• Title/Summary/Keyword: Asian Game

Search Result 58, Processing Time 0.022 seconds

Global Status of Korea's Media Firms and Their Future Strategies (한국 미디어 기업의 글로벌 위상과 미래 전략)

  • Kim, Dae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.174-186
    • /
    • 2011
  • This research addresses global status of Korean media firms and their future directions. Mapping of major international media firms all over the world is used in order to explain global status fully. In the four categories that classified media firms using Forbes Global 2000 mapping, all Korean media firms are included in the fourth group, which is the weakest in terms of global competitiveness. Therefore, it is essential to trace appropriate global strategy from the media industry value chain that has competence. This paper finds out that Korea has advantage in the contents, terminal, and next generation networks. That means alliance strategies of contents-terminal-next generation network have advantage to evolve into global media firms. Moreover, Korean media companies should adopt selection and concentration strategy in terms of geographical expansion. As Korea's broadcasting and game contents are already popular in Asian and Latin American regions, they would better to enter the emerging markets. In so doing, terrestrial broadcasters and game service providers should lead the way.

An Analysis on the Outdoor Lighting Situation and Policies in Korea, China, Japan - focused on Seoul, Shanghai, Yokohama- (한국·중국·일본의 도시경관조명 현황 및 정책 분석 - 서울, 상하이, 요코하마를 중심으로 -)

  • Ahn, Hyun-Tae;Kim, Jeong Tai
    • KIEAE Journal
    • /
    • v.3 no.3
    • /
    • pp.35-42
    • /
    • 2003
  • It is required impressive expression of urban night environment that makes city as the safe pleasant, convenient place for the economic activity, cultural pleasure and landmarks. This study aims to establish the proper direction to the outdoor lighting in Seoul by analyzing and comparing the lighting situation and policies among Seoul, Shanghai and Yokohama. 1986 Asian Game and 1988 Olympic Game became very important role of activation of outdoor lighting in Korea. Then, outdoor lighting were facilitated in the cultural heritages and bridges along Han river. Millenium Light Plan, Outdoor Lighting Field of Seoul Architectural Award, 2002 Lightscape Local Plan, hosting 2002 World Cup have been good opportunities for the improvement of outdoor lighting in Seoul. In China, outdoor lighting was introduced to the city of Shanghai according to the orders of the president in 1988. Outdoor lighting of Shanghai have created unique lighting with beautiful color and intensive brightness under the direction of city government. Outdoor lighting of Shanghai needs the standard of lighting design and improvement of lighting facilities. Outdoor lighting was introduced to Japan with 1964 Tokyo Olympic games. Urban outdoor lighting plan was carried out in Yokohama in 1986. In Yokohama, outdoor lighting of civilian and public facilities have been harmonized. And the city government of Yokohama established the committee of promotion of outdoor lighting in its government to support and manage the outdoor lighting with corporation of civilian organization. As the result of comparative analysis on Seoul, Shanghai, Yokohama, Seoul Metropolitan Government needs the criteria and incentive system of outdoor lighting.

The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
    • /
    • v.10 no.10
    • /
    • pp.147-154
    • /
    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

Influence of freeze-dried acid whey addition on biogenic amines formation in a beef and deer dry fermented sausages without added nitrite

  • Kononiuk, Anna D.;Karwowska, Malgorzata
    • Asian-Australasian Journal of Animal Sciences
    • /
    • v.33 no.2
    • /
    • pp.332-338
    • /
    • 2020
  • Objective: Aim of this study was to evaluate the influence of freeze-dried acid whey addition and the use a game meat (fallow deer) on a microbial content and the biogenic amines formation in dry fermented sausages. Methods: The experiment involved dry fermented sausages made in two variants from beef and from fallow deer. Each variant was divided into five groups: control (with a curing mixture), reference (with a sea salt), sample with a liquid acid whey and two samples with the addition of reconstituted freeze-dried acid whey in different concentrations. Changes in lactic acid bacteria (LAB), Enterobacteriaceae content and biogenic amines content were determined. Results: The microbial content changes suggest that addition of acid whey slightly affected LAB content in comparison with the control and reference sample, but the addition of freezedried acid whey resulted in a reduction of Enterobacteriaceae content in the sausages from fallow deer or a similar level in the beef sausages compared with the control and reference sample. Both changes in LAB and Enterobacteriaceae content were more evident in case of sausages made from fallow deer. Addition of acid whey (liquid and a higher amount of freezedried) and use of fallow deer meat to produce the sausages resulted in a significant reduction of total biogenic amines content. Conclusion: The addition of acid whey (liquid and higher amount of freeze-dried) resulted in a significant reduction of total biogenic amines content in dry fermented sausages made from fallow deer meat.

