The increasing integration of Chinese in education poses new challenges for countries, with Korea offering valuable insights due to its rich history and resources in Chinese education and domestic examinations. This paper employs a bibliometric perspective to systematically analyze research literature on Korean Domestic Chinese language examinations from 2000 to 2023, aiming to retrospectively and prospectively examine the past two decades of related studies. Through the distribution of publication frequencies, literature reviews, and the analysis of keyword frequencies, this study identifies the most frequently studied Korea’s domestic Chinese language examinations, main research domains, and developmental characteristics over time. It summarizes the limitations of existing research and proposes future directions, including the integration of technology with testing, the application of diversified research methodologies, and the expansion of international comparative studies. Despite the extensive history and variety of Chinese tests in Korea, the scope of actual domestic examination research is fragmented, with insufficiently diverse methodologies, perspectives, or depth, and an inadequate volume of literature, which results in a lack of systematic inquiry. This research aims to stimulate further scholarly attention to this field, and to offer reference points for the development, reform, and adjustment of Chinese examinations in Korea, China, and beyond.
Marketing research in hospitality and tourism has been rising continuously. This study provides a systematic review on marketing research and air transport. It identifies key themes and tracks the changes in scholarly researchers’ perspectives pre and post pandemic. By approaching this review not only from the tourism and air transport perspectives, but also from the marketing perspective, this allows the transfer of theories between disciplines, an added value that provides the basis for a field of research to expand and further evolve. Finally, a conceptual framework and an agenda for future research based on emerging research topics are provided.
In this paper, the conceptual spaces of the diachronic semantic evolution of “gen” are constructed through the diachronic literature surveys, then the cross-dialect/language semantic maps are drawn as a tool to examine the rationality of the diachronic evolution. “Gen (跟)” is an action verb with the meaning of “following (跟隨)”, in Chinese history the dominant words with the semantic field of “following” have experienced the diachronic evolution of “cong (從)”, “sui (隨)” and “gen (跟)”. The development of these three words not only follows the law of parallel grammaticalization, but also each has its own feature. From the comparison diachronic and cross-dialect /language semantic map of the “following (跟隨)” meaning, it can be seen that, non-cognate words with family characteristics may also have the same semantic evolution. Some phenomena in the synchronic regional semantic maps that violate the “semantic map connectivity hypothesis”, may not be due to the complete lack of connection between the two nodes, but due to the choice of semantics of a specific symbolic form in the diachronic development.
The geological disposal of spent nuclear fuel is one of the important problems to be solved worldwide. For the safety of the geological disposal, disposal facility is recommended to be constructed in the deep reducing environment of host rocks. As host rocks, rock salt, argillaceous (clay) rock, and crystalline rock have been considered as stable geological formations in various countries. Although various studies have been conducted on crystalline rocks in Korea, there are still few studies on hydrogeochemical evolution in the deep and reducing environment related to the disposal of spent nuclear fuel. Therefore, this study was conducted to identify hydrogeochemical evolution process in granite aquifer which can affect the stability of disposal facility. Groundwater samples for isotope and chemical analysis were collected quarterly adjacent to KURT (KAERI Underground Research Tunnel). As the depth increased, the groundwater changed from Ca-HCO3 type to Na-HCO3 type under the influence of silicate mineral weathering, and the fluorine concentration increased due to the dissolution of fluorine-bearing minerals. However, hydrogeochemical evolution according to the depth was not observed in some wells because of a hydraulic connection through the fracture zone. In addition, the behavior of nitrate and redox-sensitive metals (Fe, Mn, U, Mo) in groundwater was clearly different in the redox condition. Considering these hydrogeochemical processes and hydrogeological factors, a conceptual model of granite aquifers in and around KURT was established. The results of this study will be used as basic data to understand the hydrogeochemical processes and to evaluate and predict the behavior of radionuclides in granite aquifer system.
Naming script has its rationale, and thus the script name with symmetry reflects some differences and connections among its function, evolution, and propagation. Some scripts reflecting the divergence in its function mirror users’ gender differences, different use areas, the discrepancy between the folk script and formal one, and whether it is official or not. Others reflecting its evolution show that the new script has improved on the basis of the old one. Others again reflecting its propagation give an expression to the connection of character sources, object writing, and character morphology.
As a macroscopic research for the interaction of TV Console game platform, I have analyzed the differentiation & characteristic of interaction for each platform. “Odyssey” developed by Ralph Henry Baer in Magnavox was the first console which has the propaedeutic user interaction. Development of graphical technology and the release of the Nintendo Famicom which equipped with Yokoi Gunpei cross key & horizontal Pad had provided an opportunity for the development of user interaction methods like as sound & 2D. Also, multimedia function of Sony PlayStation and Nintendo 64 had brought the era of 3D games and multiplay. Finally, Motion technology triggered by Wii had progressed to the gesture recognition interface throughout the Playstation MOVE of SONY & Xbox 360 Kinect of Microsoft.
As a macroscopic research for the interaction of mobile game platform, I have analyzed the differentiation & characteristic of interaction for each platform. ‘Game & Watch’ was the first handheld game console released by Nintendo in 1980, the initial model was merely a combination of clock and game consoles to emphasize mobility. However, ‘Game&Watch:DonkeyKong’ which equipped with Yokoi Gunpei’s cross key provided an opportunity for the development of a full-fledged multi-screen gaming. ‘GameBoy’ was the beginning of a portable game machine in the modern sense. It has brought a lot of changes for the gameplay pattern using the contrast of color, smooth animation, as well as interchangeable cartridge system. Also, ‘NDS(Nintendo DS)’, which had several interaction system such as dual screen, voice input and touch input, had contributed to expanding the emergence of innovative game content and women game users. ‘PSP(Playstation Portable)’ by SONY in 2004 materialized 3D games using high performance and progressed to multimedia platform.