• 제목/요약/키워드: Multi-nations Comparison

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

  • 강상목;조단
    • 자원ㆍ환경경제연구
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    • 제22권2호
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    • pp.329-365
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    • 2013
  • 본 연구의 목적은 2000-2009년 국가별로 환경과 화석에너지의 제약 하에서 경제와 환경의 효율을 측정하고자 함이다. 본 연구는 국가별 소득수준에 따른 OECD국가, 중고소득국가, 저소득국가 등 세 그룹으로 구분하여, 생산가능집합에서 바람직한 산출물인 GDP와 오염물을 동시에 포함한 '환경지향형, 경제지향형, 환경-경제지향형, Two-stage DEA모형' 등의 네 가지 방법을 제시하여 비교한다. OECD국가는 상대적으로 경제효율성이 높으나 환경효율성은 낮았고 비OECD국가는 환경효율성이 높고 경제효율성이 낮았다. 화석에너지와 온실가스의 저감의 여지는 OECD국가가 더 높았다.

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

  • 김효정;유상진
    • 한국산업정보학회논문지
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    • 제14권5호
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    • pp.209-225
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    • 2009
  • 본 연구는 모바일광고에 대한 소비자들의 수용의도 영향요인에 대해 연구하였다. 본 연구는 한국뿐 아니라 미국 일본의 모바일 사용자를 대상으로 설문 조사하였다. 본 연구에서는 정보기술수용모델인 TAM과 플로우 이론을 중심으로 오락성, 정보성, 신뢰성, 불편함, 플로우경험, 태도 및 수용의도를 연구변수로 채택하였다. 또한 본 연구는 시장의 규모나 환경이 서로 다른 3개국의 모바일 사용자를 대상으로 비교연구를 시도하고자, 한국, 미국, 일본에서 모바일을 사용하고 있는 일반인 및 학생을 대상으로 데이터를 수집하였다. 본 연구는 아모스 통계패키지를 이용한 구조방정식 모형을 통해 연구모형의 적합도를 검증하였다.

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

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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한·미·일 국가원수 위기관리제도의 분석을 통한 비교 고찰과 시사점 (Comparative Analysis of Protective Security Units of Korea, the U.S., and Japan)

  • 권혁빈
    • 시큐리티연구
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    • 제41호
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    • pp.67-96
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    • 2014
  • 오늘날 모든 국가는 지금까지의 국방과 이념에 한정된 협의의 안보개념을 넘어서서 범세계화의 다차원에 걸친 포괄적 안보개념으로 급속히 변화하고 있다. 이에 따라 국제간 분쟁은 종교적, 환경적, 인종적, 민족적, 경제적인 복합적 요인을 내포하면서 지금까지 볼 수 없었던 극단적인 분쟁사태를 초래하고 있다. 이러한 국제간 갈등의 와중에서 국가원수에 대한 경호체제는 어느 시대, 어느 사회에 있어서도 국가의 주요한 최우선 목적이었지만, 다양한 국제간 갈등으로 인하여 암살이나 테러 등에 의한 주요 타겟이 되고 있다. 이렇듯 국가원수나 주요인사에 대한 위해의 결과는 국가간 전쟁 유발의 극단적인 가능성에서부터 정치적 위기 발생, 사회경제적 손실의 후유증을 수반하기도 한다. 특히 우리나라의 경우, 남북 간의 첨예한 군사적 대치상황과 미국 중국 러시아 등 주변 강대국들을 둘러싼 난해한 외교적 입지와 더불어, 국내의 경제사회적 계층간, 세대간, 지역간, 이념간에 걸친 양극화 현상으로 인한 사회구성원들의 첨예한 갈등은 사회상층계층에 대한 불신감과 함께 국가지도자에 대한 증오감정을 빚어내 이의 위협요소를 더하고 있는 실정이다. 따라서 본 연구는 국가원수의 경호체계에 있어서 제각기 다른 정치, 사회, 문화적 달리하면서 가장 가까운 국제적 유대관계를 맺고 있는 미국과 일본의 국가원수 경호체제를 상호 비교함으로써 보다 바람직한 우리나라의 경호시스템의 발전 방향과 구체적인 대응 방안을 모색해 보고자 한다.

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Evaluation of Water Productivity of Thailand and Improvement Measure Proposals

  • Suthidhummajit, Chokchai;Koontanakulvong, Sucharit
    • 한국수자원학회:학술대회논문집
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    • 한국수자원학회 2019년도 학술발표회
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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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