- Asian Culture and Media Studies
- Media Studies and Communication
- Innovative Human-Technology Interaction
- Social Media and Politics
- Interactive and Immersive Displays
- Context-Aware Activity Recognition Systems
- Korean Peninsula Historical and Political Studies
- Sport and Mega-Event Impacts
- Speech and dialogue systems
- Mobile Crowdsensing and Crowdsourcing
- Nonprofit Sector and Volunteering
- Media Influence and Politics
- Japanese History and Culture
- Optimism, Hope, and Well-being
- Technology and Data Analysis
- Public Policy and Administration Research
- Local Government Finance and Decentralization
- Behavioral Health and Interventions
- Flow Experience in Various Fields
- Video Analysis and Summarization
- Consumer Behavior in Brand Consumption and Identification
- Body Image and Dysmorphia Studies
- Educational Systems and Policies
- Computational and Text Analysis Methods
- Opportunistic and Delay-Tolerant Networks
Kyungnam University
2024
Sookmyung Women's University
2019
Korea University
2018
Korea Telecom (South Korea)
2016
Brunel University of London
2014-2015
Korea Advanced Institute of Science and Technology
2013-2014
Kootenay Association for Science & Technology
2014
University of Colorado System
2002
University of Colorado Denver
2001
During the last decade, government reinvention along with new public management (NPM) has driven a managerial reform wave toward market efficiency, entrepreneurship, and performance-based/benchmarking in sector. Using an ICMA mailed survey of more than twelve hundred municipal governments United States, this study embarks on exploratory reinvention. The results suggest that values are widely held by chief city administrators, various programs diffused into many governments. But...
In this paper, we propose SocioPhone, a novel initiative to build mobile platform for face-to-face interaction monitoring. Face-to-face interaction, especially conversation, is fundamental part of everyday life. Interaction-aware applications aimed at facilitating group conversations have been proposed, but not proliferated yet. Useful contexts capture and support interactions need be explored more deeply. More important, recognizing delicate conversational with commodity devices requires...
This study posits a theoretical model in which both red tape and information technology (IT) innovativeness have reciprocal causal effects on one another. The primary suggests that perceived is not necessarily constraining factor to IT but could be facilitating factor. High levels of might lead organizations toward innovative solutions their organizational problems through technology. also finds top managers' risk-taking propensity (entrepreneurial leadership) capacity are positively...
The unique aquatic nature of swimming makes it very difficult to use social or technical strategies mitigate the tediousness monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed be used while swimming, in which team swimmers collaborate hunt down virtual monster. paper, present novel, holistic game design that takes into account both human factors and challenges. Firstly, perform comparative analysis variety wireless networking...
Interpersonal touch is our most primitive social language strongly governing emotional well-being. Despite the positive implications of in many facets daily interactions, we find wide-spread caution and taboo limiting touch-based interactions workplace relationships that constitute a significant part life. In this paper, explore new opportunities for ubicomp technology to promote meme casual cheerful interpersonal such as high-fives towards facilitating vibrant culture. Specifically, propose...
We propose Dungeons & Swimmers, an interactive audio- and motion-based exergame for swimming. As the first of its kind, we explore design considerations opportunities stemming from gamify four different stroke types with auditory feedback. For minimal interference, develop a single sensor-based wearable prototype detecting strokes in real time. conduct pilot deployment to study initial user experiences.
No abstract available.
Exergame controllers are intended to add fun monotonous exercise. However, studies on exergame mostly focus designing new and exploring specific application domains without analyzing human factors, such as performance, comfort, effort. In this paper, we examine the characteristics of a speed-based controller that bear factors related body movement Users performed tasks changing maintaining exercise speed for avatar control while their performance was measured. The follows Fitts' law, but...
The unique aquatic nature of swimming makes it difficult to use social or technical strategies mitigate the tediousness monotonous exercises. In this study, we propose a smartphone-based multiplayer exergame named MobyDick . is designed be played while swimming, where team swimmers collaborate hunt down virtual monster. To end, take into account both human factors and challenges under contexts. First, perform comparative analysis variety wireless networking technologies in environment...
Purpose The purpose of this paper is to examine the relationships among media exposure, general scientific knowledge and public’s risk perceptions bovine spongiform encephalopathy (BSE). Design/methodology/approach Data for study are based on a survey 1,001 South Korean adult consumers (502 females 499 males). data were analyzed using SPSS 17.0, multiple linear regression was performed between types channel as well knowledge. Findings Results showed that measured socio-demographic...
This article attempts to investigate the applicability of Propaganda Model (PM) elaborated by Herman and Chomsky within context conflict between South North Korea. Coupled with identification dominant news frames, this study draws on in-depth interviews foreign correspondents in Seoul explore journalistic practices covering conflicts Korean Peninsula. The findings show that a frame human interest were prominent national international news, respectively. further discusses role media reporting...
AbstractA controversial but increasingly prevalent aspect of media research suggests that the contributes to demand for plastic surgery procedures in modern society. This study analyzes online news content on cosmetic Korea. Data were collected from 'Naver,' largest Korean portal archive, 2007 2013. Based findings a quantitative analysis, number articles pertain has dramatically increased each year, and since 2007, more than 60% portrayed positive light. News also used strategic patterns...
From BTS to Squid Game, Hallyu 3.0 signifies a new global milestone as the Korean wave continues forge ahead. Given substantial influence of media in shaping public perceptions societal issues, this study conducts comparative textual analysis news discourses from BBC, CNN, and KBS, focusing on their representations K-pop. The findings indicate that K-pop is characterized 'commodity' strategically produced by government boost exports stimulate tourism industry. Moreover, Western outlets...
최근 국내에서 담뱃갑 경고그림 부착이 의무화됐다. 그러나 담배의 위해성과 중독성을 감안할 때 경고그림이 필수적이라는 견해와 위협적인 메시지의 효과가 미미하다는 견해가 상존한다. 공포 소구에 익숙한 사람들의 경우 메시지를 선택적으로 회피하거나 흡연의 위험 자체를 부정하는 자기 편향적 사고가 나타날 수 있기 때문이다. 따라서 본 연구는 사람들이 이익보다 손실에 더욱 민감하게 반응한다는 전망이론에 근거해, 행동의 이익을 강조하는 긍정적 메시지와 현재 손실을 위협적 효과를 비교했다. 연구자는 흡연자와 비흡연자 집단을 각각 2개의 그룹으로 무작위 표본 추출해 손실과 금연의 자극물을 제공한 후, 어떤 메시지가 비흡연자에게 큰 설득효과를 가지는지 분석했다. 성인남녀 300명을 대상으로 온라인 실험 연구를 시행한 결과, 비흡연자들에게서는 메시지 유형에 따른 효과 차이가 나타나지 않았지만, 흡연자집단에서는 이익강조 더 효과적인 것으로 나타났다. 또한 흡연자 집단에서 흡연이 업무 성취에 끼치는...
No abstract available.