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The Empirical Study on the Effect of Technology Exchanges in the Fourth Industrial Revolution between Korea and China: Focused on the Firm Social Network Analysis (한중 4차산업혁명 기술교류 및 효과에 대한 실증연구: 기업 소셜 네트워크 분석 중심으로)

  • Zhou, Zhenxin;Sohn, Kwonsang;Hwang, Yoon Min;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.25 no.3
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    • pp.41-61
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    • 2020
  • China's rapid development and commercialization of high-tech technologies in the fourth industrial revolution has led to effective technology exchanges between Korean and Chinese firms becoming more important to Korea's mid-term and long-term industrial development. However, there is still a lack of empirical research on how technology exchanges between Korean and Chinese firms proceed and their effectiveness. In response, this study conducted a social network analysis based on text mining data of Korea-China business technology exchange and cooperation articles introduced in the news from 2018 to March 2020 on the current status and effects of Korea-China technology exchanges related to the fourth industrial revolution, and conducted a regression analysis how network centrality effect on the firm performance. According to the results, most of the Korean major electronic firms are actively networking with Chinese firms and institutions, showing high centrality in the centrality index. Korean telecommunication firms showed high betweenness centrality and subgraph centrality, and Korean Internet service providers and broadcasting contents firms showed high eigenvector centrality. In addition, Chinese firms showed higher betweenness centrality than Korean firms, and Chinese service firms showed higher closeness centrality than manufacturing firms. As a result of regression analysis, this network centrality had a positive effect on firm performance. To the best of our knowledge, this is the first to analyze the impact of the technical cooperation between Korean and Chinese firms under the fourth industrial revolution context. This study has theoretical implications that suggested the direction of social network analysis-based empirical research in global firm cooperation. Also, this study has practical implications that the guidelines for network analysis in setting the direction of technical cooperation between Korea and China by firms or governments.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Study on Storytelling of Yeongweal-palkyung Applied by Halo Effect of King Danjong' Sorrowful Story (단종애사(端宗哀史)의 후광효과를 적용한 영월팔경의 스토리탤링 전략)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.63-74
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    • 2008
  • With the awareness that Sinyeongwol Sipgyeong(ten scenic spots in Yeongwol) were designed too hastily and only for PR purposes after the change in the tourism environment, this paper indicates that most tourism and culture sources in Yeongwol are related to King Danjong, the sixth king of the Joseon Dynasty. This study proposes a 'Storytelling Plan' for the landscape content called 'Cultural Landscapes - Yeongwol Palgyeong(eight scenic spots in Yeongwol)' after reviewing types and content of Yeongwol Palgyeong through the halo effect of the well-known sad history of King Danjong and the cultural value of Yeongwol. The significance of the unity of the historic site and neighboring landscape is focused on by investigating the anaphoric relations between cultural landscape texts('Yeongwol Palgyeong') and historic content(the sad history of King Danjong). For this, the cultural lnddscape of Yeongwol has been framed and layered to make spatial texts. To emphasize the 'Telling' as well as the 'Story,' interesting episodes have been reviewed to discover a motive. To diversify the 'Telling' methods, absorptive landscape factors have been classified as 'Place,' 'Object' and 'Visual Point.' In addition the storytelling of Yeongwol Palgyeong was examined in consideration of the story and background of 'Yeongwol Palgyeong - Sad Story of King Danjong' and the interaction of a variety of cultural content by suggesting micro-content such as infotainment and edutainment as absorptive landscape factors. In order to make the storytelling plan available in practice as an alternative plan for Yeongwol Tourism, a visual point should be properly set to make the landscape look sufficiently dynamic. In addition, real landscape routes and narration scenarios should be prepared as well. Professional landscape interpreters who are well informed of the natural features of Yeongwol and the history of King Danjong should be brought into the project, and Internet and digital technology-based strategies should be developed.

