This article will analyze and forecast important variables and dynamics in global power politics after the war in Ukraine. It tries to use several perspectives to analyze international relations, particularly liberal internationalism and structural realism. In short, core variables are as follows; First, how is the US-led liberal international order and globalization being adjusted? Second, how will the U.S.-China strategic competition, which is the biggest and structural variable, cause changes in the international order in the future? The third variable, how stable are Sino-Russia relations in the context of a structuring U.S.-China-Russia strategic new triangle? Fourth, to what extent will third middle hedging states outside the U.S. and China be able to exercise strategic autonomy in the face of multipolarization? To summarize, the first of these four variables is the largest basic variable at the global political and economic level in terms of its impact on the international community, and it has been led by the United States. The second variable, in terms of actors, seems to be the most influential structural variable in global competition, and the US-China strategic competition is likely to be a long game. Thus the world will not be able to escape the influence of the competition between the two global powers. For South Korea, this second variable is probably the biggest external variable and dilemma. The third variable, the stability of Sino-Russia relations, determines balance of global power in the 21st century. The U.S.-China-Russia strategic new triangle, as seen in the current war in Ukraine, will operate as the greatest power variable in not only global power competition but also changes in the international order. Just as the U.S. is eager for a Sino-Russia fragmentation strategy, such as a Tito-style wedge policy to manage balance of power in the early years of the Cold War, it needs a reverse Kissinger strategy to reset the U.S.-Russia relationship, in order to push for a Sino-Russia splitting in the 21st century. But with the war in Ukraine, it seems that this fragmentation strategy has already been broken. In the context of Northeast Asia, whether or not the stability of Sino-Russia relations depends not only on the United States, but also on the Korean Peninsula. Finally, the fourth variable is a dependent variable that emerged as a result of the interaction of the above three variables, but simultaneously it remains to be seen that this variable is likely to act as the most dynamic and independent variable that can promote multilateralism, multipolarization, and pan-regionalism of the global international community in the future. Taking into account these four variables together, we can make an outlook on the change in the international order.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.23
no.5
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pp.169-175
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2023
This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.
There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.
This article compares the psychological and behavioral profiles of adolescents on probation and high school students. A total of 253 adolescents on probation and 257 high school students completed an open-ended questionnaire developed by the present researchers and structured questionnaire that assessed moral disengagement and self-efficacy developed by Bandura (1995), delinquent behavior and academic achievement. Adolescents on probation reported that they engaged in delinquent behavior due to the fault of others and they were angry for being forced to be on probation. They are not likely to take responsibility and morally disengage from their delinquent actions. When compared to high school students, adolescents on probation are likely to report low self-efficacy, low academic grade, and less likely to feel proud of themselves. They are more likely to meet their friends in Internet and video game rooms and less likely to focus on academic achievement. Results of ANCOVA indicate that adolescents on probation have higher scores on moral disengagement, social efficacy, but lower score on efficacy for self-regulated learning. They are more likely to run away from home and have lower academic grade. The results of the discriminant analysis indicate that running away from home, social efficacy and moral disengagement are predictive of adolescents on probation and academic achievement and efficacy for self-regulated learning are predictive of high school students.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.3
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pp.141-156
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2023
Due to the unprecedented worldwide pandemic of the new Covid-19 infection, business trends of companies have changed significantly. Therefore, it is strongly required to monitor the rapid changes of innovation trends to design and plan future businesses. Since the pandemic, many studies have attempted to analyze business changes, but they are limited to specific industries and are insufficient in terms of data objectivity. In response, this study aims to analyze business trends after Covid-19 using Crunchbase, a global startup data. The data is collected and preprocessed every two years from 2018 to 2021 to compare the business trends. To capture the major trends, a network analysis is conducted for the industry groups and industry information based on the co-occurrence. To analyze the minor trends, LDA-based topic modelling and word2vec-based clustering is used. As a result, e-commerce, education, delivery, game and entertainment industries are promising based on their technological advances, showing extension and diversification of industry boundaries as well as digitalization and servitization of business contents. This study is expected to help venture capitalists and entrepreneurs to understand the rapid changes under the impact of Covid-19 and to make right decisions for the future.
Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
Science of Emotion and Sensibility
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v.26
no.4
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pp.103-114
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2023
Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.
This study aims to identify consumer motivations of open innovation project participation from digital transformation perspective. By extending a traditional intrinsic/extrinsic motivation framework, we propose a three-dimensional perspective of the self-driven, firm-driven, and sociality-driven motivations. This reveals the significance of the social effects of open innovation projects as an example of digital transformation by categorizing the motivations based on the 'influencer' of the motivation building and by highlighting the importance of sociality as an influencer. As a result, self-efficacy is identified as a key motivation when the influencer exists internally. Economic incentive and firm reputation are identified when the influencer exists externally. Finally, competition, peer evaluation and social contributions are identified when the influencer exists socially. The role of knowledge type sought through innovation projects is further introduced to explain its moderating effects on motivations. The study is validated in two steps. First, we investigate four cases of open innovation projects and examine what motivations are highlighted in each context. Second, we collect survey data from 203 online game users and ask them on their motivations. The results confirm most of our hypotheses and highlight the significance of sociality in the knowledge-seeking process in open innovation projects. This study largely contributes to digital transformation literature by extending the view of motivation and examining the moderating role of knowledge involved in the projects.
This study empirically analyzes the effect of a sports club's performance and social media operations on online information search volume, reflecting fan engagement. Additionally, it confirms that such effect can vary depending on the issuance of sports fan tokens. The analysis of the data resulted in the support of all four hypotheses presented in this study. The team's goal differentials during the games exhibited a significant and positive effect on the online information search volume by fans. Furthermore, the quantity of a team's social media posts also showed a significant and positive effect on the online information search volume. The aforementioned effects of the team's game-related performance and social media activity on the online information search volume appeared to be strengthened when the sports fan tokens of the team were issued. This study conducts an empirical analysis of fan engagement in sports clubs and delves into the marketing dimensions of sports fan tokens. By doing so, it broadens the research scope within sports marketing and offers practical insights for the development of marketing strategies by sports clubs.
The Journal of the Convergence on Culture Technology
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v.10
no.2
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pp.127-131
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2024
SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.24
no.3
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pp.55-61
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2024
In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.
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