PURPOSES : This study aims to analyze the impact of demand risk on two public-private partnership (PPP) projects, namely BTO and BTO-a. The main aspects covered in this study are: i) identification of key risk issues considering the structure of PPP projects, and ii) game theory-oriented scenario building and simulation of demand risk allocation from participants’ perspectives.
METHODS : Using the institutional analysis and development (hereafter IAD) framework, a hypothetical structure is formulated to examine the interactions of demand risk. It develops a series of demand risk allocation models for PPP projects (i.e., BTO and BTO-a). The risk structures from the IAD step are the demand risk allocation issues. Using game theory-oriented simulation, this study evaluates demand risk based on scenario building.
RESULTS : First, this study highlights the imbalanced rate problems of returns between the BTO and BTO-a projects proposed by the market. This may lead to improvement measures geared towards problematic methods for determining the rate of return among domestic PPP projects. Second, compared with the BTO type, this study expects that the BTO-a type may exhibit more effectiveness, which can increase the probability of project success in both the public and private sectors. Third, judging from game-theory-oriented approaches, this study confirms the function of the BTO-a as a method to adjust moral hazard in the private sector.
CONCLUSIONS : Government management standards for BTO-a projects were derived based on the simulation results. It is necessary to select an appropriate project method based on rationality by balancing the IRR for each project method. Legal regulations should be applied separately to each part of the government guarantee. In addition, this study emphasizes that the introduction of ex-post value-for-money (VFM) analysis is essential for the efficient management of government expenses.
에너지 안보는 에너지의 안전한 관리, 자원의 안정적 수급, 기후변화에 대응한 지속가능성이라는 3개 핵심영역을 충족하여야 한다. 2000년대 이 후 에너지 위기와 미국의 셰일에너지 수출 급증에 의한 패권 변화는 에 너지 패권에 막대한 영향을 미치고 있다. 본 연구에서는 2000년대 중후 반 셰일혁명 초기, 그리고 2020년대의 에너지 패권 갈등에 관하여 삼자 간 게임이론의 관점에서 분석하였다. 특히 2020년대 시기는 코비드 판데 믹(COVID Pandemic) 그리고 러시아-우크라이나 전쟁이라는 외부효과 (externality)가 에너지 정치에 막대한 영향을 미친 시기이다. 항공, 교통 등 운송 및 수송에서의 에너지 사용이 큰 폭으로 줄어든 판테믹 시기, 극한의 갈등을 빚어왔던 에너지 수출국들은 역설적으로 OPEC+라는 합 의기구를 구성할 수 있었다. 하지만 전쟁 이후 러시아 제재를 위한 미국 및 이외 산유국의 증산 선택이 불가피하며, 이러한 러시아를 포함 삼자 의 증산 선택 결과 이익이 상쇄되어 에너지 갈등이 더욱 심화되고 있다.
Fair Allocation of profits or costs arising from joint participation by multiple individuals or entities with different purposes is essential for their continuing involvement and for their dissatisfaction reduction. In this research, fair allocation of the profits of forming a grand coalition in Three-Echelon Supply Chain (TESC) game that is composed of manufacturer, distributor and retailer, is studied. In particular, the solutions of the proportional method of profit, the proportional method of marginal profit, and Shapley value based on cooperative game theory are proved to be in the desirable characteristics of the core. The proportional method of profit and the proportional method of marginal profit are often used because of their ease of application. These methods distribute total profit in proportion to profits or marginal profits of each game participant. In addition, Shapley value can be defined as the average marginal profit when one game player is added at a time. Even though the calculation of the average of all possible marginal profits is not simple, Shapley value are often used as a useful method. Experiments have shown that the solution of the incremental method, which calculates the marginal cost of adding game players in the order of manufacturers, distributors and retailers, does not exist in the core.
본 연구는 Deci와 Ryan의 자기결정성이론을 바탕으로 게임사용 동기가 게임행동에 미치는 영향에 대해서 분석하였다. 게임사용 동기는 내재적 동기와 외재적 동기로 구분하였으며, 게임행동은 게임 선용과 게임과몰입으로 구분하였다. 분석을 위해 한국콘텐츠진흥원의 2016년 게임 과몰입 실태 조사의 자료 중 3,000명의 성인을 대상으로 실시한 온라인 조사의 자료를 활용하였다. 자료는 잠재변 수간의 관계를 알아볼 수 있는 구조방정식모형 분석방법을 통해 분석하였다. 분석은 Mplus 7.4 프 로그램을 활용하여 실시하였다. 본 연구의 결과는 다음과 같다. 첫째, 내재적 동기는 게임선용과 정적인 관계가 있었다. 둘째, 외재적 동기는 게임선용과 게임과몰입과 정적인 관계가 있었다. 게임과 몰입과의 관계의 효과크기가 게임선용과의 관계의 효과의 크기보다 세 배 이상 크게 나타났다. 본 연구는 한국사회에 만연한 게임에 대한 부정적인 인식에서 벗어나, 게임으로 인한 긍정적인 결과와 부정적인 결과에 대하여 균형 있는 접근을 시도하였다는 점에서 의의가 있다. 또한 자기결정성이론을 바탕으로 게임사용자와 게임제공자의 긍정적인 게임사용을 촉진하기 위한 시사점을 제시하였다.
