The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.
This research investigated the relationship among Korean Wave Cultural Contents consumption of Korean food, Korean products, and Learning of the Korean language. The survey targeted non-Koreans who were either interested in or experienced Korean Wave Cultural Contents. Exactly 61.3% of subjects had traveled to Korea. The most common method of experiencing the Korean Wave was via the Internet (57.7%), followed by TV (21.1%) and Mobile (7.7%). The most popular Korean Wave Contents were K-pop (35.2%) and TV Dramas (31.0%). Movies were preferred in the Americas ($3.63{\pm}0.83$) and Asia ($3.63{\pm}1.09$), whereas K-pop was preferred in Asia ($3.68{\pm}1.12$) and games preferred in Europe ($2.50{\pm}1.56$). Regarding Korean food, most participants had tasted Kimchi (81.7%), followed by Bulgogi (74.6%), Bibimbap (66.9%), and Galbi (66.2%). According to the country-by-country survey, in the case of Galbi (p<0.05), Bibimbap (p<0.05), and Bulgogi (p<0.05), Asians had more experiences with Korean food compared to those from other regions. Meanwhile, in the case of satisfaction of Korean food, Bulgogi ($4.22{\pm}1.05$) was ranked highest, whereas Kimchi ($3.85{\pm}1.15$) was ranked lowest. According to the region-by-region survey, those from Oceania and other regions preferred Kimchi ($4.25{\pm}0.71$) and Bulgogi ($4.50{\pm}4.50$) while the Americas preferred Galbi ($4.82{\pm}0.39$) and Bibimbap ($4.54{\pm}0.81$). Bulgogi ($2.76{\pm}0.06$) was highly ranked as a representative Korean Food while Kimchi ($2.44{\pm}0.71$) was ranked the lowest. This research explained that among Korean Wave Cultural Contents, movies and music positively influenced on the 'Image of Korea', movies and K-pop effected 'Purchasing intention of Korean products', and TV Dramas, movies, and K-pop effected 'Purchasing intention of Korean Food'.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.2
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pp.336-344
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2021
The purpose of this study was to identify the self-awareness of smartphone dependence among undergraduate students and their response to the same. The data was drawn from a survey on smartphone overdependence conducted by the Ministry of Science and information and communications technology (ICT) and the National Information Society Agency in 2017. The responses of 1,735 undergraduate students were analyzed by frequency, percentage, mean, standard deviation, minimum-maximum value, 2-test, independent t-test, Pearson's correlation coefficient, and stepwise multiple regression analysis. The results indicated that 22.3% of participants were at risk of smartphone dependence, and 63.6% of them were unaware of their dependence on smartphones. The perception of smartphone dependence was significantly associated with a higher risk of smartphone dependence (=.35, p=.000) and the increasing use of applications such as games (=.19, p=.000), television/video (=.11, p=.000), and learning (=.11, p=.000). Of the participants with dependence awareness, only a few knew about the existence of centers to prevent smartphone and internet dependence. Moreover, they rarely utilized these centers. However, the participants felt the need for more counseling agencies (26.8%), programs for dealing with oneself (23.2%), information about smartphone dependence (14.9%), and help to overcome dependence (10.9%). These findings show the need to establish public services so that students can easily access correct information on smartphone dependence and address this problem.
The purpose of this study was to investigate parenting experiences among grandmothers raising their grandchildren from grandmothers' perspective, and a variety of their physical health, psychological and social challenges they were facing in everyday life. In addition, this study explored new issues, changes, and difficulties grandparents and their grandchildren were going through during the COVID-19 pandemic. Seven grandmothers raising their grandchildren without their cohabiting parents participated in an in-depth interview, and the qualitative date were obtained using semi-structured questionnaires. Analyses identified 5 main categories: 1) my emotion, worries, and coping with parenting grandchildren, 2) difficulties and obstacles facing in real life of the parenting, 3) conflicts and coping with growing grandchildren who showed new characters, 4) relationships and emotions among grandparents, parents, and grandchildren, and 5) needs and desires toward social services and support. Sixteen themes and 60 sub-themes were also derived. The majority of grandmothers expressed diverse difficulties in their dail y lives including ambivalent emotions regarding grandchild-rearing(rewards and burden), economic hardships, physical health limitations, and a lack of communications with their grandchildren. Further, findings indicated profound generation conflicts which had been even deepened during school close period in COVID-19 pandemic and had been associated with increased hours of using internet and playing computer games. The top priority of the social service needs among interviewed grandmothers was learning support for their grandchildren. Emotional support and social support to cover their lack of family interactions, and financial support were the next of their desired social services. Implications to improve social services for grandparent-headed families are discussed.
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.
