Moon, Junghoon;Jang, Ikhoon;Choe, Young Chan;Kim, Jin Gyo;Bock, Gene
The Journal of Korean Institute of Communications and Information Sciences
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v.40
no.5
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pp.903-913
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2015
The Korea Agency of Education, Promotion and Information Service in Food, Agriculture, Forestry and Fisheries launched a public data portal service in January 2015. The service provides customized information for consumers through an agri-food recommendation system built-in portal service. The recommendation system has fallowing characteristics. First, the system can increase recommendation accuracy by using a wide variety of agri-food related data, including SNS opinion mining, consumer's purchase data, climate data, and wholesale price data. Second, the system uses segmentation method based on consumer's lifestyle and megatrends factors to overcome the cold start problem. Third, the system recommends agri-foods to users reflecting various preference contextual factors by using recommendation algorithm, dirichlet-multinomial distribution. In addition, the system provides diverse information related to recommended agri-foods to increase interest in agri-food of service users.
Journal of the Korean BIBLIA Society for library and Information Science
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v.31
no.2
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pp.223-266
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2020
Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.
The rise of Hallyu (Korean Wave) has generated a treasury of historiographic and cultural inquiries into the phenomenal success of South Korea's media entertainment industry. Whereas the majority of such studies focus on TV dramas and popular music, there is a medium, or rather a hybrid sub-genre within the medium category of short films, that must be reexamined and thus appreciated as the archetypal predecessor of popular Hallyu contents: music videos. The rapidly changing social, political, and economic climate in the mid- to late 1990s called for content that would grasp the attention of a younger, increasingly mobile population with diversified interests and routines that no longer guaranteed fixed-time viewership. Meanwhile, the advent of cable TV channels and high-speed internet service ensured greater temporal and infrastructural accessibility. The media entertainment industry's response to the new opportunities and challenges arising from these sudden growths in the scale, range, connectivity, and mobility of consumer demographics was synergetic cross-sector collaboration in the form of dramatized blockbuster music videos, which combined two popular and lucrative genres: trendy dramas and ballad music. In this essay, by relocating Hallyu's archetypal medium/genre, I claim that increasing upward and sideways mobility across sectors not only inspired new production but also reconfigured the very concept, form, and impact of media-driven cultural imaginary in South Korea.
KIM, Hyo;JEONG, Heonkyu;KIM, Mincheol;CHOI, Yong-Bok
Journal of the Korean Association of Geographic Information Studies
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v.24
no.2
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pp.29-39
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2021
The global aging phenomenon and new lifestyles have a worldwide attention to the new tourism form of health tourism. The purpose of this study is to analyze and suggest the competitive types of health tourism. Through the literature review, the theoretical base on the concept and type of health tourism and hierarchical spatial types such as medical space, semi-medical space, non-medical space, and natural healing space, based on medical intervention was established. A questionnaire survey was conducted for the professionals in Jeju area about tourism, health care, policy. As a result of analysis based on competitiveness advantage factors of Jeju health tourism, Jeju health tourism was confirmed to have higher importance in the natural healing space than the health service center space. Three kinds of resources such as natural resources, healing resources, and active resources of Jeju type health tourism were derived and applied to two hierarchical spaces, natural healing space and non-medical healing space, based on medical intervention.
Journal of Korea Entertainment Industry Association
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v.14
no.1
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pp.41-49
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2020
Narrative activities are closely related to the space where human beings live and their awareness of space. In the film Parasite (2019), Director Bong Joon-ho demonstrated his unique insights into the spatial layout of the city. He not only built opposing up and down spaces with clear differentiation of distinct classes, but also conducted complex and smooth narratives in space. Bong Joon-ho used realism to express differences and some unresolvable contradictions between the classes in capitalist society by showing the daily lives of people living in different spaces. This present research focuses on Bong Joon-ho's spatial narrative in the film Parasite, hoping to observe the relationship between characters and between social classes, further exploring Director Bong Joon-ho's spatial narrative awareness and his film creation style. The research reveals that space, an important element of film narrative, has been paid attention to in the film Parasite and space is the narrative's foundation in this film. The narrative of film space is not limited to physical space but also refers to the relationship between characters and the society in which they live, showing metaphorical significance. This film transcends a genre film, portraying the changes of social classes in the development of the society. The film as a whole is one combining ideology and artistry. Every viewer can feel resonated from this film and understand the thought-provoking social situation.
