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Consumption Inequality of Elderly Households (노인가구의 소비불평등 분석)

  • Lee, So-chung
    • Korean Journal of Social Welfare Studies
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    • v.40 no.1
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    • pp.235-260
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    • 2009
  • This study aims to analyze consumption inequality of Korean elderly households. The justification for analyzing consumption inequality during old age could be summarized as follows. First, due to the rapid growth of elderly population, the intra generational inequality of older people will bring greater consequences to the society in the coming years. Second, inequality is more actualized during old age when income stops playing a major role and the everyday lives are based mostly on consumption activities. For analysis, this study used the 2nd, 5th, 7th and 9th wave of 『Korea Labor and Income Panel Study』. The findings are as follows. First, total consumption inequality of elderly households is gradually decreasing after the economic crisis. Also, the gini coefficient of consumption items representing modern consumption culture, such as expenditures on eating out and car maintenance is decreasing. However, the inequality contribution rate of such items is continually rising, indicating that whereas the elderly households in general are being assimilated to the mainstream consumption culture, the disparity between classes is continually expanding. Second, gini coefficient and inequality contribution rate of the essentials such as food and housing has decreased indicating that basic livelihoods in general has risen. Third, the inequality of education expenditure is increasing after the year 2000 which implies that the problem of education inequality in general might have an effect on elderly households.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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The Link between CVC Investments and Firm Innovation: Focusing on the Moderating Role of ESG Risk (기업벤처캐피탈(CVC) 투자와 투자기업 혁신 성과 간의 관계: ESG 리스크의 조절 효과를 중심으로)

  • Son, Hanei
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.195-205
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    • 2022
  • This study aims to investigate the relationship between Corporate Venture Capital(CVC) investments and firm innovation, exploring the moderating effect of corporate ESG risk on this relationship. First, adopting the organizational learning theory, I theorize a process in which a firm's relationship with a venture through CVC investments acts as an external innovation source for learning and ultimately short-term innovation. Also, based on the discussion of the stakeholder theory, I argue that when a firm is evaluated as having high ESG risk externally, this may have a negative moderating effect that weakens the relationship between CVC investments and innovative performance. In order to verify these hypotheses, panel data analysis was performed using CVC investments data, patent application data, and ESG risk scores of US high-tech firms from 1993 to 2018. As a result of the analysis, as expected, it was found that the more the firm invests in ventures through CVC, the more the firm's innovative performance increases. In addition, the social aspect of ESG risk of a firm, related to the local community and employees, were found to weaken the association between CVC investments and innovative performance. This study expands the understanding of existing research on CVC investments as a vehicle for learning and innovation. Focusing on the importance of relationship with ventures rather than the size of CVC investments, I empirically examined that the formation of CVC relationships with ventures is directly related to the short-term innovation of investing firms. Additionally, this study contributes to the CVC literature by including stakeholders in the current discussion in addition to investing firms and portfolio ventures. Finally, this study investigated how ESG issues, which are attracting attention as playing an important role in firm activities, are related to CVC investments.

Effect of Sensory Integration Therapy with Oral Activity on Drooling and Play in Children with Developmental Disorder: Single-Subject Research (감각통합치료가 발달지연 아동의 침 흘림과 놀이에 미치는 효과: 단일사례연구)

  • Park, Sohee;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.3
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    • pp.54-64
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    • 2023
  • Objective : This study aims to ascertain the effect of oral activity and sensory integration therapy on drool and play using oral toys in children with developmental delays. Methods : The participants of the study were two children (2 years and 8 months) experiencing developmental delays with sensory modulation problems in their oral sensory faculties. The research design was multi-baseline design cross-subjects among single-subject research ABA. Target behaviors were measured by drooling and interest and concentration in play using oral toys through the Goal Attachment Scale (GAS). In the 10 sessions that the children underwent during the intervention period (B), oral activity and proprioception-vestibular sensory integration therapy were applied. Results : The GAS of drooling improved from 0.25 for child A and -0.5 for child B during the baseline to 1.88 for child A and 1.4 for child B during the intervention period. The follow-up was 3 for both child A and child B. Meanwhile, the GAS of play during the baseline was -0.75 for child A and 0.75 for child B, and 1.9 for child A and 1.1 for child B during the intervention period. The follow-up was 1.33 for child A and 2 for child B. Conclusion : Oral activity and proprioceptive-vestibular sensory integration therapy are effective in drooling and playing with oral toys in children with sensory modulation problems in their oral sensory faculties.