A Study on the Situation and Demand with Nutrition Service in Health Promotion Center (건강검진센터에서의 영양서비스 현황 및 요구도 조사)

  • Chang, Ji-Ho
    • Journal of Nutrition and Health
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    • v.40 no.5
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    • pp.475-482
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    • 2007
  • This study was done to analyze nutrition counseling services in health promotion center and to investigate demands of subjects for nutrition services. Data was collected through the survey of 90 subjects. The results were as follows. The results of people receiving nutrition services showed that 58.5% of the counseling group and 46.4% of the non-counseling group answered having experience with nutrition services. And 50% of them received nutrition counseling through individual counseling. Diet therapy with health check-up results also appeared the highest in contents of nutrition counseling. As a source of nutrition information and health knowledge, subjects relied heavily or most on the TV, internet, books, magazines, and newspapers. On the other hand, they relied much less on advice from dietitians, nutritionists, medical doctors and nurses. The experience of receiving nutrition services and thinking about nutrition education related positively. It showed that the counseling group (95.1%) was significantly higher than the non-counseling group (80.5%) in necessity of nutrition assessment. But, necessity of nutrition counseling wasn't significantly different between the two groups. The method of nutrition counseling subjects preferred was individual consultation. The subjects answered to having need of analysis and evaluation of nutrient intake and calorie prescription in nutrition assessment and individual nutritional status results explanation in nutrition counseling. In conclusion all people visiting health promotion centers need nutrition service of some kind.

H.264/SVC Spatial Scalability Coding based Terrestrial Multi-channel Hybrid HD Broadcasting Service Framework and Performance Analysis on H.264/SVC (H.264/SVC 공간 계위 부호화 기반 지상파 다채널 하이브리드 고화질 방송 서비스 프레임워크 및 H.264/SVC 부호화 성능 평가)

  • Kim, Dae-Eun;Lee, Bum-Shik;Kim, Mun-Churl;Kim, Byung-Sun;Hahm, Sang-Jin;Lee, Keun-Sik
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.640-658
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    • 2012
  • One of the existing terrestrial multi-channel DTV service frameworks, called KoreaView, provides four programs, composed of MPEG-2 based one HD video and H.264/AVC based three SD videos within one single 6MHz frequency bandwidth. However the additional 3 SD videos can not provide enough quality due to its reduced spatial resolution and low target bitrates. In this paper, we propose a framework, which is called a terrestrial multi-channel high quality hybrid DTV service, to overcome such a weakness of KoreaView services. In the proposed framework, the three additional SD videos are encoded based on an H.264/SVC Spatial Base layer, which is compliant with H.264/AVC, and are delivered via broadcasting networks. On the other hand, and the corresponding three additional HD videos are encoded based on an H.264/SVC Spatial Enhancement layer, which are transmitted over broadband networks such as Internet, thus allowing the three additional videos for users with better quality of experience. In order to verify the effectiveness of the proposed framework, various experimental results are provided for real video contents being used for DTV services. First, the experimental results show that, when the SD sequences are encoded by the H.264/SVC Spatial Base layer at a target bitrate of 1.5Mbps, the resulting PSNR values are ranged from 34.5dB to 42.9dB, which is a sufficient level of service quality. Also it is noted that 690kbps-8,200kbps are needed for the HD test sequences when they are encoded in the H.264/SVC Spatial Enhancement layer at similar PSNR values for the same HD sequences encoded by MPEG-2 at a target bitrate of 12 Mbps.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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NIRS Calibration Equation Development and Validation for Total Nitrogen Contents Field Analysis in Fresh Rice Leaves (벼 생엽의 질소함량 현장분석을 위한 NIRS 검량식 개발 및 검증)

