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Conspicuous Consumption-Oriented Blogging : A Content Analysis
An Yunhee 대한경영학회 2011 대한경영학회 학술발표대회 발표논문집 Vol.2011 No.1
Consumers in the digital era are empowered to interact with brands and highlight their consumption experiences by creating their own user-generated content sites such as blogs. Yet this important marketing phenomenon of Conspicuous Consumption-Oriented Blogging has been little researched. This paper seeks to address that by expanding our understanding of conspicuous consumption in the computer mediated environment. Using the context of branded coffee buying behaviour, the paper examines consumers in Korea and their impression management by brand association on their personal blogs. A total 185 sample blogs were identified by a thorough search of blogs via the naver.com, the most popular search engine of South Korea. A systematic coding scheme was developed based on existing research on digital self-presentation strategies and conspicuous consumption behaviours. The resulting content analysis of consumption-oriented blogs reveals that consumers display conspicuous consumption behaviours in the computer mediated environment. Consumers have the power and the disposition to use and create brand images, without even purchasing the products or service. This has important implications for practitioners. For academics, blogging provides a distinctive insight into conspicuous consumer behaviour which should not be ignored. This paper is the first of its kind to investigate the online environment as a context for conspicuous consumption behaviour, and as such proposes an agenda for future research in this area.
잉고 슐체의 소설 『아담과 에블린』의 영화화를 통한 문학의 변용
원윤희 ( Won¸ Yunhee ),허남영 ( Heo¸ Namyoung ) 한국독일어문학회 2021 독일어문학 Vol.94 No.-
본 논문은 잉고 슐체의 소설 『아담과 에블린』과 이를 영화화한 안드레아스 골드슈타인의 <아담과 에블린>을 비교 분석한다. 소설과 영화는 구현 방식이 다른 예술 장르로 본 논문의 목적은 원작 소설이 영화에서 어떤 방식으로 변용되는지를 살피는 데 있다. 소설은 아주 짧은 대화체로 이루어져 있다. 1989년 여름부터 겨울까지가 시간적 배경인데 소설에서는 인물들이 동독에서 서독으로 이주하는 과정을 개별적인 인물에 집중해서 서술하고 있다. 반면에 영화는 많은 대화들을 생략하고, 새로운 장치로 도입된 라디오 방송을 통해 시대상황을 전한다. 영화는 아주 조용하고 잔잔하게 1989년 당시의 상황을 묘사하고 있다. 이는 일상을 다룬 베를린파의 영화와 비슷한 특징을 가지고 있는데, 감독은 소설에 등장하는 일부 인물들을 영화에서 생략하는 대신에 주인공의 상황을 보여주는 상징적 요소를 부각시킨다. 소설의 결말은 서독에서의 희망찬 미래를 보여주지 않지만, 영화에서는 새집에서 창밖을 바라보고 있는 두 사람의 모습을 통해 이제 겨울은 지나가고 다시금 여름이 올 것이라는 미래의 희망을 보여준다. Dieser Artikel ist eine Studie über eine vergleichende Analyse zwischen dem Roman Adam und Evelyn von Ingo Schulze und dem Film < Adam und Evelyn > von Andreas Goldstein. Da es sich bei Romanen und Filmen um Kunstgattungen mit unterschiedlichen Umsetzungsmethoden handelt, soll in dieser Arbeit untersucht werden, wie der ursprüngliche Roman zu einem Film wird. Der Roman besteht aus sehr kurzen Dialogen. Der Zeitraum erstreckt sich von Sommer bis Winter 1989, und der Umzug von Ostdeutschland nach Westdeutschland konzentriert sich auf einzelne Charaktere im Roman. Andererseits verzichtet der Film auf viele Dialoge und vermittelt die Situation der Zeit durch den Rundfunk. Der Film stellt die Situation im Jahr 1989 sehr ruhig und gelassen dar. Und er stellt den Alltag wie die Berliner Schule dar. Der Regisseur lässt die Romanfiguren aus dem Film weg und betont die symbolischen Elemente, die die Situation der Hauptfigur zeigen. Das Ende des Romans zeigt keine klare Zukunft in Westdeutschland, aber im Film zeigen die beiden Menschen, die aus dem Fenster ihres neuen Hauses blicken, die Hoffnung für die Zukunft, dass der Winter vorbei ist und der Sommer wieder kommt.