A Study on Private Security in the 1980s (1980년대의 민간경비연구)

  • Ahn, Hwang Kwon
    • Convergence Security Journal
    • /
    • v.16 no.6_2
    • /
    • pp.43-51
    • /
    • 2016
  • In the 1980s, private security was established in the framework of institutional framework with the Security Industry Act which was enacted in 1976. The agents who brought in the development of the private sector in 1980 enjoyed a boom in the global economy, affected by its high-flying dollar value, low international interest rate, low oil prices, and the blooming economy. In addition, the semiconductor, computers and communications equipment that was promoted in accordance with the e-Literacy plan were raised. Following the economic development of various events such as Seoul International Trade Fair, "86 Asian Games," and "88 Seoul Olympic Games," private security expenses were enhanced by increasing awareness of civilian expenses. Also, in the 1980s, Korean investment in foreign companies, including Japan's Secom, or Korean technology, brought many changes to the private security. Meanwhile, the cost of security, which has been centered around human expenses, has brought about the era of mechanized spending, or machine security expenses. The purpose of this study is to systematically analyze the social environment surrounding the private security in the 1980s and systematically analyze the important factors that contribute to private security.

DEER FARMING IN KOREA : ON-FARM SURVEY IN KYUNG-KEE AND CHUNG-BUK PROVINCES

  • Kwak, W.S.;Kim, K.H.;Kim, C.W.;Jeon, B.T.;Lee, S.M.
    • Asian-Australasian Journal of Animal Sciences
    • /
    • v.7 no.3
    • /
    • pp.347-355
    • /
    • 1994
  • Thirty farmers, representing three major deer counties in Kyung-Kee province and 50 farmers scattered in Chung-Buk province were interviewed to determine the current status of the Korean deer industry. Items surveyed were general information, farmed deer breeds. farm facilities, feeding and nutrition, hygiene and disorder incidence, velvetting, income sources, products and their sale, management problems and herd size control. The 888 deer farmed in Kyung-Kee province included spotted deer (Cervus nippon. 69.4%), red deer (Cervus elaphus, 6.1%), wapiti (Cervus elaphus canadensis, 12.2%), spotted $\times$ red deer hybrids (6.2%), red deer $\times$ wapiti hybrids (4.6%). and fallow deer (Dama dama, 1.5%). Poor information on feeding was evidenced by wide variation among farms of daily feed supply and ratios of forage to concentrate, and poor nutritional considerations according to physiological status of deer. Hygiene needed more attention. The incidence of diseases and disorders was high: enteritis (73.3% in Kyung-Kee province), fractures (60.0%), and dystocia (56.7%). The major source of farm income was velvet antler and its blood. To improve productive efficiency, attention should be given to improving farm facilities, simplified product marketing, developing standard feeding system, and economic grazing system.

