• Title/Summary/Keyword: Challenge Contents

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Chinese Broadcasters' Perceptions on Localization of Korean Entertainment Formats in China-Focused on In-depth Interviews on and (한국 예능 포맷의 중국 현지화에 대한 중국내 방송종사자의 인식 -<대단한 도전>과 <달려라 형제>에 대한 심층인터뷰를 중심으로)

  • Wang, Ying-Ying;Choi, E-Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.57-70
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    • 2019
  • Despite both the Korean version of and seemed to be the most popular in China, the and the , which localized the same format, differed at least in terms of viewership. Focusing on these two opposing cases, this study examines the characteristics and considerations of the localization transformation through in-depth interviews with experts in China.. As a result, was positive in terms of character diversification and online media interworking effects. However, the experts recognized that factors such as the confusion of character combinations due to frequent change of performers, frequent absences, conservative characteristics of Chinese state broadcasting that emphasized educational contents, and burden of localization due to changes in mission and challenge form each time were negatively affected. On the other hand, lacked the effect of online media interaction and lack of diversity of performers. However, the use of star actors' celebrities, the merits of actors with the characteristics of Chinese historical and cultural spaces, the use of Chinese flavors and fragrances, and similar types of missions and maintaining a stable composition each time favored localized production formats.

A Study on the Real Time University System (실시간 대학 운영(RTU; Real Time University)에 관한 연구)

  • Kang Min-Shik
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.189-193
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    • 2005
  • The Korean University faced the rapid challenge of M&A. The Korean Government had a evaluation of all Universities and colleges. This paper investigated the transactional and real time properties of the University Evaluation Indexes and suggested these indexes to the BI(Business Intelligence) system contents.

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NJK14047 Suppression of the p38 MAPK Ameliorates OVA-Induced Allergic Asthma during Sensitization and Challenge Periods

  • Ju-Hyun, Lee;Seung-Hwan, Son;Nam-Jung, Kim;Dong-Soon, Im
    • Biomolecules & Therapeutics
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    • v.31 no.2
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    • pp.183-192
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    • 2023
  • p38 MAPK has been implicated in the pathogenesis of asthma as well as pro-allergic Th2 cytokines, orosomucoid-like protein isoform 3 (ORMDL3), regulation of sphingolipid biosynthesis, and regulatory T cell-derived IL-35. To elucidate the role of p38 MAPK in the pathogenesis of asthma, we examined the effect of NJK14047, an inhibitor of p38 MAPK, against ovalbumin (OVA)-induced allergic asthma; we administrated NJK14047 before OVA sensitization or challenge in BALB/c mice. As ORMDL3 regulation of sphingolipid biosynthesis has been implicated in childhood asthma, ORMDL3 expression and sphingolipids contents were also analyzed. NJK14047 inhibited antigen-induced degranulation of RBL-2H3 mast cells. NJK14047 administration both before OVA sensitization and challenge strongly inhibited the increase in eosinophil and lymphocyte counts in the bronchoalveolar lavage fluid. In addition, NJK14047 administration inhibited the increase in the levels of Th2 cytokines. Moreover, NJK14047 reduced the inflammatory score and the number of periodic acid-Schiff-stained cells in the lungs. Further, OVA-induced increase in the levels of C16:0 and C24:1 ceramides was not altered by NJK14047. These results suggest that p38 MAPK plays crucial roles in activation of dendritic and mast cells during sensitization and challenge periods, but not in ORMDL3 and sphingolipid biosynthesis.

A Study on Contents Activism Analysis using Social Media - Focusing on Cases Related to Tom Moore's 100 Laps Challenge and the Exhibition of the Statue of Peace - (소셜미디어를 활용한 콘텐츠 액티비즘 분석 연구 - 톰 무어의 '100바퀴 챌린지'와 '평화의 소녀상' 전시를 중심으로-)

  • Shin, Jung-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.91-106
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    • 2021
  • The purpose of this study is to define the process of leading to self-realization and social solidarity through the process of contents planning, production, and distribution as Contents Activism, and to categorize specific execution steps. Based on this, we try to analyze concrete cases to find out the social meaning and effect of the practice of Contents Activism. As for the research method, after examining the differences between traditional activism and Contents Activism through a review of previous studies, the implementation process of Contents Activism was categorized into 7 steps. By applying this model, this study analyzed two cases of Contents Activism. The first case is the 100 laps challenge in the backyard planned by an elderly man ahead of his 100th birthday in early 2020, when the fear of COVID-19 spread. Sir Tom Moore, who lives in the UK, challenged to walk 100 laps in the backyard to help medical staff from the National Health Service as COVID-19 infections and deaths increased due to a lack of protective equipment. His challenge, which is difficult to walk without assistive devices due to cancer surgery and fall aftereffects, drew sympathy and participation from many people, leading to global solidarity. The second case analyzes the case of 'The Unfreedom of Expression, Afterwards' by Kim Seo-kyung and Kim Woon-seong, who were invited to the 2019 Aichi Triennale special exhibition in Japan. The 'Unfreedom of Expression, After' exhibition was a project to display the Statue of Peace and the lives of comfort women in the Japanese military, but it was withdrawn after three days of war due to threats and attacks from the far-right forces. Overseas artists who heard this news resisted the Triennale's decision, took and shared photos in the same pose as the Statue of Peace on social media such as Twitter and Instagram, empathizing with the historical significance of the Statue of Peace. Activism, which began with artists, has expanded through social media to the homes, workplaces, and streets of ordinary citizens living in various regions. The two cases can be said to be Contents Activism that led to social practice while solidifying and communicating with someone through contents.