  • Song, Young-Eun;Lee, Deok-Ryeol;Cho, Seong-Hyun;Lee, Ki-Kwon;Jeong, Jong-Seong;Gwon, Yeong-Rip;Cho, Kyu Chae
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.58 no.3
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    • pp.301-307
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    • 2013
  • This study was evaluated high end research grade Near Infrared Reflectance Spectrophotometer (NIRS) to field grade multiple Near Infrared Reflectance Spectrophotometer (NIRS) for rapid analysis at fresh rice leaf at sight with 238 samples of fresh rice leaf during year 2012, collected Jeollabuk-do for evaluate accuracy and precision between instruments. Firstly collected and build database high end research grade NIRS using with 400 nm ~ 2500 nm during from year 2003 to year 2009, seven years collected fresh rice leaf database then trim and fit to field grade NIRS with 1200 nm ~ 2400 nm then build and create calibration, transfer calibration with special transfer algorithm. The result between instruments was 0.005% differences, rapidly analysis for chemical constituents, Total nitrogen in fresh rice leaf within 5 minutes at sight and the result equivalent with laboratory data. Nevertheless last during more than 8 years collected samples for build calibration was organic samples that make differentiate by local or yearly bases etc. This strongly suggest population evaluation technique needed and constantly update calibration and maintenance calibration to proper handling database accumulation and spread out by knowledgable control laboratory analysis and reflect calibration update such as powerful control center needed for long lasting usage of fresh rice leaf analysis with NIRS at sight. Especially the agriculture products such as rice will continuously changes that made easily find out the changes and update routinely, if not near future NIRS was worthless due to those changes. Many research related NIRS was shortly study not long term study that made not well using NIRS, so the system needed check simple and instantly using with local language supported signal methods global distance (GD) and neighbour distance (ND) algorithm. Finally the multiple popular field grades instruments should be the same results not only between research grade instruments but also between multiple field grade instruments that needed easily transfer calibration and maintenance between instruments via internet networking techniques.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.

A Study on the Transformation of Traditional Laboratories into Instructional Media Centers for Education of Library and Information Science (문헌정보학 실습실의 교수매체 센터화에 관한 연구)

  • Lee, Man-Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.34 no.1
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    • pp.265-295
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    • 2000
  • Education of library and information science must focus on practical education acted upon as a laboratory room in the characteristics of learning, because it cultivates a librarian as an information expert who can conduct professional affairs and services, applying traditional theory to the practical business of library and information. This dissertation suggested a new paradigm of an instructional media center as an advanced laboratory room which faithfully can run the curriculum of a library and information science for cultivating librarians, information experts who can satisfy the 21C information society. To carry out this purpose, I considered the various opinions of professors and librarians, after investigating and analyzing facilities and furnishings of laboratory rooms and teaching and learning data related to departments of library and information science in 32 universities. These contents can be summarized as follows : 1) Constructional media centers connected to education of library and information science sets laboratory rooms for practical classification and cataloging classes; laboratory rooms for film media which can utilize advanced media, listening tools, and practical materials; information management laboratory rooms which can experience the various information research methods through the Internet, cultivate the ability of information application, and teach the curriculum of library and information science related to computers. 2) Arrangement plans linked to laboratory rooms for classification and cataloging, one for film media, and one for information proceedings are as follows: , , and . 3) The size of each room is $162m^2$ (49.1pying); the number of persons to be admitted is about 40 to 50; each room has one media expert and one assistant as operating manager of exclusive responsibility. 4) Instructional & learning data which must be contained as instructional media of library and information science include computers, marginal tools related to it, listening materials, supplies for ordering books, teaching aids containing various equipment and tools, textbooks for practice, books connected to classification and cataloging for practice, and textbooks related to practical subjects and reference books. 5) Industrial media centers belonging to library and information science require for practice, general furnishings like bookshelves, and various material depository boxes.

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Teacher's Practice of Activity Materials in the Housing Area of Middle School Technology & Home Economics Textbook (중학교 교사의 기술.가정 주생활영역 활동자료 활용실태)

  • Lee, Young-Doo;Cho, Jea-Soon
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.157-171
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    • 2008
  • The year of 2007 Reformed Curriculum encourages various activity materials in the textbook facilitate students oriented self-help learning. The purpose of this paper is to find out how much the activity materials in housing area of middle school Technology and Home Economics are practiced in the class and why they are used or not used. The data were collected from 253 middle school teachers who had ever taught the housing unit in any of 6 textbooks. The analyses indicated that the most frequent teaching methode was lecture based on the textbook and internet data focused on the figures and contents of the individual textbook. The average rate of practicing the activity materials was differ by textbooks and the characteristics of the materials such as type of materials, feature of non sentence materials, and type of activity. The main two reasons to practice the activity materials were it's adequacy to class goals and application to everyday life. Low interests of students and shortage of time were the two main reasons why not used the materials. Textbook writers should consider these reasons as well as the characteristics of activity materials practiced in the class by the teachers in order to meet the goals of the reformed as well as current curricula.

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