Human and material resource planning is one representative example of Operations Research. Resource planning is important not only in civilian settings but also in military ones. In the Air Force, flight scheduling is one of the primary issues that must be addressed by the personnel who are connected to flight missions. However, although the topic is of great importance, relatively few studies have attempted to resolve the problem on a scientific basis. Each flight squadron has its own scheduling officers who manually draw up the flight schedules each day. While mistakes may not occur while drafting schedules, officers may experience difficulties in systematically adjusting to them. To increase efficiency in this context, this study proposes a mathematical model based on a binary variable. This model automatically drafts flight schedules considering pilot’s mission efficiency. Furthermore, it also recommends that schedules be drawn up monthly and updated weekly, rather than being drafted from scratch each day. This will enable easier control when taking the various relevant factors into account. The model incorporates several parameters, such as matching of the main pilots and co-pilots, turn around time, availability of pilots and aircraft, monthly requirements of each flight mission, and maximum/minimum number of sorties that would be flown per week. The optimal solution to this model demonstrated an average improvement of nearly 47% compared with other feasible solutions.
The matching system of online games is important factor that determines enjoy the game with others and defines the features of the online game itself. In this regard, Regulation to force the random matching of Web-based board game that has recently been made in Korea, have some problems in terms of both the development and use. First of all, regulation directly to the matching method, shall preclude the development of a creative matching system in social game environment . In addition, the antipathy of fun and discomfort of the game use is a concern in the position of the user. Games for direct regulation affecting the development and use as much considering it prudent approach is required.
본 연구는 영화와 같은 다른 문화콘텐츠의 장르 구분을 수용하면서 애매하고 모호하게 지속되고 있는 게임 장르의 구분에 대한 새로운 시도이다. 게임 그 자체만을 대상으로 장르 구분을 할 경우 먼저 고려하게 되는 것은 게이머의 행위에 기반한 장르구분과 텍스트에 기반한 장르구분이 있을 수 있다. 연구 결과 게이머의 행위에 기반한 장르구분은 행위의 의미의 중복성과 이에 대한 객관적인 판단기준의 부재에 따라 그 한계를 드러낸다. 이에 반해서 상대적으로 객관적인 기준을 제시할 수 있는 게임 텍스트에 기반한 장르 구분은 3단계를 거쳐서 7개의 유형인 물리적 장애물 게임, 물리-인지적 장애물 게임, 인지적 장애물 게임, 인지-물리적 장애물 게임, 운용 게임, 대전 게임, 순위 게임으로 나뉘어진다. 그리고 각 유형의 게임들은 고유의 관습과 성격을 공유하고 있다.