• Title/Summary/Keyword: Winning Set

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Use of Chaos in a Lyapunov Dynamic Game

  • J. Skowronski;W. J. Grantham;Lee, B.
    • Journal of Mechanical Science and Technology
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    • v.17 no.11
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    • pp.1714-1724
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    • 2003
  • Feedback strategies of a qualitative competitive game between two players can be designed such as to influence parameters of a mechanical system to induce chaotic behavior. The purpose is to reduce the options and effects of the opponent's strategy. We show it on a case with dynamics specified by a nonautonomous Duffing equation with the players represented by damping and external forcing, respectively. It seems however that the conclusions can be made valid generally.

A Study on the Determinants of Food and Beverage Products (식음료 상품의 경쟁우위차원에 관한 연구)

  • Son, Eun-Il;Kang, Tae-Gyong
    • Journal of Industrial Convergence
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    • v.1 no.1
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    • pp.115-126
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    • 2003
  • In order to examine the determinants of new product success, winning products are analyzed with a focus on merchantability. The specific dimensions of product advantage have not been studied as yet. As results of the analysis, the determinants are classified into function, aesthetics, economy, safety, usability, reliability, brand image, assurance, distribution channel, advertisement, DEF(design for the environment). This study augmented the data set through questionnaire survey to marketing professor in University. The results of this study would be a cue to the future direction of new product development and to management of exist product.

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The identification of optimal data range for the discrimination between won and lost

  • Han, Doryung;Choi, Hyongjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.103-111
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    • 2020
  • Performance indicators have often investigated and developed in order to identify foundational elements and factors for an enhancement of performance in sports. In order to identify the valid performance indicators it is important that the indicators used within a performance analysis system discriminate between the winning and losing performances within a match (Hughes and Bartlett, 2002). However, the performance indicators proposed in research studies on basketball performance have not been used for real-time analysis and feedback within a coaching context. Such real-time support for the coach and players has been described within research on other sports (Choi et al., 2004; O'Donoghue, 2001; Palmer et al., 1997). Within the process of real-time feedback, the identification of relevant performance indicators that distinguish winning and losing performances should be the first stage of the development of a real-time analysis system. Therefore, this study investigated the differences between winning and losing teams in terms of a set of performance indicators gathered during the analysis of 10 English National Basketball League matches. Winning and losing teams were compared using whole match data (N=10) as well as individual quarters (N=40). A series of Wilcoxon Signed Ranks tests was used to identify the relevant performance indicators that discriminate between winning and losing performers within whole matches and individual quarters. The tests found that 3 point shots made (p<0.05) and Assists (p<0.05) were significantly different between winning and losing teams within matches. However, 2 point shots made (p<0.05), 2 point shots attempted (P<0.05), percentages of 2 point shots scored (p<0.05), 3 point shots made (p<0.05), Defensive Rebounds (p<0.05) and Assists (p<0.05) were significantly different between winning and losing performance within quarters. The analysis task should be based on relevant performance indicators which explain the current performances to performance analysts and coaches. Within a real-time analysis and feedback scenario, this will have the additional benefit of supporting a decision based on immediate performance within the most recent quarter. Consequently, the real-time analysis system would use performance indicators which have the property of construct validity to support the decisions of the coach.

An Efficiency Analysis for the Korea Container Terminals by the DEA/Simulation Approach (DEA및 시뮬레이션에 의한 컨테이너 터미널의 효율성 분석)

  • Park, Byun-Gin
    • Korean Management Science Review
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    • v.22 no.2
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    • pp.77-97
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    • 2005
  • The traditional measures of a container port (or terminal) efficiency such as crane productivity, cargo throughput, etc. were generally presenting the partial efficiency since they evaluated only each individual factor and based on cross-sectional data. To overcome this problem, and in an effort to help port authorities develop a winning strategy in the increasingly competitive container transportation market, this Paper develops a meaningful set of benchmarks that will set the standard for best practices. In particular, this paper proposed a combined method to merge the DEA and simulation technique over time. To illustrate the usefulness of the proposed combined DEA/simulation model, this paper used the panel data of the four Gwangyang container terminals and seven Busan container terminals in Korea over the four-year period of 1999 through 2002.