A Study on the Change in Dietary Patterns of Some Elementary School Children in Seoul - concerning the Frequent Use of Computers - (서울지역 일부 초등학생의 식생활 양상 변화에 대한 연구 - 컴퓨터 사용을 중심으로 -)

  • 강영림;김애정
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.13 no.4
    • /
    • pp.284-292
    • /
    • 2003
  • This study was conducted to investigate the changes of dietary attitudes and behaviors in relation to the use of computers of elementary school children in Seoul. The total of 451 elementary school children, consisting of 235 females and 216 males, participated in the study. The result of domestic characteristics, dietary attitudes and behaviors, the level of the use of computers, and health-related symptoms of the subjects were achieved through the questionnaires as follows: The average height, weight, BMI and obesity-index of the participants were 149.0 cm, 42.4 kg, 19.0, -8.6, respectively. Anions subjects, 42.8% answered their bed times were between 11~12 pm, and 82.4% answered that they had extracurricular activities. The most desired activity as their leisure was computer works (female: 44.3%, male: 62.5%). 38.4% of children used the computers for 1~2 hours a day and the most general usage of computers was a computer game (66.1%). The changes in dietary habits of the subjects were such as eating faster(30.2%), having lots of snacks(28.8%), eating anything at hand(26.4%), skipping breakfast due to over-sleeping(18.4%). As changes in life patterns, those in the time managements for watching T.V.(35.3%), reading(35.0%), exercising(31.9%), sleeping(27.5%), relaxing(27.5%) and other hobbies(26.4%) were observed. In conclusion, many children were being affected by the socioeconomic factors changing the environments, especially by the need for the use of computers. The rates of eating alone and skipping breakfast were getting higher in the dietary patterns of elementary school children. We found that the changes in social environments according to the heavy use of the computer were affecting on their dietary pattern. The direction and method of nutrition education had to be established for the proper understanding of the desirable dietary behaviors.

  • PDF

Shift in the Regional Balance of Power From Europe to Asia: A Case Study of ICT Industry

  • Hua, Jin;Latif, Zahid;Tiyan, Shen;Pathan, Zulfiqar Hussain;Tunio, Muhammad Zahid;Salam, Shafaq;Ximei, Liu
    • Journal of Information Processing Systems
    • /
    • v.14 no.3
    • /
    • pp.645-654
    • /
    • 2018
  • Information and communication technology (ICT) is increasingly recognized as an important driver of economic growth, innovation, employment and productivity and is widely accepted as a main feature of development. During the last couple of decades, ICT sector became the most innovative service sector that affected the living standards of human beings all over the world. In the beginning of the $21^{st}$ century, some of the Asian countries made reforms in the ICT sector and spent an enormous amount for the progress of this sector. On the other hand, developed countries in the European Union (EU) faced different crises which badly affected the dissemination of this sector. Consequently, EU countries lost their hegemony in the field of information technology and resultantly, some of the emerging Asian countries like China, India, and South Korea got supremacy over the EU in this field. Currently, these countries have a strong IT infrastructure, R&D sector, IT research centers working for the development of ICT. Moreover, this paper investigates reasons for the shifting of the balance of digital power from Europe to Asia.

A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
    • /
    • v.8 no.1
    • /
    • pp.11-17
    • /
    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

The Kinematic Comparison and Analysis between National Long Jumpers and Foreign long Jumpers with record of over 8 meter (국외 8m 이상 멀리뛰기 선수와 국내 선수들의 운동학적 비교 분석)

  • Ryu, Jae-Kyun;Chang, Jae-Kwan
    • Korean Journal of Applied Biomechanics
    • /
    • v.15 no.3
    • /
    • pp.133-142
    • /
    • 2005
  • The purpose of this study was to compare of the kinematic variables from takeoff preparation to takeoff used by long jumpers who recorded over 8meters in 2002 Busan Asian Game and 2003 Daegu Universiade and 2001 national championship. The kinematic characteristics from the last three stride to takeoff at the takeoff board were analyzed such as velocities, heights and angles. The conclusion were as follows; In order to record over 8meters the national long jumpers should have under 5cm height variation at the penultimate stride of the run-up. In the approach phase the horizontal velocity of the jumpers should reach to 10m/s in touchdown at takeoff board The vertical velocity must have 3.75m/s simultaneously in order to record 8meters. The jumpers need to continue talent of the horizontal velocity in touchdown at takeoff board and require jumping power of the takeoff leg at takeoff board The appropriate body variation range ratio between takeoff and touchdown should be 1.2 vs 1 and the trunk angle at touch down on the board should be close to the erect posture for higher body flight.