IT innovation, cultural revolution based on smart and social networks diversified sharing economy services. Due to the rising of business utilizing the sharing economy concept, it is important to better understand the motivational factors that drive and deterrent sharing economy services in the marketplace. Based on responses from 809 adult users, 3 drivers and 2 deterrents affecting intention to use of sharing economy services were identified. Then this study categorized sharing economy services as three types of segments based on consumer perceptions and subjectivity, and analyzed differencies of perceptions on motivational factors between groups. As a result, redistribution market group has shown meaningful different average scores on economic benefit, sustainability and social risk with other groups. Based on the empirical evidence, this study suggests several propositions for future studies and implications for sharing economy businesses on how to formulate optical strategies and manage users.
This study tried to analyse the factors to promote sport cooperatives as the solutions to overcome those problems of present sports industry. The results of this study By Using the priorities of AHP on promoting factors of sport cooperative in Korea, could be suggested as follows. In advance, the basic directions were suggested in order of economical, social, cultural, and institutional factors. And next, the promoting strategies were suggested as follows: 1st, setting directions on the essentials of cooperative. 2nd, securement of the finance by business management development and organization ability improvement. 3rd, acquaintance with the basic laws of cooperative and securement of administrative support. 4th, social contribution through cooperation and interaction among cooperatives. 5th, making local communities through constructing networks among cooperatives. 6th, development of business models with membership systematizing and efficiency pursuit.
This study attempted to analyze language networks based on the theory of art policy in the New Normal era triggered by COVID-19 and domestic and foreign policy trends. For analysis, data containing key words of "Corona" and "Art" were collected from Google News and Web documents from March to September 2020 to extract 227 refined subject words, and the extracted subject words were analyzed as indicators of frequency and centrality of subject words through the Netminor program. In addition, visualization analysis of semantic networks has been attempted for the analysis of relationships between each topic languages. As a result of the semantic network analysis, the most frequent topic was "Corona," and "Culture and Art," "Art," "Performance," "Online" and "Support" were included in the group with the most frequencies. In the centrality analysis, "Corona" was the most popular, followed by "the era," "after," "post," "art," and "cultural arts," with high frequency, "Corona," "art," and "cultural arts" also dominated most centrality. In particular, the top-level key words in the analysis of frequency and centrality of the topic are 'online' and 'support' and 'policy'. This can be seen as indicating that the rapid rise of non-face-to-face and online content and support policies for the artistic communities are needed due to the dailyization of social distance due to COVID-19.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
Journal of the Korean association of regional geographers
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v.22
no.1
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pp.1-24
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2016
This paper is to consider trends and issues of regional research in major sub-fields of human geography in Korea, following the previous one which dealt with contexts and general trends of new regional geography in Korea since the 2000s. They include historical and cultural geography on place and landscape, economic geography on industrial districts or agglomerated regions (i.e. clusters) and urban (and social) geography on urban networks and differentiation. Even though researchers in sub-fields have used different terms and concepts to identify region, they are in common to relate specificities of region to general processes such as (de)modernization, (de)industrialization, and globalization, to understand region as social and discursive constitution as well as substantive reality, and to give more attention to socio-spatial networks and relationality than territoriality of regions. These common points seem to reflect the emerging trend of new regional geography, and to get rid of existing traditional concept of region. It is suggested that major tasks for conceptualization of region in future research are to overcome dichotomy of speciality and generality, of substantive reality and discursive constitution, and of territoriality and relationality, and that important issues for empirical research on region include regional synthesis from new perspectives, uneven regional development as relational process in and between regions, and producing practice for alternative regions.
Journal of the Economic Geographical Society of Korea
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v.6
no.1
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pp.45-60
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2003
As the process of economic globalization deepens market uncertainty and severe competition, modern companies are tend to rely on non-market, socio-economic mechanisms such as trust, collaboration, and interdependence, They are being more influenced by cultural economic mechanisms like networks, embeddedness, and placeness rather than explicit cost-reductions. This paper analyzes the characteristics of industrial clusters, the formation of social capital, and the process of institutionalization by comparing two distinctive types of clusters, say Teheran and East-Gate Valleys in Seoul, Korea. The one is mainly consisted of IT industries with increasing vertical integration supported by venture capitals and favorable business infrastructures. The other cluster has long been a traditional CBD frame of Seoul and has transformed to the most dynamic and productive area, characterized by one-stop 'R&D-production-distribution-consumption-after sales services'. The study of the developmental trajectory and key characteristics for these kinds of clusters can give us insight for the cluster theory. This paper firstly reviews the similarities and differences between the social capital in general and that of industrial clusters. It then profiles the growth of the two clusters over the past decade, and compares the current spatial and business structure of the two clusters, focusing on transactions costs, the creation and flow of information, and the local institutions. The paper concludes with some comments about the prospects and perils of the two types industrial clusters of Seoul.
