In recent decades, Korean communication and media have substantially grown to become some of the most significant segments of Korean society. Since the early 1990s, Korea has experienced several distinctive changes in its politics, economy, and technology, which are directly related to the development of local media and culture. Korea has greatly developed several cutting-edge technologies, such as smartphones, video games, and mobile instant messengers to become the most networked society throughout the world. As the Korean Wave exemplifies, the once small and peripheral Korea has also created several unique local popular cultures, including television programs, movies, and popular music, known as K-pop, and these products have penetrated many parts of the world. As Korean media and popular culture have rapidly grown, the number of media scholars and topics covering these areas in academic discourses has increased. These scholars’ interests have expanded from traditional media, such as Korean journalism and cinema, to several new cutting-edge areas, like digital technologies, health communication, and LGBT-related issues. In celebrating the Korean American Communication Association’s fortieth anniversary in 2018, this book documents and historicizes the growth of growing scholarship in the realm of Korean media and communication.
This book applies various concepts based on practical experimental considerations to industrial fields: aerospace structure, shipbuilding and marine engineering, automotive, and elevator composites. Written by prominent authors who contribute to the success of advanced composites technology and leading influential laboratories and companies, the book includes unique concept research, recent trends, and further insights. Particular effort is made to deal with notable constituent materials of advanced composites, even nanostructures.This book deals with applied research from the basics of a rare nanomaterial called halloysite nanotube, which is environmentally friendly and leads nanomaterials in advanced industrial composite materials and functional, structural materials with high practical value. This book includes practical nano-bridging techniques on nanostructures, manufacturing, analysis, and advanced composites' applications using the research know-how accumulated over the years by prominent experts in these areas.
This study looks at the marginalized han-ridden women in Korea who have been completely divested of all human rights. So strong is their belief in their fate that they lack the power even to see themselves as a subject/human being or as a victim. The author seeks to find what idea of subjectivity could empower them to see themselves as a subject/human being as well as a woman. She presents the ethical and theological view of the human subject as the embodied spirit of Korean women evoking and unfolding their han-full stories of suffering.
The purpose of this atlas is to illustrate how to achieve reliable diagnoses when confronted by the different abnormalities, or “disease patterns”, that may be visualized on CT scans of the chest. The task of pattern recognition has been greatly facilitated by the advent of multidetector CT (MDCT), and the focus of the book is very much on the role of state-of-the-art MDCT. A wide range of disease patterns and distributions are covered, with emphasis on the typical imaging characteristics of the various focal and diffuse lung diseases. In addition, clinical information relevant to differential diagnosis is provided and the underlying gross and microscopic pathology is depicted, permitting CT–pathology correlation. The entire information relevant to each disease pattern is also tabulated for ease of reference. This book will be an invaluable handy tool that will enable the reader to quickly and easily reach a diagnosis appropriate to the pattern of lung abnormality identified on CT scans.
The Palace of Memory is the fifth volume of the award-winning Learn to Play Go series. Covers some principles of the opening and the endgame and of something called "shape." Good shape is an intersection between tactics and strategy. Shows some of the templates of basic shape and thier use in fighting. Contains guides to the opening. Shows how to calculate the size of endgame moves. Includes self-test section.
The Dragon Style is the third volume in the popular Learn to Play Go series. Topics include seven deadly Go sins and eight secrets of winning play. Real games - even, high, and low handicap - are analyzed in depth. Includes a self-testing section and an extensive glossary of Go terminology.
The Way of the Moving Horse is the second volume of the award-winning Learn to Play Go series. Covers fundamentals of good play, including opening theory, enclosures and approaches, bases and extensions, invasion and reduction, attack and defense, capturing races, ko, life and death, contact fighting, and endgame. Shows the Korean school's strength vs. speed model to choose between six basic moves. Includes self-test and Internet Go section.
So many changes are happening and coming in Asia. A small start-up, locally founded in Malaysia became a very successful brand in Asia. The small start-up battled against one of the most powerful companies in the category of business. At the beginning of its business, the small company was in a much worse situation compared to the established market leaders such as Uber in almost every aspect of business infrastructure, resources, and competencies. This is the story of Grab in the ride-hailing business in Asia. How was the small start-up able to grab the hearts of Asian consumers and transform itself into such a powerful brand within the short period of 5 to 6 years?Some spectacular news have also appeared in the automobile industry. Geely, a company which once produced refrigerators, scooters, and auto-bicycle wheels, became one of the three biggest car makers in China. The company, now called Geely Group, has owned the Swedish passenger car maker Volvo Cars since 2010 and became the biggest shareholder of Mercedes-Benz by owning 9.7% of its stocks. This kind of incredible transformation from a poor-quality or mediocre brand into a high-quality, top-selling brand is occurring all over Asia and will soon bring significant changes to the West and other countries.In addition to Grab in ASEAN and Geely in China, many other brands have been rising as incredibly successful brands all across Asia. The list may include Bluehole, Ctrip, Sony, Indomie, bKash, Patanjali, Traveloka, WeChat, and Maxim Group. All of these Asian brands achieved great success or re-created themselves as new leaders while many others struggled or failed under the fast-changing, turbulent environment. How were they able to take a quantum leap in terms of brand value by transforming their humble origins or crises into great opportunities and explosive successes? How did they achieve spectacular success in their areas of businesses by occupying a special place in the heart of consumers?The main purpose of this book series is to help you clearly understand how these Asian brands became incredibly successful in such a short period of time. Behind each case is a story that details the business's challenging yet exciting journey to becoming extraordinarily successful. The success stories of these Asian brands seem mysterious to many people. However, revisiting these companies' milestones and strategies may open the door to solving the seeming mysteries and give you valuable insight and break-through thinking for your own career and business. We hope you can learn how they turned their humble starts or mediocrity into great successes in the fast-changing, turbulent times, and then apply what you learn into your career and business to control your destiny in the age of rapid technological progress and great opportunity.
LEARN TO PLAY GO is an integrated learning book series about the Asian game called Go. Go is 4,000 years old & has approximately 100 million players. It is like chess but the board is larger & the strategies more complex. Volume I assumes no prior knowledge of the game, teaches the rules, fundamental tactics, & strategy & notes the history & current population of players. This is the only such book written by an English-speaking professional master. Asian words are mentioned but the book avoids jargon & is entirely in English. Ages 12 & up, age 7-12 with a parent or teacher, or as a classroom textbook. Try-it-yourself sections in each chapter confirm your progress. Volume I contains a complete punch-out Go set. Since Go contains many Asian philosophical ideas, this is an ideal reference for schools, teachers & libraries. Also for gifts, not only to young students of Asian history, but to people of all ages as a mental discipline similar to the martial arts. Includes a complete listing of clubs in North America & associations around the world. Volumes II through IV are planned for 1995 & 1996. The set takes the novice to a playing strength of 1 dan, the amateur master level. Each book will also be available separately. Order directly from: Good Move Press, 105 Duane St., #38B, New York, NY 10007. 800-600-4373.
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