• Title/Summary/Keyword: fair games

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Development of Evaluation Items for Play Ability & Operation Management in Golf Course (골프장의 경기성 및 운영관리 향상을 위한 평가항목 개발)

  • Seok, Young Han;Moon, Seok Ki;Lee, Eun Yeob
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.1
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    • pp.1-12
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    • 2009
  • The purpose of this study is to discovered assessment items for improving athletic efficiency and management of golf courses. Through this, the study intended to provide basic data for creating competitive golf courses and management. Important assessment items were selected by inducing preliminary assessment items and conducting a preliminary survey and a main survey for specialists through a theoretical study. For the survey results studied, reliability and average value for importance were calculated using SPSS/PC Window Release 12.0. As assessment of importance by assessment area, in athletic efficiency assessment, course management level was the highest, followed by fairness of games and operation of games. In management assessment, importance of service level, information management, facility management, management of game assistants, etc. were high. As assessment of importance by assessment item, it was found that 'variety of golf shot' and 'the length of a course' were important in course layout. Also 'start interval among teams' and 'disturbance of play' were assessed as important items in game operation, while 'fair reservation' and 'rounding rotation time' were important in fairness of games. In addition, in information management, 'kind service of golf course staffs' and 'prompt reservation and notification' were found to be important assessment items. In facility management, all assessment indexes were over 4.0, which means all of them are important for quality of golf course and competitiveness. In membership service, 'appropriate price of goods for sale' and 'service for members' were relatively important assessment items. Further, in management of game assistants, 'qualifications and skillfulness of game assistants' was assessed as a very important index. Although the current study only selected important items to assess excellent golf courses, it is necessary to apply the study results to the actual sites and verify them for golf course both at domestic and abroad.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

An Experimental Study on Internal and External Negotiation for Trade Agreements

  • Sung, Hankyoung
    • East Asian Economic Review
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    • v.21 no.2
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    • pp.103-121
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    • 2017
  • This paper experimentally studies the performance of negotiation considering individual and party, like a country, share of benefit over the best ones. It experiments two-stage bargaining games, internal and external negotiations. From the experimental results, this paper shows strong tendency to select fair allocation in the internal negotiations, but the tendency would be weaker with attractive outside option. In addition, the outside option may claim difference in individual benefit. From the regressions on individual performance in the negotiations, being a proposing party would matter to enhance the performance. However, relative individual performance within party fairness matters. Still attractive no-agreement options happen to break the tendency. As policy implication for trade negotiation, this paper warns that possible loss in individual benefit from not active participation to the external negotiations, no active role of proposer in case that players stick to internal allocations, and deviation of advantageous sector due to attractive outside options.

Method of Deciding Optimal Double Pairs (라운드로빙 방식을 응용한 복식조 편성방법)

  • Cho, Dae-Hyeon
    • The Korean Journal of Applied Statistics
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    • v.21 no.6
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    • pp.1015-1026
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    • 2008
  • In this paper, we are interested in tennis games and the best of all matches that is fair to most of all participants. We introduce a loss function. And using our introduced loss function and round robin method, we get a best match that obtains the minimal loss according to the number of participants.

Augmented Reality based Low Power Consuming Smartphone Control Scheme

  • Chung, Jong-Moon;Ha, Taeyoung;Jo, Sung-Woong;Kyong, Taehyun;Park, So-Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.5168-5181
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    • 2017
  • The popularity of augmented reality (AR) applications and games are in high demand. Currently, the best common platform to implement AR services is on a smartphone, as online games, navigators, personal assistants, travel guides are among the most popular applications of smartphones. However, the power consumption of an AR application is extremely high, and therefore, highly adaptable and dynamic low power control schemes must be used. Dynamic voltage and frequency scaling (DVFS) schemes are widely used in smartphones to minimize the energy consumption by controlling the device's operational frequency and voltage. DVFS schemes can sometimes lead to longer response times, which can result in a significant problem for AR applications. In this paper, an AR response time monitor is used to observe the time interval between the AR image input and device's reaction time, in order to enable improved operational frequency and AR application process priority control. Based on the proposed response time monitor and the characteristics of the Linux kernel's completely fair scheduler (CFS) (which is the default scheduler of Android based smartphones), a response time step control (RSC) scheme is proposed which adaptively adjusts the CPU frequency and interactive application's priority. The experimental results show that RSC can reduce the energy consumption up to 10.41% compared to the ondemand governor while reliably satisfying the response time performance limit of interactive applications on a smartphone.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

