The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.769-777
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2023
Globalization has brought about rapid economic, technological, and cultural changes. In order for countries around the world to communicate, recognize and understand globalization, creativity or planning ability can be used to code. In this paper, we would like to present and prove a data analysis that can solve world problems. In the global market, the value of goods or services increases with connectivity. This connection is becoming one of the factors that increase the value of culture. Changes taking this into account promoted cultural spread and innovative growth, and increased productivity and competitiveness in each region of the world. This paper compares the income of the middle class in the United States on the impact of globalization and anti-globalization on cultural spread and innovative growth. Globalization has created an environment in which various elements of K-culture can interact and spread. Through the Internet, social media, and international travel, globalization has had a positive impact on Korea's innovative growth. In areas such as economic activity, technological innovation, and creative industries, globalization has facilitated new tech and approaches, Through this, it changed the existing economic model and contributed to exports K-culture with a new middle class model. However, globalization in the cultural industry can result in the loss of regional characteristics & individuality, which can lead to the middle class cultural unification and alienation(chasm). As a result of the empirical analysis of K-exports for the middle income in the United States, cultural diffusion and innovation must be developed even in anti-globalization. With these industrial changes the soft power value of the Korean Wave proves that it can create value for use for the middle class of major exporting countries.
Journal of Korea Entertainment Industry Association
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v.13
no.5
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pp.25-36
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2019
The purpose of this study was to investigate the effect of fast food intake, choice, and satisfaction on age among 311 people living in the metropolitan area. The frequency of fast food intake was high in the 20s and 30s, and those in the 40s and over 50s were low, showing a significant difference according to age. Costs for fast food purchases mainly ranged from 5,000 won to 7,000 won. Major sources of information on choosing fast food were mainly from friends and the internet in 20s, and mass media from over 30s. Thirty-nine percent of subjects responded that their dietary habits changed after fast food intake, and the most changes was to like spicy food, followed by eating-out times increased. The factors affecting the choice of fast food were mainly easy to eat, followed by time was not influenced and taste, and taste showed significant difference according to age. Among the subjects who were worried about fast food, 30s showed mainly increase in body weight and over 50s had health problem, and a significant difference was observed according to age. For the improvements in fast food intake, subjects answered in nutrition, hygiene and price in order. Fast food brands, services, menus were the most satisfied in 30s, and 40s were the most unsatisfied, and there was a significant difference. In conclusion, the frequency of fast food intake was higher in young people, and the choice of fast food and satisfaction appeared to be significantly influenced by age. Therefore, data are required to recognize and practice a balanced diet by activating studies on the fast food intake of middle-aged and elderly people and understanding consumer changes.
The purpose of this study is to analyze quantitatively and qualitatively the effects of the increase in online shopping and its effects on real-world commercial outlets. The empirical analysis of this study is based on the results of "Census on Establishments" and "Online Shopping Survey" that cover 15 years, from 2002 to 2016. According to the results of this study, the increase in the number of online transactions affects the decrease in the number of stores in the real-world retail sector. However, non-specialized large stores and chain convenience stores showed an increase in the number of stores. In addition, the number of F&B stores increased the most in line with the increase in online transactions. This is because the increase in online transactions and in internet users led to the use of more delivery applications and the introduction of popular places on blogs or through social media. Street-level rents for medium and large-sized locations increased. In other words, it is seen that the demand for differentiated real-world stores that provide a good user experience increases, even though online transactions also increase. These results suggest that real-world stores should provide good user experiences in their physical locations with a certain size and assortment of goods.
In this study, we examine other factors that may contribute to the decline in students' academic performance and educational attainment. Many media reports, as well as previous studies, have suggested that virtual learning is the main reason for the decline in students' academic performance. However, the 2020 National Student Achievement Survey, which was conducted in conjunction with the COVID-19 Distance Learning Environment Student Survey, showed that students were highly satisfied with distance learning (70-80%), and the analysis of the National Assessment of Educational Achievement showed that students' academic performance had already been declining year by year since 2017, with a general downward curve. For further confirmation, we analyzed the performance of high school students on mock exams and found that their performance was not normally distributed, but rather a right-skewed U-shaped distribution with a shrinking number of medians and severe polarization. We found that this phenomenon is not simply because of the mode or quality of the virtual classroom, but to a variety of factors, including environmental influences such as care and management at home, changes in investment in private education, increased time spent on online devices while taking virtual classes at the bottom, and increased time spent watching online content, games, and videos that are not related to learning.