Contract Farming of Raw Cabbage for Making Kimchi, Led by Local Traders of Agricultural Produce, and Changes Brought to the Agriculture of the Contract Area (산지유통인이 주도하는 김치제조용 원료배추의 계약생산과 계약지역의 농업 변화)

  • Seoyoen Kim;Youngjin Jang
    • Journal of the Economic Geographical Society of Korea
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    • v.27 no.1
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    • pp.1-17
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    • 2024
  • The purpose of this study is to identify the role of each party in relation to the contract farming of cabbage which is taking place under the contract between the local trader of agricultural produce that supplies raw cabbage to company "D," a manufacturer of kimchi, and the cabbage farm where the cabbage is grown, and to describe the changes brought by the contract farming to the agriculture of the contract area. As a result of the study, it was discovered that, while the farming of cabbage in the contract area used to be led by farmers, it is now increasingly being controlled by the local traders of agricultural produce. First, as the key player in the decision-making related to the cabbage farming in the main cabbage producing areas, local traders of agricultural produce are replacing the role of farmers by supervising the entire production process and controlling the overall cabbage farming in the contract area. Second, in the main cabbage producing areas, local traders of agricultural produce are becoming a key farming entity by carrying out functions that are comparable to those of farmers and playing a major role in the second half of the agricultural work at the farms in the contract area. This can be considered as the result of the balance between the demands of the local traders of agricultural produce who need to secure contract volume and manage the quality of their produce and the demands of the farmers in key cabbage producing areas who are facing difficulties due to the increase in the number of elderly farmers and a shortage of manpower.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Automated Finite Element Analyses for Structural Integrated Systems (통합 구조 시스템의 유한요소해석 자동화)

  • Chongyul Yoon
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.37 no.1
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    • pp.49-56
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    • 2024
  • An automated dynamic structural analysis module stands as a crucial element within a structural integrated mitigation system. This module must deliver prompt real-time responses to enable timely actions, such as evacuation or warnings, in response to the severity posed by the structural system. The finite element method, a widely adopted approximate structural analysis approach globally, owes its popularity in part to its user-friendly nature. However, the computational efficiency and accuracy of results depend on the user-provided finite element mesh, with the number of elements and their quality playing pivotal roles. This paper introduces a computationally efficient adaptive mesh generation scheme that optimally combines the h-method of node movement and the r-method of element division for mesh refinement. Adaptive mesh generation schemes automatically create finite element meshes, and in this case, representative strain values for a given mesh are employed for error estimates. When applied to dynamic problems analyzed in the time domain, meshes need to be modified at each time step, considering a few hundred or thousand steps. The algorithm's specifics are demonstrated through a standard cantilever beam example subjected to a concentrated load at the free end. Additionally, a portal frame example showcases the generation of various robust meshes. These examples illustrate the adaptive algorithm's capability to produce robust meshes, ensuring reasonable accuracy and efficient computing time. Moreover, the study highlights the potential for the scheme's effective application in complex structural dynamic problems, such as those subjected to seismic or erratic wind loads. It also emphasizes its suitability for general nonlinear analysis problems, establishing the versatility and reliability of the proposed adaptive mesh generation scheme.

Implementation of Non-Stringed Guitar Based on Physical Modeling Synthesis (물리적 모델링 합성법에 기반을 둔 줄 없는 기타 구현)

  • Kang, Myeong-Su;Cho, Sang-Jin;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.2
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    • pp.119-126
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    • 2009
  • This paper describes the non-stringed guitar composed of laser strings, frets, sound synthesis algorithm and a processor. The laser strings that can depict stroke and playing arpeggios comprise laser modules and photo diodes. Frets are implemented by voltage divider. The guitar body does not need to implement physically because commuted waveguide synthesis is used. The proposed frets enable; players to represent all of chords by the chord glove as well as guitar solo. Sliding, hammering-on and pulling-off sounds are synthesized by using parameters from the voltage divider. Because the pitch shifting corresponds to the time-varying propagation speed in the digital waveguide model, the proposed model can synthesize vibrato as well. After transformation of signals from the laser strings and frets into parameters for synthesis algorithm, the digital signal processor, TMS320F2812, performs the real-time synthesis algorithm and communicates with the DAC. The demonstration movieclip available via the Internet shows one to play a song, 'Arirang', synthesized by proposed algorithm and interfaces in real-time. Consequently, we can conclude that the proposed synthesis algorithm is efficient in guitar solo and there is no problem to play the non-stringed guitar in real-time.

