The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.263-270
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2023
The Ukraine-Russia war is a testing ground for High-Tech weapons and the first full-scale drone warfare. The Ukrainian military has been aggressively deploying a variety of reconnaissance and attack drones on the battlefield, and more recently, FPV drones, also known as racing drones, have been fitted with bombs as a game-changer in small-unit combat. To better understand these FPV drones, this article reviews their definition, aircraft components, and key characteristics, and draws implications from the Ukrainian military's FPV combat experience. In the future, the combination of artificial intelligence and swarming technology will make FPV drones even more lethal. Accordingly, the need to develop FPV drones suitable for the future operational environment on the Korean Peninsula is increasing, and follow-up research is needed to specify fighting methods and optimize related technologies.
The Journal of the Convergence on Culture Technology
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v.9
no.5
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pp.111-117
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2023
The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.
The underpricing of new shares of a firm that are offered to the public for the first time (initial offerings) is well known and has puzzled financial economists for a long time since it seems at odds with the optimal behavior of the owners of issuing firms. Past attempts by financial economists to explain this phenomenon have not been successful in the sense that the explanations given by them are either inconsistent with the equilibrium theory or implausible. Approaches by such authors as Welch or Allen and Faulhaber are no exceptions. In this paper, we develop a signalling model of capital investment to explain the underpricing phenomenon and also analyze the efficiency of investment. The model focuses on the information asymmetry between the owners of issuing firms and general investors. We consider a firm that has been owned and operated by a single owner and that has a profitable project but has no capital to develop it. The profit from the project depends on the capital invested in the project as well as a profitability parameter. The model also assumes that the financial market is represented by a single investor who maximizes the expected wealth. The owner has superior information as to the value of the firm to investors in the sense that it knows the true value of the parameter while investors have only a probability distribution about the parameter. The owner offers the representative investor a fraction of the ownership of the firm in return for a certain amount of investment in the firm. This offer condition is equivalent to the usual offer condition consisting of the number of issues to sell and the unit price of a share. Thus, the model is a signalling game. Using Kreps' criterion as the solution concept, we obtained an essentially unique separating equilibrium offer condition. Analysis of this separating equilibrium shows that the owner of the firm with high profitability chooses an offer condition that raises an amount of capital that is short of the amount that maximizes the potential profit from the project. It also reveals that the fraction of the ownership of the firm that the representative investor receives from the owner of the highly profitable firm in return for its investment has a value that exceeds the investment. In other words, the initial offering in the model is underpriced when the profitability of the firm is high. The source of underpricing and underinvestment is the signalling activity by the owner of the highly profitable firm who attempts to convince investors that his firm has a highly profitable project by choosing an offer condition that cannot be imitated by the owner of a firm with low profitability. Thus, we obtained two main results. First, underpricing is a result of a signalling activity by the owner of a firm with high profitability when there exists information asymmetry between the owner of the issuing firm and investors. Second, such information asymmetry also leads to underinvestment in a highly profitable project. Those results clearly show the underpricing entails underinvestment and that information asymmetry leads to a social cost as well as a private cost. The above results are quite general in the sense that they are based upon a neoclassical profit function and full rationality of economic agents. We believe that the results of this paper can be used as a basis for further research on the capital investment process. For instance, one can view the results of this paper as a subgame equilibrium in a larger game in which a firm chooses among diverse ways to raise capital. In addition, the method used in this paper can be used in analyzing a wide range of problems arising from information asymmetry that the Korean financial market faces.
In accordance with the global age, countries in the world try to dedicate to collaboration among them through ODA (Official Development Assistance), in order to solve the-rich-get-richer and the poor-get-poorer problems among countries, to develop the developing countries' economies, and to improve their level of social welfare. Also, Korea is so active in ODA as a member of OECD, even if it is in the initial process. Nowadays, in Korea, the importance of ODA in the field of port has been brought into relief. Accordingly, the paper intends to analyze the dilemma structure of port ODA from the perspectives both of new institutionalism and Samaritan's dilemma game, and it tries to seek the improvements of ODA institutions to create effective outcomes based on the analysis. Through the analysis, dilemma structure was identified regarding the institutions of port ODA. And the results of the analysis suggested the improvements of port ODA institutions including strengthening of on-the-spot aid system, establishment of payoffs system for inducing recipient countries' efforts, and institutionalization of reliable threat. It would contribute to develop the theoretical model of ODA analysis and create effective outcomes of ODA in the field of ports.
This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.
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.
Journal of The Korean Association For Science Education
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v.36
no.3
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pp.471-483
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2016
The purpose of this study is to explore how students' epistemological framing and positional framing affect the role of wonderment questions related to the activation of conceptual resources and to investigate what contexts affect students' framings during scientific model construction. Four students were selected as focus group and they participated in collaborative scientific model construction of mechanisms relating to urination. According to the results, one student whose framings were "understanding phenomena" and "facilitator" asked wonderment questions, but the others whose framings were "classroom game" and "non-respondent" were not able to activate their conceptual resources. However, they were able to activate their conceptual resources when they shared the epistemological framing of "understanding phenomena" and shifted between the positional framings of "facilitator" and "respondent." Although they were able to activate their conceptual resources, these activated resources were not able to contribute to their model when they shifted to the framings of "classroom game" and "receiver." In contrast, when students constantly shared an "understanding phenomena" framing and dynamically shifted between the framings of "facilitator" and "respondent," they were able to activate various conceptual resources and develop their group model. The students' framings were affected by the contexts. These included: when students were confronted with cognitive difficulties and were not provided proper scaffolding; when the teacher played the role of answer provider and guided the activity with correctness; when there were several possible explanatory models that students could choose from; and when the teacher played the role of thought facilitator. This study contributes to supporting teaching and learning environments for productive scientific model construction.
This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.
By localizing the production of core parts and intermediate goods previously imported from Japan, Korean firms have been striving to increase their market share and profit in the final goods market in which Japanese firms are dominating. Korean producers' efforts, however, have often been thwarted by Japanese suppliers' "strategic" behavior. This competitive strategy involves Japanese exporters supplying parts and intermediate goods at very high prices until Korean firms must locally develop them, and then setting the prices far below the previous level so that the profitability of localization is dramatically reduced, or even means a loss for the Korean manufacturer. This paper intends to explain the strategic behavior of Japanese firms through the concepts of strategic interactions and joint economies. Strategic interactions can be aggressive or accommodating depending on whether competitors are dealing with strategic substitutes or complements. Joint economies exist in multi-stage competition when competition in the previous state favorably influences "profits" of the ensuing stage. Competiton between Korean and Japanese firms (a two-stage game involving production and technology rivalries) can be characterized by joint economies and strategic substitutes: joint economies since technological improvement results in more profits in the production stage; and strategic substitutes since an increase in marginal profits of one firm brings about a decrease in marginal profits of the other in a duopolitic production stage. This implies that the flood of "low price" Japense substitutes is an almost "natural" phenomenon in the context of the duopolistic market described in this paper. In the technology competition stage, on the other hand, technology development and technology transfer can be either strategic complements or substitutes. This implies that, in typical comparative static analyses, the effect of changes in exogenous variables cannot be expected a priori. Thus it becomes very difficult to determine the desirability of applying various policy measures such as countervailing duties, R&D subsidies, and creating demand for localized products. For these reasons, it is indeed likely that the measures suggested as means of circumventing the strategic behavior of Japanese firms (and enhancing technological development of Korean firms) may not work.
As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.
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