An Analysis Product Trust on Export Channel and Product Adaptation Strategy in e-Trade (전자무역에서의 수출채널별 제품의 신뢰도분석과 현지화전략)

  • Cho, Won-Gil
    • International Commerce and Information Review
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    • v.10 no.4
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    • pp.171-199
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    • 2008
  • The purpose of this study is to find out current problems facing the commodity trust of e-marketplace and export channel and product adaptation strategy in e-trade. This study will be an important benchmark to shed the light on understanding export channel and the localization adaptation strategy. The business performance of export corporations in Korea so that they will be able to build their own winning marketing adaptation strategy. This study will also obviously provide Korean export corporations having invested in foreign countries with the solid base to set up their marketing channel and localization adaptation strategy to compete with other export corporations abroad.

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A Study on the Dimension of Quality of Telecommunications (정보통신기기의 품질차원에 관한 연구)

  • Son, Eun-Il
    • Journal of Industrial Convergence
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    • v.1 no.2
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    • pp.3-15
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    • 2003
  • Many researches have concluded that product advantage or superiority is the most important factor for the commercial success of new products. However, the specific dimensions of product advantage have not been studied as yet. In order to know what kind of product attributes have been major determinants of commercial success, telecommunications winning products from 1985 to 1997 in the Korean market were examined. As results of the analysis, the determinants are classified into function, aesthetics, economy, safety, usability, reliability, brand image, assurance, distribution channel, advertisement, DEF(design for the environment). This study augmented the data set through questionnaire survey to marketing professor in University. The results will be a cue to future of new product development.

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A Study on the Meaning, Effects, and Procedure of Recognizing Arbitral Awards (중재판정 승인의 개념, 효력 및 절차에 관한 연구)

  • Lee, Ho-Won
    • Journal of Arbitration Studies
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    • v.23 no.1
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    • pp.1-23
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    • 2013
  • When a court recognizes an arbitral award, it acknowledges that the award is valid and binding, and thereby gives it a set of effects similar to those of a court's judgment, among which res judicata is the most important. The res judicata effect of an arbitral award generally forbids parties to an action from subsequently litigating claims that were raised in a prior arbitration. In common law countries, res judicata may also preclude re-adjudication of issues raised and decided in a prior arbitration. The Korean Arbitration Act acknowledges the rights of parties to an arbitral award to seek not only an enforcement judgment but also a recognition judgment on an arbitral award. Therefore, the question arises whether or not the winning party in an arbitration must acquire a recognition judgment on the arbitral award in order to enjoy the effects of a recognized award. However, according to the case law and generally accepted views, an arbitral award is automatically recognized without any additional procedure, as long as it satisfies the requirements for recognition. Therefore, in order to resolve this question, it is desirable to eliminate the statutory clause that stipulates the right to seek recognition judgment.

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Bitcoin Cryptocurrency: Its Cryptographic Weaknesses and Remedies

  • Anindya Kumar Biswas;Mou Dasgupta
    • Asia pacific journal of information systems
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    • v.30 no.1
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    • pp.21-30
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    • 2020
  • Bitcoin (BTC) is a type of cryptocurrency that supports transaction/payment of virtual money between BTC users without the presence of a central authority or any third party like bank. It uses some cryptographic techniques namely public- and private-keys, digital signature and cryptographic-hash functions, and they are used for making secure transactions and maintaining distributed public ledger called blockchain. In BTC system, each transaction signed by sender is broadcasted over the P2P (Peer-to-Peer) Bitcoin network and a set of such transactions collected over a period is hashed together with the previous block/other values to form a block known as candidate block, where the first block known as genesis-block was created independently. Before a candidate block to be the part of existing blockchain (chaining of blocks), a computation-intensive hard problem needs to be solved. A number of miners try to solve it and a winner earns some BTCs as inspiration. The miners have high computing and hardware resources, and they play key roles in BTC for blockchain formation. This paper mainly analyses the underlying cryptographic techniques, identifies some weaknesses and proposes their enhancements. For these, two modifications of BTC are suggested ― (i) All BTC users must use digital certificates for their authentication and (ii) Winning miner must give signature on the compressed data of a block for authentication of public blocks/blockchain.

Simple Algorithm for Baseball Elimination Problem (야구 배제 문제의 단순 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.147-152
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    • 2020
  • The baseball elimination problem(BEP) is eliminates teams that finishes the season in the early stage without play the remaining games because of the team never most wins even though all wins of remaining games. This problem solved by max-flow/min-cut theorem. But the max-flow/min-cut method has a shortcoming of iterative constructs the network for all of team and decides the min-cut for each network. This paper suggests ascending sort in wins game plus remaining games for each team, then the candidate eliminating team set K with lower 1/2 rank and most easy, simple, and fast computes the existence or not of subset R that a team elimination decision. As a result of various experimental data, this algorithm can be find all of elimination teams for whole data with fast and correct.

A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.