The paper addresses Erik Cohen's pioneering work on tourism in Thailand, specifically his publications on the relations between Thai women and foreign (farang) men in tourist-oriented encounters. Of sociological-anthropological interest is his conceptualization of these relations as "open-ended prostitution as a skilful game of luck" based on his study of a Bangkok soi (lane) in 1981-1984, and his exploration of Thai culture in terms of ambiguity and contradiction. On the basis of recent ethnographic research in the northern Thai tourist hub of Chiang Mai and wide-ranging observations on tourism development in Thailand, we examine continuity and change in these male-female engagements since Cohen's research, especially in the context of the increasing availability of such electronic agencies as social media, messaging, video chat, and internet dating. Whereas Cohen's concept of ambiguity and illusion has tended to disappear from physical spaces, it seems to have resurfaced in virtual space. The complexities of host-guest relations, and particularly the interactions both within the variegated category of "guests" themselves and then between their "hostesses" are explored in terms of sites of tourism-oriented encounters in both physical and virtual space so as to deconstruct these oppositional categories which have been formative in studies of tourism.
International Journal of Advanced Culture Technology
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v.12
no.2
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pp.110-118
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2024
This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'
Hye-young Hwang;Soo-Jin Seo;Hyun-Kyoung Kim;Hey-Jin Kim;Heung-Tae Kim
Journal of Industrial Convergence
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v.22
no.6
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pp.81-88
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2024
The purpose of this study is to provide academic basic data by identifying the effects of active seniors' online video physical activity on physical self-perception and successful aging. In order to achieve the purpose of this study, 10 active seniors in D city were selected, and after receiving consent to participate in online video physical activity, it was divided into pre and post, and from March 14 to April 22, 2022, Kakao Talk group chat was opened to watch online physical activity videos during the 12th session, download 2 videos a week, and exercise from Monday to Friday. To solve the research problem, frequency analysis and paired t-test were conducted using the SPSS Ver20.0 statistical program. As a result, first, as a result of analyzing the pre- and post-tests of physical self-perception through physical activity of active seniors, all of face satisfaction, body satisfaction, change in physical strength, and change in disease increased on average. Second, as a result of pre- and post-analysis of active seniors' successful aging through physical activity, acceptance of others, orientation toward self-fulfillment, self-acceptance, and satisfaction with children increased, but autonomous life and active participation in life decreased. Through these results, in the COVID-19 period, when activities were restricted due to social distancing, active seniors' online video physical activity has a positive effect on physical self-perception and successful aging, and various programs that can be active on their own should be developed in the future.
The Journal of Korean Society for School & Community Health Education
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v.20
no.3
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pp.123-134
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2019
Objectives: The purpose of this study is to identify the problems of verbal violence that adolescents face in the post-human age, when the non-face-to-face media is increasing. Methods: A survey was conducted on 305 adolescents, aged 14 to 16 years of middle school and high school students. The data were analyzed with the SPSS 25.0. Results: As a result of conducting multiple regression analysis to identify the type of conversation that affects verbal abuse of adolescents, a model with a conversation with family, conversation with other people, messenger conversation such as KakaoTalk, and video chat conversation was selected. The amount of explanation was 11.4%. (R2 = .114) Of these, non-face-to-face conversations have been shown to increase verbal violence, and face-to-face conversations with family have, in turn, lowered the risk. As a result of t-testing to examine the effect of verbal abuse experience on the verbal violence index, the damage experience was significant in depression (p = .042) and impulsive aggression (p = .021). (P = .000). Conclusion: This study reiterates the importance of family dialogue along with the fact that the development of various non-face-to-face media in the Fourth Industrial Revolution can have a negative impact on adolescent mental health.
Recently, the traditional call center, which has an important role as the customer's primary contact point, has been transformed into the omni-channel contact center which supports an additional variety of access channels in addition to phone calls in order to improve customer accessibility and convenience. The omni-channel contact center has agents on each channel which are vital in determining the response rate and waiting time for the customer. In traditional call centers, agents can be assigned to a call based on the characteristics of the call, however in omni-channel contact centers, the characteristics of issues vary and come in through multiple channels, each with their own characteristics, making it difficult to assign the appropriate agent for the issue. Customers must also be processed at the same time, adding an additional layer of complexity to the issue. This paper analyzes and simulates an omni-channel contact center that accommodates email, chat, voice calls and video consultation, and investigates how to optimize the allocation of agents.
Kim, Bo-Hyeon;Park, Jong-Moon;Lee, Myung-Joon;Park, Yang-Soo
Journal of the Korea Society of Computer and Information
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v.16
no.1
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pp.101-115
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2011
PECOLE (Peer-to-Peer Collaborative Environment) is a P2P-based multimedia distributed collaborative environment supporting a collaborative workspace which is composed of a variety of collaborative applications such as multi-chat, video conferencing, screen sharing and etc. Unfortunately, due to the PECOLE's simple group management, it is impossible to perform collaboration activities while joining multiple groups. In this paper, we present the design and implementation of PECOLE+ which is an extension of PECOLE. PECOLE+ resolves the drawback of PECOLE by providing the Group Management Service and the Workspace Management Service. The Group Management Service provides functionalities such as creating groups, joining multiple groups, and searching groups, and etc. The Workspace Management Service provides each group with an associated workspace, supporting the execution of collaborative applications over the workspace. In addition, any collaborative applications with the provided plug-in interfaces can be executed over the workspace as a PECOLE+ collaborative application.
