • 김길호;이명우;이충성;심명필
    • 한국수자원학회:학술대회논문집
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    • 한국수자원학회 2006년도 학술발표회 논문집
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    • pp.1352-1356
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    • 2006
  • 우리나라에서 물과 관련된 분쟁은 민주화와 지방분권화가 가속화됨에 따라 갈등의 주체뿐만 아니라 전개양상까지도 다양하게 변화되고 있다. 최근에는 이 같은 갈등구조가 심화되고, 다양한 형태로 표출됨에 따라 사회불안요인으로까지 확대되고 있어 합리적이고 효율적인 분쟁해결을 지원하기 위한 방법론이 필요한 실정이다. 본 연구에서는 대안적 분쟁해결(ADR, Alternative Dispute Resolution)의 기법 중 하나인 조정(mediation)과정에서의 조정안 도출을 위해 게임이론을 적용하였다. 게임이론에 의한 합리적 해는 제시된 조정안에 객관성을 부여함으로써 의사결정과정의 신뢰성을 향상시킬 것으로 기대된다. 본 연구를 통해 제시한 방법론을 지역 간물 배분과 관련한 가상의 분쟁상황에 적용하였으며, 동적완비정보게임(dynamic complete information game)에서의 교섭게임(bargaining game)으로 구성한 뒤, 경기자(players) 간 배분비율과 배분량을 도출하였고, 이를 편익함수에 의한 양 경기자의 부족편익과 초과편익을 비교하여 그만큼의 편익 차를 보상해주는 조정을 모색하였다. 본 연구는 제3자(third party)에 의한 조정안 제안 시 객관적이고 합리적인 해를 제공하여 이해당사자들이 합의를 이끌어 내는 데 크게 기여할 수 있을 것으로 사료된다.

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Effects of Neck and Trunk Stabilization Exercise on Balance in Older Adults

  • Song, Gui-bin;Park, Eun-Cho
    • The Journal of Korean Physical Therapy
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    • 제28권4호
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    • pp.221-226
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    • 2016
  • Purpose: This study was conducted to evaluate the effects of neck and trunk stabilization exercise on static and dynamic balance in older adults. Methods: A total of 30 older adults participated in this study. Participants were randomly assigned to the neck and trunk stabilization exercise group (NTSG) (n=15) or the trunk stabilization exercise group (TSG) (n=15). The NTSG performed a trunk stabilization exercise added to a neck stabilization exercise that included biofeedback. Both groups received training for 30 minutes per day three times per week for eight weeks. The anterior, posterior limit of stability and sway length was used to measure static balance ability, while the timed up and go (TUG) test was used to measure dynamic balance ability. Results: Participants showed significant differences in sway length, anterior limit of stability, posterior limit of stability, and the results of the TUG test between their pre- and post mediation evaluations (p<0.05). The NTSG showed a more significant increase than the TSG (p<0.05). Conclusion: According to the results of this study, both exercises effectively improved static and dynamic balance ability. However, the neck and trunk stabilization exercise is more efficient for increasing the balance ability of older adults.

The Effects of Bridge Exercise with Abdominal Drawing-in on Balance in Patients with Stroke

  • Song, Gui-bin;Heo, Ju-young
    • The Journal of Korean Physical Therapy
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    • 제28권1호
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    • pp.1-7
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    • 2016
  • Purpose: The aim of this study was to evaluate the effect of Bridge exercise with abdominal drawing-in on static and dynamic balance in patients with stroke. Methods: Forty patients with stroke participated in this study. Participation was randomly assigned to the Bridge exercise group (n=20) and the Bridge exercise with abdominal drawing-in group (n=20). A bio-feedback device was used when patients performed the Bridge exercise with abdominal drawing-in. This training was performed without any motion on the patient's spine and upper belly part, and the pressure was held with the biofeedback device as 40-70 mmHg. Both groups received training 30 minutes per day, three times per week, for four weeks. Weight bearing, anterior limit of stability, and posterior limit of stability for static balance ability were measured, and Berg balance scale (BBS), Timed up and go test (TUG) for dynamic balance ability were also measured. Results: Participants showed significant differences between pre- and post-mediation in terms of weight bearing, anterior limit of stability, posterior limit of stability, Berg balance scale, and Timed up and go test (p<0.05). The Bridge exercise with abdominal drawing-in group showed a more significant increase (p<0.05). Conclusion: According to the results of this study, both exercises were effective for improving the static and dynamic balance ability. However we suggest that the Bridge exercise with abdominal drawing-in is more efficient for increasing balance ability in patients with stroke.

Dynamic Positioning of Robot Soccer Simulation Game Agents using Reinforcement learning

  • Kwon, Ki-Duk;Cho, Soo-Sin;Kim, In-Cheol
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2001년도 The Pacific Aisan Confrence On Intelligent Systems 2001
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    • pp.59-64
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to chose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state- action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem. we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL)as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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Reinforcement Learning Approach to Agents Dynamic Positioning in Robot Soccer Simulation Games

  • Kwon, Ki-Duk;Kim, In-Cheol
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.321-324
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement Beaming is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement loaming is different from supervised teaming in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement loaming algorithms like Q-learning do not require defining or loaming any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning(AMMQL) as an improvement of the existing Modular Q-Learning(MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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Performance Effect of the Fits between Industrial Environment, Innovation Capacity and Innovation: Focusing on Innovation-Intensive Korean Firms

  • Lee, Seung-Hyun;Park, Young-Il;Kwon, Youngkwan
    • Asian Journal of Innovation and Policy
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    • 제4권3호
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    • pp.328-359
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    • 2015
  • To explain the performance gap between firms in the same industry, this study focuses on innovation. It provides a new framework using the dynamic-capability view based on empirical analysis of domestic businesses. The findings of this study are as follows: First, when the uncertainty and competition intensity in the business environment and the level of innovation have “fit”, it means that when the former goes up, so does the latter. In this regard, when the innovation capability of a firm is high, being “fit” means that the level of innovation is also high. When there was fitting innovation on industrial environment and innovation capacity, companies were able to achieve relatively high performance. Also, it was confirmed that instead of innovation for innovation capacity, innovation for industrial environment led to relatively higher performances of firms.