• Title/Summary/Keyword: 상호간의 커뮤니케이션

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Research in Off-Screen Space and Cognitive Psychology (외화면 공간과 인지심리에 관한 연구)

  • Wang, Zhen-Xing;Kim, Dong-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.341-347
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    • 2010
  • The off-screen space openness of the movies converted a unilateral communication, which films have made audiences understand with, into an interactive communication. When the spectators see a movie, the off-screen space will be able to take out their positivity and induce their deep thinking. They won't accept information of the screen by manual operation but will participate in the narrative stories of the cinemas, thinking about the reality. In the paper, it shows that the motion pictures, which Jean Renoir and Michelangelo Antonioni produced, consist of the expressive forms of the off-screen space as well as a human has the ability sense, feeling, perception and memory associated with interacting between the off-screen space and audiences.

A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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Realtime Wisdom Acquisition System by using User Participation (사용자 참여에 의한 실시간 지혜 획득 시스템)

  • Lyu, Ki-Gon;Lim, Heui-Seok;Yu, Won-Hee
    • Proceedings of the KAIS Fall Conference
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    • 2007.11a
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    • pp.102-105
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    • 2007
  • 우리가 현재 사용하고 있는 정보검색 시스템은 사용자의 질의와 연관있는 문서 집합만을 제공하므로 사용자가 원하는 정답을 찾기 위해서 사용자는 문서 집합을 재탐색하는 수고를 하여야 하며, 이러한 수고를 덜어주기 위해 개발되는 자동 질의응답시스템은 의미 분석 및 지식 추출 등의 기술적 한계로 사용자에게 만족할 만한 서비스를 제공하고 있지 못한 실정이다. 본 논문은 인터넷에 연결되어 있는 사람 중에 질의어에 대한 응답을 할 수 있는 지혜 제공자를 자동으로 검색 분류하여, 질의자와 실시간으로 연결하여 사용자와 지혜 제공자가 실시간 상호커뮤니케이션을 이용하여 지혜를 교류할 수 있는 사용자 참여에 의한 실시간 지혜 획득 시스템인 위크 시스템을 제안한다.

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Review on the Usefulness of Academic Studies from the Perspective of Acquisition and Cataloging Service in University Library (수서정리 업무 현장의 시각에서 본 학술연구의 유용성 - 대학도서관을 중심으로 -)

  • Lee, Kyu-Youn
    • Journal of Korean Library and Information Science Society
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    • v.42 no.3
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    • pp.79-103
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    • 2011
  • This study reviews the meaning and the usefulness of academic studies on acquisition and cataloging service(technical service), reveals problems and seeks solutions in terms of the librarian working in field, university library. The problems were found from the side of library and librarian, and from that of academic area, along with the lack of linking role of government agency. As solutions to enhance the usefulness of academic studies, this study suggests three points; the opportunities of communication of both sides, research based approach of librarians in the field and continuous field based verification from academic side. Currently librarians get limited help from the academic studies however, it is necessary to interact, correlate each other as subjects for mutual prosperity.

A Study on the Perceived Language and Non-verbal Communication and Lapport and Customer Satisfaction of Hospital Users : Focused on the Control Effect of Service Authenticity (병원이용객이 지각한 언어·비언어커뮤니케이션과 라포, 고객만족에 관한 연구 : 서비스진정성 조절효과를 중심으로)

  • Do-Hee Kim;Jeong-won Lee
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.19-29
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    • 2022
  • This study is a descriptive survey using a self-reported survey method to understand the effect of language and non-verbal communication of medical service providers on customer satisfaction through Lapport and to determine the degree of impact on Lapport by adjusting perceived service authenticity. The data collection period was from April 5 to April 30, 2021. Using the convenience sampling method, data were collected from users of medical institutions located in Busan and Gyeongsangnam-do, and a total of 306 valid questionnaires were used as statistical analysis data. The collected data were analyzed using the IBM SPSS statistics version 25.0 and AMOS 20.0 programs through a coding process. In the results of this study, it was found that the language and non-verbal communication of medical service providers influenced customer satisfaction through Lapport, and the perceived service authenticity in the relationship between each variable acts as a moderating effect. Considering that the language and non-verbal factors of the medical service provider are important in the interaction between the medical service provider and the hospital user, the medical service provider should take full account of the language and non-verbal factors and help the medical institution communicate with the hospital user.

Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

Study on Gamer Participation 2.0- Focus on Gamers' Communication Mediation (O-S-O-R) Model and Gamers' Communicative Ecology (게이머 참여 2.0 메커니즘 연구-게이머 커뮤니케이션 매개 O-S-O-R 모델과 게이머 커뮤니케이션 생태를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.95-103
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    • 2022
  • This study aims to understand a gamer participatory mechanism by comparing Gamer Participation 1.0(Bartz Liberation War) and Gamer Participation 2.0(Truck Demonstration). The process of gamers' political participation is analyzed by applying the communication-mediated O-S-O-R model with the case of gamers' truck protests caused by probability items' issue. This study found out that changes in the social, technological, and discursive layers that constitute the gamer's communication ecology led to diversification of communication channels and changes in the perception of games. Gamers utilized the technological layer of the media environment that presupposes immediate mutual communication, expressed opinions on issues in the mobilization process, and shared the necessity of participation to derive collective mobilization. Through communication, gamers were able to participate in socio-political issues with high participation thresholds. This study is significant in that it discussed the gamers' democratic citizenship and role as issue publics. The study suggests that the need for theoretical and methodological expansion to analyze various participatory cases.

Mutual Perceptions between Nuclear Plant Employees and General Public on Nuclear Policy Communication Applying the Co-orientation Analysis Model (원자력 관련 정책 커뮤니케이션에 관한 상호인식 연구: 일반 국민과 원전 직원 간의 상호지향성 분석)

  • Kim, Bong Chul;Kim, Ji Hyun;Chung, Woon Kwan
    • Journal of Radiation Industry
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    • v.9 no.1
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    • pp.37-46
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    • 2015
  • This study examines mutual perceptions between general public and nuclear plant employees on understanding nuclear policy communication applying the co-orientation model. The total of 414 responses were analyzed including 211 of the general public and 203 of plant employees. Results indicate that agreement between general public and plant employees is relatively high, in that general public tends to have negative evaluation to nuclear policy communication, but plant employees tends to have positive one. In terms of congruence, general public perceive that plant employees might have more positive evaluation than themselves, and nuclear plant employees perceive that general public might have more negative evaluation than themselves. Finally, in terms of accuracy, general public accurately estimate how nuclear plant employees perceive on policy communication, whereas nuclear plant employees unaccurately estimate how general public perceive on policy communication.

A Study on the Effect of NPD(New Product Development) and Communication on Performance through Collaboration (협업을 통한 신제품 개발과 커뮤니케이션이 성과에 미치는 영향 연구)

  • Jeong, Sang Eun;Seo, Young Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.558-566
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    • 2020
  • New Product Development (NPD) is essential for companies' survival, and continuous growth in the rapidly changing, convergence and business environment, and companies need to collaborate with their internal and external partners to improve performance in NPD. This research examined the integrated relationship between NPD (Cross-functional collaboration, and supplier collaboration) and collaborative communication (formality and reciprocal feedback) on corporate performance. The employees who worked in manufacturing for more than one year with experience in NPD were tested. The reliability and feasibility were assessed using the sample 272 data. The results are summarized as follows. First, cross-functional collaboration and supplier collaboration, which are the factors of NPD collaboration, had a significant positive effect on formality. Second, formality and reciprocal feedback had a significant positive effect on reciprocal feedback and corporate performance. Therefore, for successful NPD, manufacturing companies need to establish efficient management strategies and communicate officially and reciprocally to maximize productivity and efficiency based on the reciprocal partnership between suppliers. To accomplish this, companies need to plan effective communication strategies to respond quickly to internal and external partners' needs.

A Study on the e-Governance Network in the Development Process of Public Mask Applications for COVID-19 (COVID-19 공적 마스크 앱 개발과정에서의 e-거버넌스 네트워크 연구)

  • Lee, Jung-Yong;Lee, Jung-Hyun;Kim, Yong-Hee
    • Informatization Policy
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    • v.28 no.3
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    • pp.23-48
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    • 2021
  • ICT technology development has led to a breakthrough change in government decision making by improving mutual communication between various stakeholders. The formation of ICT-based cooperation network between public organizations and civic tech developers to solve the problem of masks in the COVID-19 pandemic serves as a milestone. The purpose of this study is to examine the properties of e-Governance and analyze the dynamic network structure of the communication process for chat rooms created during the development of public mask apps. First, as a result of the analysis, the possibility of online-based e-Governance can be identified. In addition, the combination of expertise to solve social problems interacted organically within the network. Emotional communication for cooperation between key actors was marked as important for the successful operation of the network.