• Title/Summary/Keyword: Multi-nations Comparison

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Analysis of the Economy and Environment Efficiencies under the Regulation of Fossil Fuel and Carbon Dioxide Emission (화석에너지와 CO2배출량 규제 하의 경제와 환경의 효율성 분석)

  • Kang, Sangmok;Zhao, Dan
    • Environmental and Resource Economics Review
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    • v.22 no.2
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    • pp.329-365
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    • 2013
  • The purpose of this paper is to measure economy and environment efficiencies under fossil fuel and environment regulation by countries for 2000-2009. Distinguishing 83 countries with three groups of OECD, upper-middle, and low countries, we compare four models such as environment oriented, economy-oriented, environment-economy oriented, and two-stage types, which include a desirable output, GDP and an undesirable output, pollutant together in the production possibility set. OECD countries relatively showed high economy efficiency and low environment efficiency, whereas Non-OECD countries showed high environment efficiency and low economy efficiency. OECD countries reported a higher possibility to reduce fossil fuel and $CO_2$ emission.

A Comparative Study Between Nations on the Factors Affecting Mobile Advertisement Acceptance : Focusing on me Comparison Among Korea, U.S. ana Japan (모바일 광고 수용의도 영향요인에 관한 국가간 비교연구 : 한국, 미국, 일본간 비교를 중심으로)

  • Kim, Hyo-Jung;Yoo, Sang-Jin
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.209-225
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    • 2009
  • This research has been studied to analyze affecting factors for the consumer's acceptance to mobile advertisement by worldwide survey into mobile users of Korea, U.S. and Japan. Based on TAM & Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. And our research collects data from common consumers & students of each countries to try comparative study with mobile users who has different scope & environment of markets. This data was analyzed based on using AMOS, the structural equation modeling and a second-generation multi variant technique, and has gained distinct advantages over other technique.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Comparative Analysis of Protective Security Units of Korea, the U.S., and Japan (한·미·일 국가원수 위기관리제도의 분석을 통한 비교 고찰과 시사점)

  • Kwon, Hyuck-Bin
    • Korean Security Journal
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    • no.41
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    • pp.67-96
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    • 2014
  • Today each country in the world goes beyond the narrow concept of national security that was limited to national defense and ideology and are entering multi-dimensional global system mainly based on economic profits. Nevertheless, conflicts between nations due to religious and ideological reasons have brought unprecedentedly intense disputes Security services for head of states have been an important national mission in every era and society. However, they are becoming a main target for assassination and attacks by terrorists. Attacks on the head of state and other VIPs can cause aftermath ranging from war to conflict situation, political crisis, and economic loss. Therefore this study aims to draw insights by comparing protective security units of Korea, the U.S., and Japan which have different legal basis and sociocultural characteristics. Especially in South Korea, which faces difficult diplomatic stance due to the tension with North Korea and relationship with other countries such as the U.S., China, and Russia as well as polarization between classes, generations, regions, and ideologies, cohesion among members of society has weakened and hatred toward the head of state has been brought, which emphasizes the important of national security services. Therefore the study of protective security units and its operation by comparison between neighboring countries will be able to bring insights on the promotion of the security service.

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Evaluation of Water Productivity of Thailand and Improvement Measure Proposals

  • Suthidhummajit, Chokchai;Koontanakulvong, Sucharit
    • Proceedings of the Korea Water Resources Association Conference
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    • 2019.05a
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    • pp.176-176
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    • 2019
  • Thailand had issued a national strategic development master plan with issues related to water resources and water security in the entire water management. Water resources are an important factor of living and development of the country's socio-economy to be stable, prosperous and sustainable. Therefore, water management in both multidimensional and multi-sectoral systems is important and will supports socio-economic and environmental development. The direction of national development in accordance with the national strategic framework for 20 years that requires the country to level up security level in terms of water, energy and food. To response to the proposed goals, there is a subplan to increase water productivity of the entire water system for economical development use by evaluating use value and to create more value added from water use to meet international standard level. This study aims to evaluate the water productivity of Thailand in each basin and all sectors such as agricultural sector, service and industrial sectors by using the water use data from water account analysis and GDP data from NESDB during the past 10 years (1996-2015). The comparison of water productivity with other countries will also be conducted and in addition, the measures to improve water productivity in next 20 years will be explored to response to the National Strategic Master Plan goals. Water productivity is defined as output per unit of water depleted. The simplest way to compare water productivity across different enterprises is in monetary terms. World Bank presents water productivity as an indication of the efficiency by which each country uses its water resources. There are two data sets used for water productivity analyses, i.e., the first is water use data at end users and the second is Gross Domestic Product. The water use at end users are estimated by water account method based on the System of Environmental-Economic Accounting for Water (SEEA-Water) concept of United Nations. The water account shows the analyses of the water balance between the use and supply of each water resource in physical terms. The water supply and use linkage in the water account analyses separated into each phases, i.e., water sources, water managers, water service providers, water user at end user under water regulators of all kinds of water use activities such as household, industrial, agricultural, tourism, hydropower, and ecological conservation uses. The Gross Domestic Product (GDP), a well- known measuring method of the national economic growth is not actually a comprehensive approach to describe all aspects of national economic status, since GDP does not take into account the costs of the negative impacts to natural resources that result from the overexploitation of development projects, however, at present, integrating the environment with the economy of a country to measure its economic growth with GDP is acceptable worldwide. The study results will show the water use at each basin, use types at end users, water productivity in each sector from 1996-2015 compared with other countries, Besides the productivity improvement measures will be explored and proposed for the National Strategic Master Plan.

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