• Title/Summary/Keyword: experience world

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The Economics of Conflict and Cooperation in the Asia-Pacific: RCEP, CPTPP and the US-China Trade War

  • Park, Cyn-Young;Petri, Peter A.;Plummer, Michael G.
    • East Asian Economic Review
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    • v.25 no.3
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    • pp.233-272
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    • 2021
  • The Regional Comprehensive Economic Partnership (RCEP) agreement, signed in November 2020, comes shortly after the Comprehensive and Progressive Agreement for Trans-Pacific Partnership (CPTPP) entered into force and the US-China Trade War escalated. We use a computable general equilibrium model to assess the long-term effects of these three developments on income, trade, economic structure, factor returns and employment across the world, and especially in Asia-Pacific countries. The results suggest that RCEP could generate income gains that will be almost twice as large as those of the CPTPP, and that the two agreements together will largely offset the substantial negative effects of the US-China Trade War for the world as a whole. All three policy developments, but especially RCEP, will deepen East Asian production networks and will raise productivity and increase wages and employment in much of East Asia. At the sectoral level, regional trade in non-durable and durable manufactures will experience the most growth.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

Analysis and Improvement of MPEG-DASH-based Internet Live Broadcasting Services in Real-world Environments

  • Kim, Namgi;Lee, Byoung-Dai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2544-2557
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    • 2019
  • Adaptive bitrate streaming is a crucial element in the implementation of high-quality streaming of media content over the Internet. Dynamic adaptive streaming over HTTP (MPEG-DASH) has lately emerged as the de facto solution for over-the-top (OTT) video streaming services. In this paper, we perform macro-level analysis on a real-world MPEG-DASH-based Internet live broadcasting service to gain insight into its behavior throughout the end-to-end service-provision chain, from broadcasters to viewers. Based on this analysis, we propose methods to improve the quality-of-experience (QoE) of MPEG-DASH-based services, particularly with regard to reducing broadcasting delays between recording and viewing of videos, as well as synchronizing client terminals.

Study of a Three-Dimensional and Multi-Functional Urban High-Rise Complex in the High-Density Environment: Design Practice of Yiwu World Trade Center

  • Li, Linxue;Hou, Miaomiao;Zhang, Qi
    • International Journal of High-Rise Buildings
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    • v.8 no.1
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    • pp.37-47
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    • 2019
  • Facing the challenges of urban form and space quality in a high-density environment, the paper puts forward the development trend of three-dimensional and multi-functional design for an urban high-rise complex, and analyzes the design methods of establishing an urban landmark, including multi-functional composition, three-dimensional space integration, three-dimensional traffic organization and energy flow programming. Meanwhile, combined with the specific design case of Yiwu World Trade Center, the practical experience of designing a high-rise complex in China's medium-sized cities is analyzed.

Standardization trend of Korea's Response to COVID-19 (K-방역 기술의 국제표준화 추진 동향)

  • Yoo, S.K.;Lee, C.K.;Lee, H.J.;Kim, S.H.;Kim, Y.W.
    • Electronics and Telecommunications Trends
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    • v.36 no.5
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    • pp.42-50
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    • 2021
  • A rapidly spreading unidentified type of pneumonia was initially reported in China in December 2019. On March 11, 2020, the World Health Organization declared the coronavirus disease 2019 (COVID-19) a global pandemic. The world is making efforts to overcome COVID-19 using the experience of each country. From the beginning, Korea has been relatively successful in managing COVID-19 according to the "3T principle," that is, test-trace-treat. To share these experiences with the international community, in June 2020, Korea launched 18 projects in an attempt to standardize the COVID-19 response technology. This paper introduces the standardization trend of Korea's response to COVID-19.

The Preponderance of Indigenous Experience Or the Naivety of Modern Man over the "Trap of Nature"?: Juxtaposing Nature in The Story of Pao (Ngô Quang Hải) and Into the Wild (Sean Penn)

  • Le, Duong T.
    • SUVANNABHUMI
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    • v.14 no.1
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    • pp.31-52
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    • 2022
  • Derived from the juxtapositional model of Comparative Literature, this article analyzes two movies, The Story of Pao (Chuyện của Pao, directed by Ngô Quang Hải) and Into the Wild (directed by Sean Penn), using eco-criticism and focusing on two specific aspects: looking for the relationship between "culture" and "nature" and questioning the ideology that puts people at the center of the natural world. Specifically, the article points out similar tones in discovering and praising the beauty of nature, and at the same time, focuses on explaining the "disagreement" and "harmony" in behaviors of different communities towards Mother Nature in these two films. Finally, The Story of Pao and Into the Wild are both read as discourses that participate in the repositioning of human beings in the natural world. The purpose of juxtaposition, therefore, is to seek a new existential dimension for the works, providing an opportunity to uncover and reveal hidden layers of meaning of each text.

공자학원의 중국 서예 세계화 전략에 관한 소고

  • Mun, Hye-Jeong
    • 중국학논총
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    • no.65
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    • pp.147-165
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    • 2020
  • With a cultural powerhouse in mind, China is trying to spread Chinese culture around the world by promoting Confucius Institutes. Calligraphy is the core of Chinese culture and is the most efficient field of spreading Chinese culture. The forms of calligraphy dissemination at Confucius Institutes were mainly the opening of calligraphy curriculum, calligraphy experience events, and holding calligraphy contests and exhibitions. But these activities are not very professional or organized. Therefore, Confucius Institutes need to come up with more active and aggressive measures. It will have to train professional calligraphy teachers to be sent abroad and build a deeper educational infrastructure by developing calligraphy teaching materials exclusively for use in the country. They should also explore ways to develop calligraphy into a cultural industry brand in many ways. If the Confucius Institutes actively exchanged and promoted themselves with many countries by calligraphy, Chinese calligraphy could be reborn as an art in the world.

Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

Technology in Place : Real Virtuality (공간연구를 위한 정보 기술 : 가상 현실)

  • Abler, Ronald F.
    • Journal of the Korean Geographical Society
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    • v.32 no.4
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    • pp.543-548
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    • 1997
  • New technologie of information and interaction create ambiguous, multifaceted relationships between concepts and realities that once seemed clear and simple. The acvent of cyberspace implies the existence of cyberplaces and relationships among cyberspace and places that could be as or more complex then those that exist among the spaces and places of the non-digital world. Virtual reality-the current uses of infomation technologies to create replicas of places and processes in the world-offers a point of exploring such relationships. But more penetrating insights become evident in the examination of real virtuality-the uses of information technologies to enhance the experience of places in the world. Real virtuality offers geographers a variety of innovative and powerful tools for augmenting the effectiveness and domain of their craft. Widespread use of real virtuality by geograpgers will alter their use of data, methods, and theory in research, teaching, and practice.

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