Purpose: The purpose of this study is to predict the criminal patterns and risks of conflicts caused by inequality such as weakening regional ties and social exclusion caused by climate change and present basic policy data to solve them. Method: This study was mainly conducted through analysis of contents and cases through the use of media information such as the Internet and newspapers, and some literature research. Result: The crime patterns and characteristics of climate gentrification are as follows. First, rising sea levels caused by climate change will temporarily increase crimes related to real estate speculation. Second, social exclusion due to public service and environmental inequality will intensify, leading to terrorist crimes such as riots and hate crimes. Third, due to the weakening of regional ties, young people in poverty in the region will participate in organized violence crimes such as drugs and gangs or become crime victims. Conclusion: Therefore, it is necessary to prepare policy countermeasures through cooperation with institutions. In particular, it is necessary to explore ESG policy measures in police activities in consideration of environmental factors in the future.
In parallel with advancement of the industrial society and accompanied quality-of-life improvement, jewelry is now rather viewed as one of common accessories used in daily life, than as a luxurious item as treated before change of perception about it in the past, attracting thus gradually multiplying demand for it. Thanks to rapid spread of multi media like the Internet, an increasing number of people have come to develop great liking for exceptional design and unique format of jewelry products. Following drain of their reserves, natural gems are unlikely to meet the demand for them fully in the future. As a consequence, it seems essential to rely on synthetic, artificial, imitation jewelry or organic substances and quasi-mineral in amorphous structure for substitute jewelry. Since synthetic jewelry has such a great potential as substitute jewelry, it is expected to maximize added value to jewelry if and when accompanied with development of creative design and upgrading of processing technology for jewelry, in addition to various types of synthetic jewelry and glass that have been already put in use as substitute substances. Synthetic jewelry is thus believed to be able to greatly contribute to progress of the jewelry industry. In many countries of the world, jewelry and gem industry has been regarded as one of promising sectors vital in enriching the national wealth. In this context, the Korean Ministry of Finance and Economy announced in July 2007 "an activating policy for the jewelry and gem industry, declaring to cultivate and grow it to be new engine for the nation's growth". The present paper thus aims to conduct a study exclusively on cutting design of synthetic jewelry as a part of measures to activate the jewelry industry in Korea. Efforts are made to develop designs for jewelry that are unique and different from the conventional stereotyped form of polishing and are added with color, pattern and fashionable cutting. Priority is given in this regard to designing jewelry that may attract general public and may be shared by public beyond the limit of conventional design for jewelry and producing products that stand in contrast with other products. By upgrading the quality of jewelry design, competitiveness of the jewelry industry may be ensured and the creative area of jewelry design may be expanded by far.
Kim, Hyunjung;Park, Seoung-Min;Jang, Yikweon;Koo, Kyo Soung
Korean Journal of Environment and Ecology
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v.34
no.5
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pp.396-401
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2020
As the world becomes more globalized, the non-native species issue has emerged as a problem that is growing internationally. In particular, the number of non-native turtles found in the wild has been increasing sharply in South Korea. At least 15 species of non-native turtles, including the red-eared slider (Trachemys scripta elegans) first imported in the 1970s, have been found in Korea. On October 15, 2019, an alligator snapping turtle (AST, Macrochelys temminckii) was found in a stream located in Gwangju city, South Korea. The discovery of AST became a big issue in South Korea as the animal is known for its large body size and aggressiveness and was featured widely in the mass media. In this study, to learn the public's perception of non-native species, we examined comments (opinions) to the online news articles about the AST. We collected 1,100 comments from the Internet news articles on the AST. Out of the 1,100 comments, 342 (31.1%) comments were related to non-native species' issues. Most of the respondents (97.7%, n=334) stated that the non-native species are a problem. Forty two comments mentioned potential threats posed by non-native species: non-native species' aggressive nature (n=11, 26.2%) and ecological disturbance (n=31, 73.8%). Lack of responsibility (n=122, 51.7%) was the major causative factor for the introduction of non-native species, and followed by indiscriminate pet trade (n=99, 42.0%), absence of relevant legislation (n=13, 5.5%), and absence of treatment (n=2, 0.8%). Animal registration (n=59, 45.7%) was the most commonly mentioned as the way to deal with the issue of the non-native species' invasion. Our results show that the public is aware of the seriousness of the invasion of non-native species, including AST. This study highlights that researchers and government officials need to consider the public's perception and opinions. We believe that our study can serve as an essential reference for the policy direction and the management of non-native species.
Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.