Joint order and transportation system which can be used for the franchise business is considered. It is assumed that several agents exist on the same vehicle route and each agent has an EOQ inventory policy and the same order cycle. It is also assumed that transportation cost is proportional to the distance of farthest agent from the supplier. Various methods for rational and fair cost allocation such as line rule, AMEF, the Shapley value, nucleolus, and proportional method were researched and applied to the inventory transportation problem. The core is the basic condition for rational and fair cost allocation. Therefore, we examined if the solutions of various allocation methods are existed in the core through an example.
The main purpose of this study is to explain fishery relation in the seas surrounding Korea and how the Prisoner’s Dilemma (PD), within game theory is applied to the region and suggest possible co-operative approaches in the region. The seas surrounding Korea are very productive fishing grounds with abundant fisheries resources because of the favourable marine environment, including its geographical features and physical oceanography. Nevertheless, Fishery relations among the coastal states in the region have been historically characterized by conflict rather than co-operation. Based on the PD game where there is always an incentive to do better by not co-operating, in order to ensure a share of the short-run benefits, fishing countries in the region have so far pursued the non-co-operative strategy of ‘don’t fish responsibly’ rather than the co-operative strategy of ‘fish responsibly’. Considering rapidly deteriorating situations in terms of fishery resources, regional co-operation among coastal states is urgently required to eliminate overfishing and increase fish stocks to sustainable levels. The West Sea/East China Sea and the East Sea, semi-enclosed seas, have unitary ecosystems, and many migratory fish species are shared between coastal states. Therefore, one countries’ efforts alone cannot effectively manage and conserve the fishery resources and close co-operation among coastal states is required. The 1982 UN Convention and other international instruments emphasize the role of RFOs in managing and conserving capture fisheries and encourage states to establish Regional Fishery organizations (RFOs) or strengthen existing RFOs to facilitate conservation and management for fish stocks. Therefore, an international regime is worthy of serious consideration in that it provides fundamental advantages for the conservation of fish stocks for the fishery characteristic of the region.
Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.
Cost allocation studies on the rational allocation method for the common cost of the joint products or services that provide different benefits to each economic entity under the constraints of the efficiency and fairness. Cooperative game theory is often used for cost allocation and studies on a fair and efficient allocation of the utility if some feasible utility for a whole or subset of the players in a game is given. This study shows a variety of cooperative game theory approaches and discusses the pros and cons of each approach.
본 연구는 국제사회의 대북제재가 왜 큰 효과를 나타내지 못했는가에 대한 문제인식에서 출발하고 있으며, 이러한 질문의 답을 찾기 위해 중국의 대북지원에 주목하고서 대북지원의 결정요인을 분석한다. 국제사회의 강경한 대북제재에도 불구하고 중국은 북한에 대해 제재와 지원이라는 이중적 자세를 취하고 있다. 이러한 중국의 이중적 자세에 대해 본 연구는 양면게임이론에 이론적 근거를 두고서 대북지원이 대한 대내외적 상황에 접근하였다. 중국의 대북지원에 대한 결정요인은 국외요인, 국내요인으로 구분할 수 있다. 이들 요인들은 중국의 패권강화, 미국 견제, 중국의 책임 있는 강대국 역할 수행, 북한의 자원 확보, 중국의 안정적인 성장 지속, 중국의 사회주의정치체제 정당성 유지, 베이징 컨센서스의 확산 등이 있다. 해당 요인들에 대한 분석을 토대로 살펴보면 향후 중국의 대북지원은 공식적 또는 비공식적 모두 지속적으로 이루어질 것이고 대북지원이 중단 되거나 북·중 관계가 악화되는 상황이 발생하는 것은 어려울 것이라고 전망할 수 있다.
Although many theoretical and empirical studies consider violent games, general causality between violent games and aggression or violence is ambiguity. To overcome such limitations, we try to identify the focal points of violent games. This study aims to explore the critical debate about violent games from research result in terms of heading in opposite directions. Furthermore, we analyzed the discourse of the violent game based on catharsis theory and cognitive neoassociation theory. Catharsis theory predicts that 'venting' aggression through exposure to violence will reduce the risk of later aggressive behavior. On the contrary, cognitive neoassociation theory posits that aversive events produce negative affect such as aggression. Several recent studies found little evidence for a relationship between violent games and aggression or violence. Given that aggression is not negative, it is reasonable to study the potential benefits of violent games. Therefore, we suggested several ways to application the violent games based on prior literature.