A Case Study on Metadata Extractionfor Records Management Using ChatGPT (챗GPT를 활용한 기록관리 메타데이터 추출 사례연구)

  • Minji Kim;Sunghee Kang;Hae-young Rieh
    • Journal of Korean Society of Archives and Records Management
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    • v.24 no.2
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    • pp.89-112
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    • 2024
  • Metadata is a crucial component of record management, playing a vital role in properly managing and understanding the record. In cases where automatic metadata assignment is not feasible, manual input by records professionals becomes necessary. This study aims to alleviate the challenges associated with manual entry by proposing a method that harnesses ChatGPT technology for extracting records management metadata elements. To employ ChatGPT technology, a Python program utilizing the LangChain library was developed. This program was designed to analyze PDF documents and extract metadata from records through questions, both with a locally installed instance of ChatGPT and the ChatGPT online service. Multiple PDF documents were subjected to this process to test the effectiveness of metadata extraction. The results revealed that while using LangChain with ChatGPT-3.5 turbo provided a secure environment, it exhibited some limitations in accurately retrieving metadata elements. Conversely, the ChatGPT-4 online service yielded relatively accurate results despite being unable to handle sensitive documents for security reasons. This exploration underscores the potential of utilizing ChatGPT technology to extract metadata in records management. With advancements in ChatGPT-related technologies, safer and more accurate results are expected to be achieved. Leveraging these advantages can significantly enhance the efficiency and productivity of tasks associated with managing records and metadata in archives.

Seasonal variation in longitudinal connectivity for fish community in the Hotancheon from the Geum River, as assessed by environmental DNA metabarcoding

  • Hyuk Je Lee;Yu Rim Kim;Hee-kyu Choi;Seo Yeon Byeon;Soon Young Hwang;Kwang-Guk An;Seo Jin Ki;Dae-Yeul Bae
    • Journal of Ecology and Environment
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    • v.48 no.1
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    • pp.32-48
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    • 2024
  • Background: Longitudinal connectivity in river systems strongly affects biological components related to ecosystem functioning, thereby playing an important role in shaping local biodiversity and ecosystem health. Environmental DNA (eDNA)-based metabarcoding has an advantage of enabling to sensitively diagnose the presence/absence of species, becoming an efficient/effective approach for studying the community structure of ecosystems. However, little attention has been paid to eDNA-based biomonitoring for river systems, particularly for assessing the river longitudinal connectivity. In this study, by using eDNA we analyzed and compared species diversity and composition among artificial barriers to assess the longitudinal connectivity of the fish community along down-, mid- and upstream in the Hotancheon from the Geum River basin. Moreover, we investigated temporal variation in eDNA fish community structure and species diversity according to season. Results: The results of species detected between eDNA and conventional surveys revealed higher sensitivity for eDNA and 61% of species (23/38) detected in both methods. The results showed that eDNA-based fish community structure differs from down-, mid- and upstream, and species diversity decreased from down to upstream regardless of season. We found that there was generally higher species diversity at the study sites in spring (a total number of species across the sites [n] = 29) than in autumn (n = 27). Nonmetric multidimensional scaling and heatmap analyses further suggest that there was a tendency for community clusters to form in the down-, mid- and upstream, and seasonal variation in the community structure also existed for the sites. Dominant species in the Hotancheon was Rhynchocypris oxycephalus (26.07%) regardless of season, and subdominant species was Nipponocypris koreanus (16.50%) in spring and Odontobutis platycephala (15.73%) in autumn. Artificial barriers appeared to negatively affect the connectivity of some fish species of high mobility. Conclusions: This study attempts to establish a biological monitoring system by highlighting the versatility and power of eDNA metabarcoding in monitoring native fish community and further evaluating the longitudinal connectivity of river ecosystems. The results of this study suggest that eDNA can be applied to identify fish community structure and species diversity in river systems, although some shortcomings remain still need to be resolved.