Journal of the Korean Institute of Landscape Architecture
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v.46
no.2
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pp.27-36
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2018
This study suggests the necessity of behavior analysis as changes to a park environment to reflect user desires can be implemented only by grasping the needs of park users. Online data (blog) were defined as the basic data of the study. After collecting data by 5 - year units, data mining was used to derive the characteristics of the time series behavior while the significance of the online data was verified through social network analysis. The results of the text mining analysis are as follows. First, primary results included 'walking', 'photography', 'riding bicycles'(inline, kickboard, etc.), and 'eating'. Second, in the early days of the collected data, active physical activity such as exercise was the main factor, but recent passive behavior such as eating, using a mobile phone, games, food and drinking coffee also appeared as a new behavior characteristic in parks. Third, the factors affecting the behavior of park users are the changes of various conditions of society such as internet development and a culture of expressing unique personalities and styles. Fourth, the special behaviors appearing at Olympic Park were derived from educational activities such as cultural activities including watching performances and history lessons. In conclusion, it has been shown that people's lifestyle changes and the behavior of a park are influenced by the changes of the various times rather than the original purpose that was intended during park planning and design. Therefore, it is necessary to create an environment tailored to users by considering the main behaviors and influencing factors of Olympic Park. Text mining used as an analytical method has the merit that past data can be collected. Therefore, it is possible to form analysis from a long-term viewpoint of behavior analysis as well as to measure new behavior and value with derived keywords. In addition, the validity of online data was verified through social network analysis to increase the legitimacy of research results. Research on more comprehensive behavior analysis should be carried out by diversifying the types of data collected later, and various methods for verifying the accuracy and reliability of large-volume data will be needed.
In this study, we examined family history of chronic diseases, food group intake and physical activity in $5^{th}\;and\; 6^{th}$ grade elementary school children. Food group intake was compared with the KDRI food guides for children. The measurements of daily physical activity, television viewing, computer use, and daily servings of five food groups, including grains, meats, dairy products, fruits, and vegetables, were based on child and parent self-reports. As indices of obesity, the obesity index(%) and BMI(Body Mass Index) were used. The results were as follows. In boys, 83.2% were normal weight with 7.4% slightly obese, 7.4% moderately obese, and 2.0 were highly obese while the percentages of normal and slightly obese in girls were 89.9% and 6.2% respectively (p<0.05). The boys had more hours of daily physical activity(p<0.05) and more hours of computer usage(Internet searching or games)(p<0.05) than the girls. Slightly over 50% of the subjects met the daily recommended servings of grains, dairy products, fruits, and vegetables according to the KDRI food guides. However, only 26% of boys and 27% of girls met the recommended daily servings of protein foods such as meats, beans, and eggs. Thirty two percent(32%) of girls consumed high fat snacks everyday while 32% consumed high sugar snacks every day. The girls consumed more vegetables(p<0.05) and more high sugar snacks(p<0.05) than the boys. The children with family histories of obesity showed greater obesity rates(p<0.05) and sedentary lifestyles(p< 0.05) than those children without a family history of obesity. Children with family histories of high blood pressure consumed more sewings of vegetables and high fat snacks than the controls(p<0.05). The children with family histories of obesity consumed more high sugar or high fat snacks than the controls(p<0.05).
With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.
The advent of 5G mobile communications, which is expected in 2020, will provide many services such as Internet of Things (IoT) and vehicle-to-infra/vehicle/nomadic (V2X) communication. There are many requirements to realizing these services: reduced latency, high data rate and reliability, and real-time service. In particular, a high level of reliability and delay sensitivity with an increased data rate are very important for M2M, IoT, and Factory 4.0. Around the world, 5G standardization organizations have considered these services and grouped them to finally derive the technical requirements and service scenarios. The first scenario is broadcast services that use a high data rate for multiple cases of sporting events or emergencies. The second scenario is as support for e-Health, car reliability, etc.; the third scenario is related to VR games with delay sensitivity and real-time techniques. Recently, these groups have been forming agreements on the requirements for such scenarios and the target level. Various techniques are being studied to satisfy such requirements and are being discussed in the context of software-defined networking (SDN) as the next-generation network architecture. SDN is being used to standardize ONF and basically refers to a structure that separates signals for the control plane from the packets for the data plane. One of the best examples for low latency and high reliability is an intelligent traffic system (ITS) using V2X. Because a car passes a small cell of the 5G network very rapidly, the messages to be delivered in the event of an emergency have to be transported in a very short time. This is a typical example requiring high delay sensitivity. 5G has to support a high reliability and delay sensitivity requirements for V2X in the field of traffic control. For these reasons, V2X is a major application of critical delay. V2X (vehicle-to-infra/vehicle/nomadic) represents all types of communication methods applicable to road and vehicles. It refers to a connected or networked vehicle. V2X can be divided into three kinds of communications. First is the communication between a vehicle and infrastructure (vehicle-to-infrastructure; V2I). Second is the communication between a vehicle and another vehicle (vehicle-to-vehicle; V2V). Third is the communication between a vehicle and mobile equipment (vehicle-to-nomadic devices; V2N). This will be added in the future in various fields. Because the SDN structure is under consideration as the next-generation network architecture, the SDN architecture is significant. However, the centralized architecture of SDN can be considered as an unfavorable structure for delay-sensitive services because a centralized architecture is needed to communicate with many nodes and provide processing power. Therefore, in the case of emergency V2X communications, delay-related control functions require a tree supporting structure. For such a scenario, the architecture of the network processing the vehicle information is a major variable affecting delay. Because it is difficult to meet the desired level of delay sensitivity with a typical fully centralized SDN structure, research on the optimal size of an SDN for processing information is needed. This study examined the SDN architecture considering the V2X emergency delay requirements of a 5G network in the worst-case scenario and performed a system-level simulation on the speed of the car, radius, and cell tier to derive a range of cells for information transfer in SDN network. In the simulation, because 5G provides a sufficiently high data rate, the information for neighboring vehicle support to the car was assumed to be without errors. Furthermore, the 5G small cell was assumed to have a cell radius of 50-100 m, and the maximum speed of the vehicle was considered to be 30-200 km/h in order to examine the network architecture to minimize the delay.
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