Journal of Korea Entertainment Industry Association
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v.14
no.4
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pp.199-209
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2020
"Positive Influence(PI)" of popular star has recently emerged as a social concern, but the lack of prior research has led to confusion over its concept and range of activity. On this point, this study carried out to lay the groundwork for discussions on the systematization of related theories, focused on identifying the current situations by analyzing articles for 15 months from January 2019 to March 2020 when related reports were in full swing. As a result of the analysis of the remarks from the entertainers mentioned in the articles, they were not clearly aware of the concept while doing good deeds under the name of PI in light of the study outcome by Aegean and Singer(2013). The motivations for good deed were classified into six types, including difficulty empathy, fandom reward, participation urge, nidana emphasis, experience subjugation, and memory evocation in the order of frequency of cases. Specific behaviors of PI were followed by donations of money and valuables for 54.4 percent, participation of social agendas for 14.0 percent, volunteering for 13.2 percent, joining campaign for 11.4 percent, other good deeds for 4.0 percent, and philanthropy for 3.0 percent. In occupational analysis, the concentration of donations was also evident. Their activities in the fields of human rights sensitivity, environmental protection and self-management, which are expected to have great effects with their influence, have been extremely poor. The results of the study first require academia to establish a interdisciplinary concept for PI. It also suggests that entertainers and their agencies should take far more strategic approach to evolve the PI event in a way that utilizes the advantages of each job group, such as actors, singers and comedians, and expands the diversity of areas.
The rental history data of public bicycles in Seoul were analyzed to examine how pandemic phenomena such as COVID-19 caused changes in people's micro mobility. Data for 2019 and 2021 were compared and analyzed by dividing them before and after COVID-19. Data were collected from public data portal sites, and data marts were created for in-depth analysis. In order to compare the changes in the two periods, the riding direction type dimension and the rental station type dimension were added, and the derived variables (rotation rate per unit, riding speed) were newly created. There is no significant difference in the average rental time before and after COVID-19, but the average rental distance and average usage speed decreased. Even in the mobility of Ttareungi, you can see the slow rhythm of daily life. On weekdays, the usage rate was the highest during commuting hours even before COVID-19, but it increased rapidly after COVID-19. It can be interpreted that people who are concerned about infection prefer Ttareungi to village buses as a means of micro-mobility. The results of data mart-based visualization and analysis proposed in this study will be able to provide insight into public bicycle operation and policy development. In future studies, it is necessary to combine SNS data such as Twitter and Instagram with public bicycle rental history data. It is expected that the value of related research can be improved by examining the behavior of bike users in various places.