Foreign Aid and Donor's Exports to the Recipients: The South Korean Case
Yunhee Choi(Yunhee Choi) 한국학술연구원 2022 Korea Observer Vol.53 No.4
This paper examined the relationship between foreign aid and export, for the case of Korea from 1965 to 2015. I argue that foreign aid promotes donor's export to the recipient for following reasons: (1) the explicit and implicit tied-aid agreements directly increase export; and (2) implementing aid policy involves transferring not only money but also people. Thus, it serves as building the political, economic, and social relationships between donor and recipient countries. Those spillover effects of foreign aid can increase the export of donor countries. By applying a dynamic gravity model with GMM estimators, I provided empirical evidence that Korean bilateral ODA is positively related to its export to the recipients. The result showed that the impact of Korean ODA on its exports is positive and more significant in the post-1990s. In specific, for the later period, a percentage increase in Korean bilateral aid is associated with 0.095% increase in export in the short-term and 0.22% increase in export in the long run.
온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 : 온라인 게임에서의 쾌락적 경험에 관한 연구
Lee Jongho(李宗昊),Yunhee Jung(丁允姬) 한국마케팅과학회 2008 마케팅과학연구 Vol.18 No.2
온라인 게임에서의 경험을 설명하는 대부분의 이전 연구들이 플로우의 역할을 강조하고 있으며, 플로우의 선행요인과 결과요인을 밝히는데 초점을 두었다. 플로우는 온라인상의 몰입경험을 설명하는데 타당한 것으로 기존 연구에서 검증되었고 성과와 직결된다는 점에서 중요한 변수임은 분명하지만, 쾌락적 경험으로서의 온라인 게임을 설명하는 데 있어서는 부족하다. 이러한 기존 연구의 부족한 점을 보완하고자, 본 연구는 음악과 영화분야에서 연구된 쾌락적 반응 연구를 온라인 게임에 적용하여 온라인 게임에서의 다차원적인 경험과정을 보여주고자 하였다. 또한 기존에 쾌락적 반응에 관한 연구를 보완하여 감각적 반응, 상상적 반응, 분석적 반응이 감정적 반응에 주는 영향을 검증하였으며, 플로우를 대신해 쾌락적 반응들이 게임 만족에 주는 영향, 게임 만족이 충성도에 주는 영향을 규명하고자 하였다. 그리고 쾌락적 선호를 조절하거나 매개하는 변수로 알려진 지각된 복잡성에 따른 조절 영향을 확인함으로써, 자극의 차이에 따른 쾌락적 반응의 영향차이를 보지 않았던 기존연구를 확장하였다. 연구결과, 감각적 반응, 상상적 반응, 분석적 반응의 감정적 반응에 대한 유의한 영향, 각각의 쾌락적 반응의 만족에 대한 유의한 영향, 만족의 충성도에 대한 영향이 검증되었다. 그리고 이러한 영향은 지각된 복잡성이 다른 집단 별로 달랐는데, 예상한 바대로 지각된 복잡성이 높은 집단에서는 분석적 반응이 전반적으로 강한 영향을, 그리고 낮은 집단에서는 감각적 반응이 감정과 만족에 강한 영향을 주는 것으로 밝혀졌다. 연구 마지막에는 이러한 결과들에 대한 요약 및 해석, 시사점 및 한계점이 논의되었다. Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn"t examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher"s research(1994)and Jongho lee and Yunhee Jung" research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung" research 2005;2006). But, previous research on hedonic response didn"t show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)" research and Jongho Lee and Yunhee Jung(2005, 2006)" research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game (Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn"t show influences of stimulus properties. According to Berlyne"s theory (1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with incre
Category Factor Based Feature Selection for Document Classification
YunHee Kang 한국콘텐츠학회 2005 International Journal of Contents Vol.1 No.2
According to the fast growth of information on the Internet, it is becoming increasingly difficult to find and organize useful information. To reduce information overload, it needs to exploit automatic text classification for handling enormous documents. Support Vector Machine (SVM) is a model that is calculated as a weighted sum of kernel function outputs. This paper describes a document classifier for web documents in the fields of Information Technology and uses SVM to learn a model, which is constructed from the training sets and its representative terms. The basic idea is to exploit the representative terms meaning distribution in coherent thematic texts of each category by simple statistics methods. Vector-space model is applied to represent documents in the categories by using feature selection scheme based on TFiDF. We apply a category factor which represents effects in category of any term to the feature selection. Experiments show the results of categorization and the correlation of vector length.
