• Title/Summary/Keyword: reward

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Asymmetric effect of aging on cognitive control processes: An ERP study (인지적 통제 과정에 미치는 노화의 비대칭적 영향: ERP 연구)

  • Jin, Youngsun;Kim, Hyunok
    • Korean Journal of Cognitive Science
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    • v.28 no.4
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    • pp.245-265
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    • 2017
  • Recently, studies on cognitive control revealed that the optimal level of control is determined on the basis of reward and cost. The value of reward can be subjective and therefore, the optimal control strength can vary accordingly. The inconsistent effect of aging on cognitive control can be the result of flexible adjustment of control signal strength made by the older subjects. In other words, the elderly people maintains the ability to set the optimal level of control, which is known as the function of the dorsal anterior cingulate cortex. On the other hand, the age-related decline in cognitive control is obvious in rule maintenance and inhibition, which has to do with the function of lateral prefrontal cortex. In this study, we had young and old adults perform go-no go task and compared the behavioral and neural results for different reward conditions. Both age groups showed the best performance and the largest ERN amplitude when the reward was most appealing to them. And there was no age effect in ERN amplitude even though older adults' d' and accuracy was inferior to younger participants. These findings suggest that the effect aging on different cognitive control processes can be asymmetric.

Association between D2 Dopamine Receptor Gene Polymorphisms and Reward Dependence Personality Traits (도파민 D2 수용체 다형성과 보상의존성 성격특성과의 관련성)

  • Kang, Rhee-Hun;Lee, Heon-Jeong;Kwak, Kang-Ho;Kim, Leen;Lee, Min-Soo;Suh, Kwang-Yoon
    • Korean Journal of Biological Psychiatry
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    • v.11 no.1
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    • pp.26-32
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    • 2004
  • Background:The dopaminergic genes have been implicated with some personality traits. Many recent studies indicated that there is a correlation between D2 dopamine receptor gene(DRD2) polymorphisms and the personality traits. The purpose of this study is to investigate a possible association between DRD2 gene (TaqI A, TaqI B) polymorphism and personality traits. Methods:The subjects were consisted of 173 blood-unrelated young female Koreans with a mean age(${\pm}SD$) of 13.88(${\pm}0.29$) years. These volunteers were recruited from one of the junior high schools in Seoul and were tested by the Korean version of the Temperament and Character Inventory(TCI). Genotyping of the DRD2 polymorphisms by PCR methods were carried out. Two DRD2 gene polymorphisms were classified and individually assessed as follows:TaqI A1+ vs A1-, TaqI B1+ vs B-. The associations between the TCI scores and TaqI A, TaqI B polymorphisms were assessed by Student's t-test. Results:In the 173 subjects, the allele frequencies of the DRD2 TaqI A1, TaqI B1 alleles ranged from 0.42 to 0.43, and these results are quite different from the ranges of 0.15-0.20 in the case of a Caucasian population. The genotype frequencies of DRD2(TaqI A1, TaqI B1) variants showed no significant deviation from the Hardy-Weinberg equilibrium. RD4(dependence vs. independence) of Cloninger's TCI, a sub-dimension of Reward Dependence, was significantly higher in the subjects having DRD2 less frequent alleles than those without these alleles. Conclusion:This study suggests that the female subjects carrying the less frequent DRD2 alleles exhibited higher reward-dependent personality trait compared to those without these alleles.

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The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

A Study on Precarious Labor of Korean Game Workers : Focusing on reward and career prospect (게임 생산자의 노동 불안정성 연구: 보상 및 경력전망을 중심으로)

  • Lee, Sangkyu;Lee, Yong-Kwan
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.337-352
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    • 2019
  • This study aims to explore the characteristics of the working conditions in Korean game industry, focusing on the precarity of game workers. As a research methodology, qualitative and quantitative methods were combined. Specifically, in addition to in-depth interviews with game workers, we conducted a quantitative analysis on adequacy of reward and career prospects recognized by game workers through the Korean Working Conditions Survey(2014/2017). The major findings are as follows. First, game workers were experiencing labor precarity in a way of job insecurity, economic instability and excessive exploitation, as well as loss of autonomy and labor alienation. Second, between 2014 and 2017, the adequacy of reward recognized by game workers was positively improved for companies with 30 or more employees, but was worsen for those with less than 30 employees. In addition, in terms of career prospects, there were no significant changes in the workers of companies with 30 or more employees, but the were worsened for companies with less than 30 employees. These results show that labor precarity in the game industry appears to be different depending on various factors, such as business size, occupation, and career. It also implies that the polarized and inequal structure of the Korean game industry is gradually deepening.