Advances in technology have resulted in the emergence of new information systems. The convergence of IT and manufacturing sectors has blurred the boundaries among industries. Also, such convergence has become established as a paradigm to build a new area. Especially the convergence of broadcasting and telecommunication, notably in the case of IPTV (Internet Protocol Television), is among the most salient examples of its kind in recent years as a major case of disruptive technology innovation. Despite its much fanfare, such convergence, however, has not fulfilled the expectation; it has not produced positive economic effects while negatively affecting the growth of IPIV. Stakeholders in and around IPIV including telecommunication companies, broadcasting corporations, and government bodies wish to gain control of IPTV under their wings. IPTV has drifted in the midst of conflicts among the stakeholders in and around IPTV, particularly telecommunication and broadcasting organizations in a broad sense. Our empirical research intends to deal with how audiences accept IPTV and how firms provide IPTV services to utilize their resources. Three research questions in this paper include, first, whether Technology Acceptance Model (TAM) can sufficiently explain the acceptance of IPTV as an information system. The second question concerns with empirically testing the playful aspect of IPTV to increase its audience acceptance. Last, but not least, this paper deals with how firms can efficiently and effectively allocate their limited resources to increase IPTV viewers. To answer those three main questions of our study, we collect data from 197 current subscribers of high speed internet service and/or cable/satellite television. Empirical results show that 'perceived usefulness (PU) $\rightarrow$ Intention to use' and 'perceived ease of use (PEU) $\rightarrow$ Intention to use' are significant. Also, 'perceived ease of use' is significantly related to 'perceived usefulness.' Perceived ease of handling IPTV without much effort can positively influence the perceived value of IPTV. In this regard, engineers and designers of IPTV should pay more attention to the user-friendly interface of IPTV. In addition, 'perceived playfulness (PP)' of IPTV is positively related to 'intention to use'. Flow, fun and entertainment have recently gained greater attention in the research concerned with information systems. Such attention is due to the changing features of information systems in recent years that combine the functional and leisure attributes. These results give practical implications to the design of IPTV that reflects not just leisure but also functional elements. This paper also investigates the relationship between 'perceived ease of use (PEU)' and 'perceived playfulness (PP).' PEU is positively related to pp. Audiences without fear can be attracted more easily to the user-friendly IPTV, thereby perceiving the fun and entertainment with ease. Practical implications from this finding are that, to attract more interest and involvement from the audience, IPTV needs to be designed with similar or even more user friendly interface. Of the factors related to 'intention to use', 'perceived usefulness (PU)' and 'perceived ease of use (PEU)' have greater impacts than 'perceived playfulness (PP).' Between PU and PEU, their impacts on 'intention to use' are not significantly different statistically. Managerial implications of this finding are that firms in preparation for the launch of IPTV service should prioritize the functions and interface of IPTV. This empirical paper also provides further insight into the ways in which firms can strategically allocate their limited resources so as to appeal to viewers, both current and potential, of IPTV.
Nowadays an increasing number of Internet users are running individual websites as Blog or Cyworld. As this type of personal media has a great influence on communication among people, business comes to care about Network Effect, Network Software, and Social Network. For instance, Cyworld created the web service called 'Minihompy' for individual web-logs, and acquired 2.4milion users in 2007. Although many people assumed that the popularity of Minihompy, or Blog would be a passing fad, Cyworld has improved its service, and expanded its Network with various contents. This kind of expansion reflects survival efforts from infinite competitions among ISPs (Internet Service Provider) with focus on enhancing usability to users. However, Cyworld's Network Effect is gradually diminished in these days. Both of low production cost of service vendors and the low searching/conversing costs of users combine to make ISPs hard to keep their market share sustainable. To overcome this lackluster trend, Cyworld has adopted new strategies and try to lock their users in their service. Various efforts to improve the continuance and expansion of Network effect remain unclear and uncertain. If we understand beforehand how a service would improve Network effect, and which service could bring more effect, ISPs can get substantial help in launching their new business strategy. Regardless many diverse ideas to increase their user's duration online ISPs cannot guarantee 'how the new service strategies will end up in profitability. Therefore, this research studies about Network effect of Cyworld's 'Minihompy' using System-Dynamics method which could analyze dynamic relation between users and ISPs. Furthermore, the research aims to predict changes of Network Effect based on the strategy of new service. 'Page View' and 'Duration Time' can be enhanced for the short tenn because they enhance the service functionality. However, these services cannot increase the Network in the long-run. Limitations of this research include that we predict the future merely based on the limited data. We also limit the independent variables over Network Effect only to the following two issues: Increasing the number of users and increasing the Service Functionality. Despite of some limitations, this study perhaps gives some insights to the policy makers or others facing the stiff competition in the network business.
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