Performance Evaluation of Coalition and Bargaining Games for Efficient and Fair Bandwidth Allocation (효율적이고 공정한 대역폭 할당을 위한 제휴 게임과 협상 게임의 성능 평가)

  • Park, Jae-Sung
    • The KIPS Transactions:PartC
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    • v.17C no.4
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    • pp.385-390
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    • 2010
  • Fair and efficient bandwidth allocation methods using the coalition game theory and the bargaining game theory following the axiomatic approach have been proposed when sending nodes with different traffic input rate try to share the bandwidth. These methods satisfy the axiomatic fairness provided by the mathematical ground of the game theories. However, since the axioms of the two game models are different from one another, the allocated bandwidths to each sending nodes become different even in the same communication environments. Thus, in this paper, we model the bandwidth allocation problem with these game theories, and quantitatively compare and analyze the allocated bandwidth and loss rate of each sending nodes in various communication environments. The results show that the bargaining game allocates relatively less bandwidth to a node with a higher sending rate than that with a lower sending rate while coalition game allocates bandwidth according to the sending rate of each node.

Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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A Study on the Recent Labor-Management Dispute Cases at Medical Institutions (의료기관 노사분규 사례분석연구)

  • Shin, Gang-Wook;Yu, Seung-Hum;Kim, Young-Hoon;Kim, Tae-Woong
    • Korea Journal of Hospital Management
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    • v.14 no.1
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    • pp.123-144
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    • 2009
  • Recently, a long strike by hospital labor union emerged as a serious social issue. During the Worldcup Games in June, 2002, labor strikes broke up at 'C', 'K' and other hospitals, and in 2007, 'Y' hospital suffered much from a strike. Such series of extreme labor disputes have awakened people of importance of a more stable labor-management relationship for the medical institutions responsible for people's health than any other business organization. The purpose of this study was to examine the labor-management disputes at 'Y' hospital in 2007 and 'C' and 'K' hospitals in 2002. The results of this study can be summarized as follows; First, requests of the labor union such as pay raise, reemployment of the irregular workers as regular employees and participation of the labor union in personnel affairs are the long-held or core issues suffered by the medical institutions. Such issues are not independent from each other but complicated with each other surrounding the pay raise. Accordingly, it is not easy to determine the genuine bone of issue for labor-management disputes. Second, the model type of disputes between labor and management at medical institutions may be strike. However, it is conceived that the type of disputes would be subject to change as the essential medical service area system began to be operated since 2008. Third, the common characteristic of the labor strike among the 3 sample hospitals was occupation of the hospital lobby for a sit-in strike to maximize the negative effects of strike. Article 42 (Prohibition of Violence) of Labor Union and Labor Relation Coordination Act prohibits occupation of production or other important business facilities. In addition, since Ministry of Labor interprets that the hospital lobby belongs to the important business facilities enumerated by Article 42 of the above act, occupation of the hospital lobby for a sit-in strike may be too controversial to be admitted as a fair act of labor dispute when its legitimacy should be judged. Fourth, the counter-measures taken by the hospitals against the strike were observance of the principle 'no labor no pay,' closure, legal action, accusation, claim for recovery of damage, provisional seizure, disciplinary punishment, etc., but the principle of 'no labor, no pay' was not applied in a fair manner by 'C' and 'K' hospitals. However, 'Y' hospital applied this principle thoroughly to the strike; the hospital conduced to correction of the wrong labor-management relationship by refusing inclusion in the labor collective agreement of a provision about payment of wage during the period of strike or labor union's request to that effect during a strike. In addition, 'Y' hospital took an effective measure to end the strike earlier by notifying the labor union of cancellation of the collective agreement and banning the unionists from entering the hospital.

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