Design of Learning Model for Improving Computational Thinking Ability Based on Bebras Challenge (비버 챌린지 기반의 컴퓨팅사고력 향상을 위한 학습모델 설계)

  • Kim, Jung-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.563-564
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    • 2018
  • 컴퓨팅사고(computational thinking)란 기존의 인간사고와는 달리 컴퓨터를 활용하여 문제를 해결하는 과정에서의 여러가지 특성과 기질을 포함하는 문제해결과정이다. 이는 SW중심사회와 4차산업혁명의 도래로 인해 인공지능과 신경망 등 첨단의 소프트웨어 기술을 발전시킬 수 있는 기반이 되며, 매우 복잡한 문제를 알고리즘적인 방법으로 해결하는데 쓰일 수 있어서, 효율적인 결과를 보여줄 수 있다. 본 논문에서는 비버 챌린지 기반의 컴퓨팅사고력 향상을 위한 학습모델을 제안하였다.

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A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

The Effects of Work Environment of Staff in Group Home for the People with Disabilities on their Job Satisfaction (장애인 공동생활가정 종사자의 업무환경이 직무만족에 미치는 영향)

  • Seok, Yeo-Hee;Choi, Hee-Chul
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.655-665
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    • 2016
  • This study analyzed how work environment of staff in group homes on their job satisfaction targeting 148 persons. As a result, this study found that the staff recognize challenge and role ambiguity at the level which is above level ranging from 3.08 to 3.61 points with respect to 6 subdomains of work environment, but showed a relative vulnerability regarding comfortability, monetary reward, role conflict and workload as below average ranging from 1.80 to 2.73 points. Results of multiple regression analysis show that challenge and role ambiguity exert a significant influence on their job satisfaction. The above results suggest that it is necessary to provide staff with an opportunity for self-development and challenge by specifying service standards for social rehabilitation teachers in work environment and strengthening group home support system in various ways, enhancing support or advocacy necessary for solving problems.

Relationship between Flow and Participation Degree of Ground, Water, Air Leisure Sports-based Tourism Activities (지상, 수상, 항공 레저스포츠 관광활동 참여정도와 몰입의 관계)

  • Lee, Mun-Jea;Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.488-497
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    • 2013
  • The purpose of the study was to investigate the relationship between the degree of participation and flow for participants in ground, water, and air leisure sports-based tourism activities. A total of 437 participants' data was employed for the analyses (one-way ANOVA and multiple regression analysis) using SPSS Win 18.0 program. Main findings are as follows; First, there were differences in clear goals, transformation of time, loss of self-consciousness, challenge-skill balance, autotelic experience, unambiguous feedback, and sense of control out of flow dimensions based on types of leisure sports-based tourism activities. Second, participation period and frequence had positive effects on flow. Specifically, period had an influence on challenge-skill balance. clear goals: frequence had an effect on challenge-skill balance, transformation of time, clear goals, autotelic experience, unambiguous feedback, and sense of control: intensity had an influence on transformation of time and autotelic experience.

The Relationships of On-line Game Attributes, Customer Satisfaction, Switching Barriers and Customer Loyalty -Mediating Effects of Switching Costs and Attractiveness of Alternatives- (온라인 게임의 중요속성, 만족, 전환장벽 및 고객충성도의 관계 -전환비용과 대안의 매력도의 매개역할-)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.235-244
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    • 2009
  • The object of this research is to analyze the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time, mediating effects of switching barriers, such as switching cost and attractiveness of alternatives on the relationships between customer satisfaction and customer loyalty are also analyzed. The results showed that the challenge, social interaction, entertainment had significant effects on customer satisfaction. Customer satisfaction also effected customer loyalty. Another important result is that switching cost and attractiveness of alternatives played an intermediating role between customer satisfaction and customer loyalty.

The Impact of On-line Game Attributes, Customer Satisfaction and Switching Barriers on Customer Loyalty (온라인 게임의 중요속성, 만족 및 전환장벽이 고객충성도에 미치는 영향)

  • Fan, Qing-ji;Kim, Won-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.341-347
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    • 2009
  • In this research, the object is to analysis the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time as mediating factors of relationship between customer satisfaction and customer loyalty, switching barriers, such as switching cost and attractiveness of alternatives are also analyzed. The results show that the challenge, social interaction, entertainment have significant effect on customer satisfaction. Customer satisfaction also effects customer loyalty. Another important result is, switching cost and attractiveness of alternatives take an intermediation role between customer satisfaction and customer loyalty.

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