Interaction between the p75 neurotrophin receptor and a novel adaptor protein
Yunhee Lee,Ji Hee Yu,Jung Sun Cho,Han Jeong Park,Seung-Pyo Lee,Ki-Suk Paik,Mi-Sook Chang KOREAN ACADAMY OF ORAL BIOLOGY 2008 International Journal of Oral Biology Vol.33 No.2
The neurotrophin plays an important role in the development, differentiation and survival of the nervous system in vertebrates. It exerts its cellular effects through two different receptors, the Trk receptor tyrosine kinase neurotrophin receptor and the p75 neurotrophin receptor, a member of the tumor necrosis factor receptor superfamily. Trk and p75 neurotrophin receptors utilize specific target proteins to transmit signals into the cell. An ankyrin-rich membrane spanning protein (ARMS) was identified as a new p75 interacting protein and serves as a novel downstream target of p75 neurotrophin receptor. We sought to delineate the interaction between p75 and ARMS by deletion constructs of p75 and green fluorescent protein (GFP)-tagged ARMS. We examined the interaction between these two proteins after overexpressing them in HEK-293 cells. Using both Western blot analysis and immunocytochemistry followed by confocal laser scanning microscopy, we found out that the intracellular domain of the p75 neurotrophin receptor was important for the interaction with ARMS. The results from this study suggest that ARMS may play an important role for mediating the signals from p75 neurotrophin receptor into the cell.
Yunhee Park(박윤희),Hyo-Suk Song(송효숙) 한국컴퓨터정보학회 2020 韓國컴퓨터情報學會論文誌 Vol.25 No.2
본 연구는 응급구조과 대학생의 죽음의식, 연명치료중단에 대한 태도, 생명의료윤리인식의 수준을 파악하고, 생명의료윤리인식에 영향을 미치는 요인을 확인하기 위해 시도되었다. 연구대상은 D시에 소재한 일개대학 응급구조과 재학생 228명을 대상으로 시행하였으며, 자료수집은 2019년 4월부터 6월까지 자기보고식 구조화된 설문지를 이용하였다. 연구결과로 생명의료윤리인식과 연명치료중단에 대한 태도 간에는 정적 상관관계가 있는 것으로 분석되었다(r=.63, p<.001). 다중회귀분석결과, 생명의료윤리인식에 영향을 미치는 요인은 종교(β=.12)와 연명치료중단에 대한 태도(β=.61)로 41.0%의 설명력을 나타냈다. 따라서 생명의료윤리인식을 향상시키기 위해 응급구조과 학생들의 교육프로그램은 연명치료중단에 대한 태도에 초점을 맞추어야 할 것이다. This study was conducted to identify the effects of the degree of death orientation, attitudes toward withdrawing life-sustaining treatment, and awareness of biomedical ethics on paramedic students’ own biomedical ethics. The participants of this study were 228 paramedic students from a college located in D city. Data were collected from April to June 2019 through a self-report questionnaire. There was a positive correlation between awareness of biomedical ethics and attitude toward withdrawing life-sustaining treatment (r=.63, p<.001). Multiple linear regression analysis showed that the factors affecting students’ awareness of biomedical ethics were religion (β=.12, p=.018) and their attitude toward withdrawal of life-sustaining treatment (β=.61, p<.001), with an explanatory power of 41.0%. Educational programs must focus on attitudes toward withdrawing life-sustaining treatment to improve paramedic students’ awareness of biomedical ethics.