• Title/Summary/Keyword: reward

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Power Process: The Interrelationships of Marital Power, Influence Strategies, and Negative Conflict Resolution Styles(Attack vs. Avoidance) (권력의 과정: 부부권력, 영향력전략, 부정적 갈등해결방식(공격 vs. 회피)의 관계)

  • Lee, Myung Shin;Yang, Nan Mee
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.262-277
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    • 2021
  • In order to explore the power process, a hypothetical model which explains the interrelationships among 3 marital power(traditional, egalitarian, personal), 3 influence strategies(reward, coercion, emotional), and 2 negative conflict resolution styles(attack vs. avoidance) was developed. In order to examine the gender differences, male model and female model were developed separately and compared. Using the data collected from 182 males and 196 females, the hypothetical model was tested. For data analysis, SEM was used. As a result, 3 common paths were found: Greater use of emotional influence strategy increased attack as well as avoidance. Greater egalitarian power increased reward. Egalitalian power affected the use of coercion, but the direction was opposed: male's egalitarian power decreased coercion, while female's egalitarian power increased it. Except these, the analyses revealed the substantial differences between male and female. Based on the findings, the ways to reduce attack and avoidance, and theoretical implications were discussed.

Comparison of learning performance of character controller based on deep reinforcement learning according to state representation (상태 표현 방식에 따른 심층 강화 학습 기반 캐릭터 제어기의 학습 성능 비교)

  • Sohn, Chaejun;Kwon, Taesoo;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.55-61
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    • 2021
  • The character motion control based on physics simulation using reinforcement learning continue to being carried out. In order to solve a problem using reinforcement learning, the network structure, hyperparameter, state, action and reward must be properly set according to the problem. In many studies, various combinations of states, action and rewards have been defined and successfully applied to problems. Since there are various combinations in defining state, action and reward, many studies are conducted to analyze the effect of each element to find the optimal combination that improves learning performance. In this work, we analyzed the effect on reinforcement learning performance according to the state representation, which has not been so far. First we defined three coordinate systems: root attached frame, root aligned frame, and projected aligned frame. and then we analyze the effect of state representation by three coordinate systems on reinforcement learning. Second, we analyzed how it affects learning performance when various combinations of joint positions and angles for state.

The Effect of Intrinsic and Extrinsic Motivation on Creativity Based on Rewards (보상을 기반으로 내·외적 동기가 창의성에 미치는 영향)

  • Zhang, Hui
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.253-260
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    • 2022
  • Creativity, one of the core competencies of the 21st century, is required as an essential item for members of society. Emphasizes its ability in terms of personality that allows it to be used in the desired direction. However, creativity is considered to contribute to positive change in the organization, not only in creating new ideas or products, but also in adapting to a changing environment and solving problems. Accordingly, by reviewing previous studies, it was concluded that rewards can promote or hinder creativity, which may vary depending on the nature of rewards, the concept of creativity possessed by the researcher, individual differences, and external environment. We also proposed that rewards may influence creativity through motivational, cognitive, and synthetic functions. Based on the analysis, a specific model was proposed for the effect of reward on creativity. This study is based on existing research and analyzed various factors and mechanisms acting in the process of influencing creativity based on comparison of which extrinsic and intrinsic motivations have what kind of relationship. Next, it appears that rewards differ from person to person according to the way they are given in environmental circumstances. Finally, by rewarding various types of creative tasks, an active reward role can be secured.

Effect of Reporting Earnings Strategy on Asymmetric CEO Performance-Compensation Sensitivity (보고이익전략이 비대칭적 경영자 성과-보상 민감도에 미치는 영향)

  • Eun-Ju, Lee
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.105-112
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    • 2022
  • The purpose of this study is to examine the moderating effect of the reporting earnings strategy on the relationship between managerial ability and manager performance-reward sensitivity. Both upward and downward adjustments can occur in the direction of management performance adjustment according to the manager's reporting earnings strategy. was found to decrease performance-based performance-reward sensitivity. The underreporting strategy is hypothesized that, although additional compensation is paid for the performance of the reporting strategy according to the manager's ability, the level of compensation increases, but this type of compensation will decrease the performance-reward sensitivity because this type of compensation is irrelevant to the actual performance of the manager. This is the result of indirectly confirming that discriminatory compensation is provided for upward and downward adjustment of business performance according to the reporting earnings strategy.

An Optimal Route Algorithm for Automated Vehicle in Monitoring Road Infrastructure (도로 인프라 모니터링을 위한 자율주행 차량 최적경로 알고리즘)

  • Kyuok Kim;SunA Cho
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.1
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    • pp.265-275
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    • 2023
  • The purpose of this paper is to devise an optimal route allocation algorithm for automated vehicle(AV) in monitoring quality of road infrastructure to support the road safety. The tasks of an AV in this paper include visiting node-links at least once during its operation and checking status of road infrastructure, and coming back to its depot.. In selecting optimal route, its priority goal is visiting the node-links with higher risks while reducing costs caused by operation. To deal with the problem, authors devised reward maximizing algorithm for AVs. To check its validity, the authors developed simple toy network that mimic node-link networks and assigned costs and rewards for each node-link. With the toy network, the reward maximizing algorithm worked well as it visited the node-link with higher risks earlier then chinese postman route algorithm (Eiselt, Gendreau, Laporte, 1995). For further research, the reward maximizing algorithm should be tested its validity in a more complex network that mimic the real-life.