The flow channel is a game design aspect that has been widely used by experienced game designers. A psychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task would interact to result in different cognitive and emotional states. When a person’s skill and the difficulty of the task are roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, and switches to another activity[3]. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designer strive to keep players in the flow channel for as long as possible, he or she has to figure out how to implement the flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operate dynamically and interactively on the game play. The challenges and skills should be balanced and should work together to create game flow experiences. The contents described in the paper was used to teach university students in game design and media psychology courses. Quantitative and qualitative measures show that our media psychology education could be an effective way of teaching a creative design philosophy.
This paper is an advanced work for the follow-up study 'Development of Teaching and Learning Programs of Intercultural Education in Universities Utilizing German and French Commercial Movies'. Before developing teaching and learning programs of intercultural education for undergraduates utilizing movies as one of the most typical digital image media in modern times, we try to review theoretical the utilizability of digital image media and game contents as very efficient tools of intercultural teaching and learning program. The breakthrough of digital information and communication technology, and the digital revolution leading to a paradigm shift in the history of mankind make the 21th century be called 'knowledge and information age'. The integrated and interactive communication way based on the development of digital technology has a great effect on recognition way, recognition pattern and recognition process of contemporary people. In addition, it is also changing human recognition per se. First of all, digital image media have caused not only the remarkable change of social and cultural environment, but also a revolutionary change of educational field. The digital image media are thought of as one of the most efficient communication media which can satisfy optical desires of humankind and realize multilateral and sympathetic interchanges utilizing other sense organs. Therefore, the digital image media are anticipated to be a very efficient tool of teaching and learning program. Through this theoretical review we try to emphasize the needs for the development of teaching and learning program of intercultural education utilizing digital image media and game contents.
Serious games have drawn attention with positive effects on users in various areas. While many categorizations and definitions of serious games have attempted to elucidate the elusive term, we are still some way off in formulating an agreed understanding of what serious games are and how they can be classified. This paper aims to provide an overall picture of the concepts and categorizations of serious games. From the results of previous literature, the major applications of serious games can be converged into five primary areas: public policy, military, education, corporate and healthcare. Likewise, theories applied to serious games comprise three main strategic purposes: information notification/PR, change of user attitude/behavior, and purposive training. Based on the strategic purposes and applied areas, this study categorizes serious games into 15 sectors. In addition, founded on the motivation factors and the characteristics of digital games, the current study suggests a new definition of serious games.
본 논문은 휴리스틱 감정 결정 모델로 사용했던 FuSM 감정 시스템을 단순화 하고, 처리 속도를 향상하기 위한 새로운 처리 방법을 제안하려 한다. 자동계획 수립 방법의 지능적인 에이전트 행동 모델로 사용되는 마코프 의사결정과정(MDP)의 기본 이론을 확장한 부분관찰 마코프 의사결정 과정(POMDP)을 통하여 아바타의 감정을 표현한다. 아바타의 감정 생성은 OCC 모델을 기반으로 현재의 상태와 동기 상태를 기준으로 자극에 대한 영향력을 평가한다. 또한 자극이 지속적으로 주어질 경우 이 자극에 대해 감정 반응의 강도에 대한 누적 값 및 조절하게 기능과 시계열 상에서 자극들 사이의 관계를 학습할 수 있는 학습기능이 분석한다. 이러한 세 가지 기능 특성을 POMDP를 이용하여 설계 한다. 연구 범위는 첫째로, 주변의 자극에 대해 즉각적 감정 반응을 생성하는 리액티브 프로세스와 아바타가 가지고 있는 목적과 현재 상황에 대한 인지적 평가에 따라 감정 반응을 생성하는 아바타 감정 생성 시스템을 제시한다.
기존의 리듬게임은 BMS(Be-Music Script)과 같은 프로그램을 이용하여 게임 개발자가 음악의 리듬에 맞게 노트를 생성한다. 하지만 제작 시간이 오래 걸리고 서비스 제공자가 제공하는 컨텐츠만 이용할 수 있다는 단점이 있다. 따라서 본 논문에서는 mp3, wav와 같은 디지털 오디오 파일을 주파수 분석하여 음계를 추출 한 뒤 이를 색상 정보로 변환하여 자동노트생성과 게임밸런스를 조절한다. 색상 정보는 사람의 감성과 밀접한 관계가 있다는 이론을 바탕으로 리듬게임의 노트생성, 배경, 난이도를 조절하는 시스템을 설계 및 구현하였다.