This study conducted in-depth interviews with 5 successful and 6 unsuccessful sales persons and analyzed their activities to further clarify the concepts of learning orientation, performance orientation, working smart, working hard and adaptive selling which have been reported as antecedents of sales persons' performances. We found that successful sales persons had their own distinctive characteristics. First, they regarded their selling activities as a part of their lives, not as a task, and were proud of themselves. Second, they perceived their weaknesses from most of activity areas, voluntarily participated in educational programs, and studied not only their products but also competitive products. Third, successful sales persons conducted customer-oriented activities. They collected data on their customers' personal records, developed customer typology by styles or personalities, and consulted their customers using those data. Fourth, successful sales people carefully prepared their meetings with customers across steps in selling processes and they did their best to develop long term relationship with their customers. These results provide useful implications about objective evaluations on sales persons' customer orientations and adaptive selling abilities, and also clarify the concepts of 'working smart' and 'adaptive selling'.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.4
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pp.195-209
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2021
According to the 2019-2020 social media usage survey conducted by the Seoul e-commerce center, 5 out of 10 consumers have experienced shopping through social media. The cost of traditional advertising media has been reduced and advertising spending on social media has risen by 74%, indicating that social media is becoming a more important marketing element. While the number of users of social media has increased and corporate marketing activities have increased accordingly, research has been conducted in various aspects of marketing such as user motivation for social media, satisfaction, and purchase intention. There was no subdivided study on the differences in the social media usage frequency of consumers in actual purchasing behavior. This study attempted to identify differences in consumer characteristics by cluster in the agrifood purchase situation by grouping them by type according to the frequency of use of social media for consumers who purchase agri-food online. Product involvement, product need, and online purchase channel Consumer characteristics such as demographic distribution, perceived risk, and eating and lifestyle in each cluster were checked for the three agrifood purchase situations including choice, and types for each cluster were presented. To this end, questionnaire data on the frequency of social media use and online agrifood purchase behavior were collected from 245 consumers, and the validity of the measurement variables was secured through factor analysis and reliability analysis. As a result of cluster analysis according to the frequency of social media use, it was divided into three clusters. The first cluster was a group that mainly used open social media, and the second cluster was a group that used both open and closed social media and online shopping malls; The third cluster was a group with low online media usage overall, and the characteristics of each cluster appeared. Through regression analysis, the effect on product involvement, product need, and purchase channel selection when purchasing agri-food online through each of the three clusters was confirmed through regression analysis. As a result of the regression analysis, the characteristic of cluster 1 in the situation of purchasing agri-food online is a male in his 30s living in a rural area who has no reluctance to purchase agri-food on social media or online shopping malls. The characteristics of cluster 2 are mainly consumers who are interested in purchasing health food, and the consumer characteristics are represented. In the case of cluster 3, when purchasing products online, they purchase after considering quality and price a lot, and the consumer characteristics are represented as people who are more confident in purchasing offline than online. Through this study, it is judged that by identifying the differences in consumer characteristics that appear in the agri-food purchase situation according to the frequency of social media use, it can be helpful in strategic judgments in marketing practice on social media customer targeting and customer segmentation.
The purpose of this research paper is to facilitate the understanding of the synesthetic aesthetics in the film The Age of Innocence through the intertextuality among the narrative, paintings, and music in the film. In this paper, a two-dimensional intertextual analysis of the paintings in relation to the narrative is conducted on the paintings owned by Old New York, the paintings owned by Ellen, the portraits of unknown artists on the street outside of Parker House, and Rubens' painting at the Louvre. A three-dimensional intertextual analysis of performances in relation to the narrative is conducted on the stages and the box seats at the New York Academy of Music, in which Charles F. Gounod's Faust is performed, and the Wallack's Theatre, in which Dion Boucicault's The Shaughraun is performed. An intertextual analysis of music in relation to the narrative is also conducted on the diegetic and non-diegetic classical music of the film, including Beethoven's Piano Sonata No. 8 and Mendelssohn's String Quintet No. 2, as well as Elmer Bernstein's non-diegetic music of the film. The constituent event of The Age of Innocence represents the passion trapped in the reflection of love and desire that are not lasting, and the supplementary event embodies the narrow viewpoint and the inversion of values caused by the patriarchal authority of Old New York. The characters in the film live a double life, presenting an unaffected surface and concealing the problems behind it. The characters restrain their emotions at both the climax and the ending. The most powerful aspect of the film is the type and nature of oppressive life, which are more delicately described with the help of paintings and music, as there is a limit to describing them only by acting. In intertextual terms, paintings and music in The Age of Innocence continuously emphasize "feeling of emotions that cannot be expressed in language." With a synesthetic image, as if each part were imprinted on the previous part, the continuity "responds to continuous camera movements and montage effects." In The Age of Innocence, erotic dynamism brings dramatic excitement to the highest level, switching between the satisfaction of revealing desire and the disappointment of hiding desire due to its taboo status. This is possible because paintings and music related to the narrative have made aesthetic achievements that overcome the limitations of two-dimensional planes and limited frames. The significance of this study lies in that, since the identification in The Age of Innocence is based on the establishment of a synesthetic aesthetic through audio-visual representation of the film narrative, it helps us to rediscover the possibility of cinematic aesthetics.
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