The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.
Journal of the Economic Geographical Society of Korea
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v.19
no.1
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pp.33-50
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2016
Hannam-dong, which lies at the eastern part of Yongsan-gu in metropolitan Seoul has been known as one of the affluent area, but actually it is divided into different sub-areas including poor ones. Although it used to be a quiet residential neighborhood, be they rich or poor, some streets (gil) have become the places of creative economy since the late 2000s. The place-making of Hannam-dong is accompanied by taking-place of different creative classes in different sub-areas, and there have emerged contestation, negotiation and clash among them at the contact zone. While the big companies such as Samsung explores their own version of cultural/creative entrepreneurialism in one sub-area, the actors that can be dubbed as 'creative small producer' and/or 'creative underlass' produce Hangangjin-gil and Usadan-gil as artistic-cum-economic communities by deploying cultural capital. All in all, Hannam-dong is an interesting case that different types of gentrifications are produced by different actors in different sub-areas, which results in producing another kind of 'community of strangers' where different (creative) classes share a physical location, but do not have lasting social interactions and communicative networks.
Journal of Korean Society for Geospatial Information Science
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v.22
no.4
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pp.21-30
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2014
Lately, new influentials have secured a large number of volunteers on social networks due to vitalization of various social media. There has been considerable research on these influential people in social networks but the research has limitations on location information of Location Based Social Network Service(LBSNS). Therefore, the purpose of this study is to propose a spatial detection methodology and application plan for influentials who make comments about diverse social and cultural issues in LBSNS using spatial statistical analysis methods. Twitter was used to collect analysis object data and 168,040 Twitter messages were collected in Seoul over a month-long period. In addition, 'politics,' 'economy,' and 'IT' were set as categories and hot issue keywords as given categories. Therefore, it was possible to come up with an exposure index for searching influentials in respect to hot issue keywords, and exposure index by administrative units of Seoul was calculated through a spatial joint operation. Moreover, an influential index that considers the spatial dependence of the exposure index was drawn to extract information on the influential areas at the top 5% of the influential index and analyze the spatial distribution characteristics and spatial correlation. The experimental results demonstrated that spatial correlation coefficient was relatively high at more than 0.3 in same categories, and correlation coefficient between politics category and economy category was also more than 0.3. On the other hand, correlation coefficient between politics category and IT category was very low at 0.18, and between economy category and IT category was also very weak at 0.15. This study has a significance for materialization of influentials from spatial information perspective, and can be usefully utilized in the field of gCRM in the future.
Journal of the Korean association of regional geographers
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v.14
no.5
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pp.492-506
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2008
This paper aims to explore the characteristics of regional network of Korean firms in Dalian City, China, which is focused on social, cultural and institutional characteristics. To achieve this goal, the paper attempts to analyze the supply of raw material and parts, sales and cooperative relations of the firms. Among Korean firms in Dalian City, the characteristic of non-local network can be seen in supply enterprise of raw material, parts and semi products. On the other hand, a tighter local network relationship can be seen in sales. Large companies appear stronger in non-local network than small businesses and small businesses are stronger in local network. In terms of cooperation among enterprises, many firms have networks of joint marketing, joint use of equipments, exchange of techniques and information with the supply enterprise. With the customer enterprise, there is a network in joint marketing and manpower training. Especially, most of the customer enterprises are Chinese ones, which have extensive networks in big cities, such as in Beijing, Shanghai, Guangzhou, Tianjin and Dalian. In local network, the Korean firms in Dalian cooperate in product development, finance and manpower training with local firms. And in non-local cooperation, Korean firms are active in tech support, information exchange and R&D.
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