A study on the Improvement Method of the Report and Reward System on an Illegal Behavior of the Emergency Exit (비상구 불법행위 신고포상제도의 개선방안에 관한 연구)

  • Kim, Myeong Sik;Lee, Tae Shik;Cho, Won Cheol
    • Journal of Korean Society of Disaster and Security
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    • v.5 no.2
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    • pp.49-59
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    • 2012
  • The safety management of the emergency exit, by directly related to the $civil^{\circ}$Øs dead in the fire situation, have limited by which the fire station take the on-side and control-centered way of business processing, it is expect to the effects in which the citizen have to concern and to take part. From 2010 years in the back-ground, it is operated nationally the report and reward system on an illegal behavior of the emergency exit, it is happened to the unfit operating situation in the mission and direction of the system up which the exit paparazzi act with intent to receive the reward payments. The study suggests solution through analyzing the illegal emergency exit operation result of sixteen counties and the Seoul metropolitan from year 2010 to 2011. Firstly, the report destination is adjusted to the multiple use establishments and the large-scale multiple use facilities over the limit level is limited under five times the report events of the same people in the minor endorsement. And the fine incomes should be invested to the disaster prevention acting related with the exit. Secondly, for upgrade of the report accuracy, a reporter is received the possible information for the confirmation of an illegal act, has become to lead the pre-monitoring act which the reporter is can to take the safety education and to guide the information about season and vulnerable business location. Finally, considering the support way about the encounter facility, the fire officer is not happen to occur the repetitive report in the same place, is related to the volunteer service system the report acts, consider as the volunteer service time, and must support them to act as the disaster prevention volunteer.

A Study on Effects of Actor's Emotional Labor on Job Stress: Focused on Mediation Effect of Emotional Dissonance (연기자의 감정노동이 직무스트레스에 미치는 영향: 감정부조화의 매개효과 중심으로)

  • Park, Jae Hoon;Heo, Chul-Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.5
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    • pp.127-139
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    • 2019
  • The purpose of this study is to analyze the effects of emotional labor on job stress using emotional dissonance as a mediator. Emotional labor is classified into the deep acting and the surface acting, and job stress is classified into sub - variables of the lack of reward and the relationship conflict. We conducted an empirical analysis of 400 questionnaires collected mainly from actors living in Seoul and Gyeonggi provinces. The results of the analysis using SPSS v22.0 and Process macro v3.0 showed that only the surface acting had a significant effect on the lack of reward, and both the deep acting and the surface acting had significant effects on relationship conflict. Second, only the surface acting had a significant effect on emotional dissonance. Third, it has been shown that emotional dissonance has a significant positive effect on both the lack of reward and the relationship conflict. Fourth, the indirect effect of the surface acting on the job stress through mediating emotional dissonance was significant. Subsequent studies will likely require studies to find other mediators other than emotional dissonance or to analyze moderated mediation effect by introducing moderators.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.

A study on the structure and corrosion characteristics of polyethylene terephtalate and polyvinylchloride

  • Chilnam Choe;Hyo
    • Proceedings of the Korean Environmental Sciences Society Conference
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    • 1997.10a
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    • pp.58-58
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    • 1997
  • The corrosion rate of polymer polyethylene terephtalate and polyvinylchloride was characterized at various condition by potentiostate / galvanostate method. The cell and working electrode used for this study was specially preparatain, The potential was scanned at foward scan -2V to 3V and reward scan 3V to -2V, at 50mv/s (R: auto - compensation).

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Mobille Resource Availability Modeling in Mobile Grid System

  • Ro, Cheul Woo;Cao, Yang;Suh, In Saeng
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.390-392
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    • 2010
  • Mobile grid system supports the integration mobile devices as grid resources. Availability of mobile resources changes dynamically in mobile grid system. Stochastic reward nets (SRN) is an extension of stochastic Petri nets and provides compact modeling facilities for system analysis. We build the SRN model to represent availability of mobile resources with disconnected operation service.

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Influential Factors on Turnover Intention of Nurses in Long-term Care Hospitals (노인요양병원 간호사의 이직의도에 영향을 미치는 요인)

  • Jung, Ha-Yun;Jung, Kwuy-Im
    • The Korean Journal of Health Service Management
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    • v.9 no.3
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    • pp.95-106
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    • 2015
  • Objectives : The purpose of this study was to identify levels of turnover intention of nurses in long-term care hospitals, and to explore influential factors on turnover intention. Methods : Data were collected with a structured questionnaires from 165 nurses. The data were analyzed with SPSS/WIN 21.0. Results : First, the average score for the practice environment cognition, job satisfaction, reward importance, and turnover intention were $3.14{\pm}0.21$, $3.18{\pm}0.32$, $4.02{\pm}0.53$, and $3.29{\pm}0.67$, respectively. Second, there were significant differences in the turnover intention according to the average monthly wage, total clinical career, present clinical career, work form, average monthly night shift and turnover experience. Third, the significant predictors of turnover intention were monthly salary, practice environment cognition, reward importance, monthly night shift and type of work explaining 67.0%. of the variance. Conclusions : It is necessary to conduct continuous and systematic research and to find ways that can prevent the resignation of nurses and improve cognition in the practice environment in long-term hospitals nurses.