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.34
no.4
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pp.222-228
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2023
There are two categories of online crimes related to children and adolescents: those committed by adolescents and those committed against children and adolescents. While recent trends in criminal law show consensus on strengthening punishment in cases of crimes against children and adolescents, there are mixed stances in cases of juvenile delinquency. One perspective emphasizes strict punishment, whereas the other emphasizes dispositions aligned with human rights. While various forms of online crime share the commonality in that the main part of the criminal act occurs online, they can be categorized into three types: those seeking financial gain, those driven by sexual motives, and those engaged in bullying. Among these, crimes driven by sexual motives are the most serious. Second-hand trading fraud and conditional (sexual) meeting fraud fall under the category of seeking financial gain and occur frequently. Crimes driven by sexual motives include obscenity via telecommunication, filming with discrete cameras, child and adolescent sexual exploitation material, fake video distribution, and blackmail/coercion using intimate images/videos ("sextortion"). These crimes lead to various legal issues such as whether to view vulgar acronyms or body cams that teenagers frequently use as simple subcultures or crimes, what criteria should be applied to judge whether a recorded material induces sexual desire or shame, and at what stage sexual grooming becomes punishable. For example, sniping posts, KakaoTalk prisons, and chat room explosions are tricky issues, as they may or may not be punished depending on the case. Particular caution should be exercised against the indiscriminate application of a strict punishment-oriented approach to the juvenile justice system, which is being discussed in relation to online sexual offenses. In the punishment case of online crime, juvenile offenders with a high potential for future improvement and reform must be treated with special consideration.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.4
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pp.21-35
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2023
Expectations surrounding generative AI technology and its profound ramifications are sweeping across various industrial domains. Given the anticipated pivotal role of the startup ecosystem in the utilization and advancement of generative AI technology, it is imperative to cultivate a deeper comprehension of the present state and distinctive attributes characterizing venture capital (VC) investments within this domain. The current investigation delves into South Korea's landscape of VC investment deals and prognosticates the projected VC investments by juxtaposing these against the United States, the frontrunner in the generative AI industry and its associated ecosystem. For analytical purposes, a compilation of 286 investment deals originating from 117 U.S. generative AI startups spanning the period from 2008 to 2023, as well as 144 investment deals from 42 South Korean generative AI startups covering the years 2011 to 2023, was amassed to construct new datasets. The outcomes of this endeavor reveal an upward trajectory in the count of VC investment deals within both the U.S. and South Korea during recent years. Predominantly, these deals have been concentrated within the early-stage investment realm. Noteworthy disparities between the two nations have also come to light. Specifically, in the U.S., in contrast to South Korea, the quantum of recent VC deals has escalated, marking an augmentation ranging from 285% to 488% in the corresponding developmental stage. While the interval between disparate investment stages demonstrated a slight elongation in South Korea relative to the U.S., this discrepancy did not achieve statistical significance. Furthermore, the proportion of VC investments channeled into generative AI enterprises, relative to the aggregate number of deals, exhibited a higher quotient in South Korea compared to the U.S. Upon a comprehensive sectoral breakdown of generative AI, it was discerned that within the U.S., 59.2% of total deals were concentrated in the text and model sectors, whereas in South Korea, 61.9% of deals centered around the video, image, and chat sectors. Through forecasting, the anticipated VC investments in South Korea from 2023 to 2029 were derived via four distinct models, culminating in an estimated average requirement of 3.4 trillion Korean won (ranging from at least 2.408 trillion won to a maximum of 5.919 trillion won). This research bears pragmatic significance as it methodically dissects VC investments within the generative AI domain across both the U.S. and South Korea, culminating in the presentation of an estimated VC investment projection for the latter. Furthermore, its academic significance lies in laying the groundwork for prospective scholarly inquiries by dissecting the current landscape of generative AI VC investments, a sphere that has hitherto remained void of rigorous academic investigation supported by empirical data. Additionally, the study introduces two innovative methodologies for the prediction of VC investment sums. Upon broader integration, application, and refinement of these methodologies within diverse academic explorations, they stand poised to enhance the prognosticative capacity pertaining to VC investment costs.
Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.
Most Social Network Service (SNS) provide online chat, video and file sharing, blogging and others. Because of this advantage, people depend on SNS to communicate with others. However, recently SNS encourage people to reveal too much information broadly so SNS users are concerned about privacy invasion and data spill. They also feel fatigue in process of touching people they don't know while using SNSs. That is the reason why they attempt to switch from opened SNS to Closed SNS. Therefore, the purpose of this study is to empirically investigate and analyze the effect of the factors on the SNS users' switching behavior when using SNS. To accomplish this purpose, this research adopted "Push-Pull-Mooring (PPM)" framework. The PPM is proposed by population geologist, who used it to explain the incentives of demographic migration. Following PPM model, this research empirically examines the three categories of antecedents for SNS switching intention toward closed SNS: push (i.e., weak connection, privacy concern, relative complexity), pull (i.e., enjoyment, belongingness, peer influence), mooring (i.e., SNS fatigue, user resistance) factors. The survey was conducted for 285 users on SNS communities in Korea. The results of this study are as follows; First, wear connection and privacy concern are significantly related to SNS switching intention. Second, enjoyment and belongingness are significantly related to SNS switching intention. Finally, the results show that SNS fatigue has a moderating effect on the links between push factors and SNS switching Intention. Also, user resistance has a moderating effect on the links between pull factors and SNS switching Intention. These findings contribute to the SNS literature both theoretically and practically.
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