A Comparative Analysis of Reinforcement Learning Activation Functions for Parking of Autonomous Vehicles (자율주행 자동차의 주차를 위한 강화학습 활성화 함수 비교 분석)

  • Lee, Dongcheul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.75-81
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    • 2022
  • Autonomous vehicles, which can dramatically solve the lack of parking spaces, are making great progress through deep reinforcement learning. Activation functions are used for deep reinforcement learning, and various activation functions have been proposed, but their performance deviations were large depending on the application environment. Therefore, finding the optimal activation function depending on the environment is important for effective learning. This paper analyzes 12 functions mainly used in reinforcement learning to compare and evaluate which activation function is most effective when autonomous vehicles use deep reinforcement learning to learn parking. To this end, a performance evaluation environment was established, and the average reward of each activation function was compared with the success rate, episode length, and vehicle speed. As a result, the highest reward was the case of using GELU, and the ELU was the lowest. The reward difference between the two activation functions was 35.2%.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

The Relationship between the Head nurses' Leadership Style and the Autonomy Perceived by Nurses (임상간호사가 지각한 수간호사의 리더십 유형과 자율성과의 관계)

  • Kang, Kyung-Hee;Kim, Jeong-Hee
    • Journal of Korean Academy of Nursing Administration
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    • v.6 no.2
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    • pp.281-290
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    • 2000
  • The purpose of this study was to identify the relationship between the head nurses' leadership style the and the autonomy perceived by nurses and to provide the basic data for developing strategies of the effective nurse staff management. The subjects were 177 nurses who were working at the 3 general hospitals in Seoul. The data were collected from December 1999 to January 2000 by the structured questionnaires. For data analysis, descriptive statistics, ANOVA, Pearson correlation coefficient, and stepwise multiple regression with $SPSS-PC^+$ version 8.0 were used. The results of this study were as follows : 1. The score of 'the head nurses' transformational leadership perceived by nurses' was highier than that of 'the head nurses' transactional leadership'. Among 5 subdimensions of 'the leadership styles perceived by nurse', the scores of the 'charisma' and 'intellectual stimulation' were highest and the lowest one was that of 'extra management'. 2. Only 'the head nurses' transformational leadership perceived nurses' and 'the situatuational reward' showed a significant difference according to the married status ; nurses who were married showed higher scores than who were not. 3. 'The autonomy perceived by nurses' showed a significant difference according to the educational background ; nurses who had master degree showed higher score than who had diploma. 4. 'Charisma' was positively related to 'intellectual stimulation', 'individual consideration', and 'situational reward'. 'Intellectual stimulation' was positively related to 'individual consideration' and 'situational reward'. 'Individual consideration' was positively related to 'situational reward'. But 'extra management' was negatively related to all of variables. 'Autonomy' was significantly related to 'individual consideration' and 'the transformational leadership'. 5. The determinents of 'the autonomy perceived by nurses' were 'individual consideration' and the educational background, and they explained 15.4% of the total variance of it. The key determinent variables was 'individual consideration'. It explained 11.5% of the total variance of the autonomy. According to the results of this study, the suggestions were as follows: 1. It is necessary to develop strategies for exercising the head nurses' transformational leadership in nursing department : It should to be considered the difference in the leadership style perceived by nurses according to demographic variables. 2. The further studys on the individual consideration of head nurses' transformational leadership and the opportunity of self-development such as education for enhancing nurses' autonomy is needed.

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The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.

A Study on the Impacts of users' Needs for Cognition(NFC) on the Online Brand Community and Brand Loyalty (사용자의 인지욕구 특성이 온라인 커뮤니티 충성도와 브랜드 태도에 미치는 영향에 관한 연구)

  • Lee, Sun-Ro;Cho, Jung-Hyun;Cho, Sung-Min
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.1-29
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    • 2007
  • The brand-based online community recently plays an important roles for consumers to facilitates searching and sharing information among them. Firms often find such a brand community as a critical channel to gain collective intelligence for developing new ideas and products. As a new web platform such as web 2.0 has been introduced, consumers could more easily participate in the new social networks created by sharing mutual value and belief among themselves. Accordingly firms began to recognize potentials of online brand assets and pay attention to the importance of online brand community loyalty. Previous research related to online community tends to focus on identifying the antecedents of community loyalty and their subsequent impacts on brand. They, however, tend to neglect the importance of individual characteristics of online community users. As integrating the fragmented variables with an individual characteristics, therefore, this study reexamined the impacts of interactivity, information, reward, and personalization services provided by an online brand community on the sense of community, community loyalty, and brand attitude. Also, this study investigated how users' individual characteristics(need for cognition: NFC) can play moderating roles among the variables identified in the previous research. A field survey was administrated and 671 valid samples were collected. In order to test the hypothesis we conducted the multi-sample structural equation modeling(MSEM) between two groups(a group with high vs. a group with low level of NFC). Results show that previously identified variables such as interactivity, information, reward, and personalization services have significant effects on the sense of community as previous research demonstrated. Subsequently, the sense of community positively influences the community loyalty and brand attitude. However, when considering the NFC as a moderating variable, we found that the effect of interactivity and reward service on the sense of community was stronger for a group with a lower level of NFC compared to a group with a higher level, while the effect of information providing service on the sense of community was stronger for a group with a higher level of NFC compared to a group with a lower level. This research revealed that NFC can affect the degree of individual perception on the sense of community which has been considered as an important indicator for the community loyalty and brand attitude. Hence, when firms developing customer relation strategy through building an online brand community, they need to reflect customers' NFC and accordingly provide varying degree of interactivity, information, reward, and personalization services.