• Title/Summary/Keyword: 커뮤니케이션 방법론

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A Webometric Study on Scholarly Communication Between the Science and Technology Web Spaces of Korea and Japan (한국.일본의 과학기술 분야 웹 공간을 통한 학술커뮤니케이션 연구)

  • Kim, Ja-Euy;Chung, Young-Mee
    • Journal of Information Management
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    • v.40 no.2
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    • pp.1-24
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    • 2009
  • This study explored the scientific web spaces of Korea and Japan by applying webmetric and social network analysis techniques with the aim of ascertaining international scholarly communication characteristics between the two countries. In general, more links were generated from the Korean scientific web sites to the Japanese sites than those from the opposite direction, thus implying a higher usage of Japanese scientific information on the web in Korean sites. In addition, university sites in the two countries were highly linked on the web revealing the most active institutions in scholarly communication were the universities. Based on the link analysis, the study also indicated which country was more dependent on the other in scholarly communication in specific scientific fields.

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.

A Subjectivity Study on Nonverbal Communication Cues in Facebook (온라인에서의 비언어적 요소에 대한 주관성 연구: 페이스북을 중심으로)

  • Kim, Suhyeong;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.183-195
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    • 2020
  • Non-verbal communication cues seem to be increasingly used in social media, such as emoticon, like, follow, etc. A Q methodology study is conducted to explore this phenomenon. Via a series of focus group activities with Facebook heavy users, 34 Q statements concerning online non-verbal communication cues are derived. Different Facebook users conduct Q sorts of these statements based on frequent use basis. Analysis of Q sort result reveals three distinctive usage patterns of non-verbal communication cues in Facebook: 'safe distance keeping' type, 'observing hermit' type and 'fully dedicated aficionado' type. Discussions are made concerning different components of non-verbal communication cues utilized in these groups, respectively, which can provide a theoretical basis for social media design.

The Semiotics Approach Method for Developing the Global Product Design (글로벌 제품디자인 개발을 위한 기호론적 접근방법)

  • 신홍재;함재룡
    • Archives of design research
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    • v.20
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    • pp.173-182
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    • 1997
  • In this era of global market without national boundaries, the prominent enterprises in Korea which recognized that our parted away from has confornted with endless competition have parted away from the domestic market and have aimed for internalization by declaring "Global management" and trying superior product-design development. This phenomenon is a reflection of the recognition by enterprises of the importance in global product design to increase market share. Accordingly, the purpose of this research is to present a method with respect to the design by revaluation and to approach the product design development by analogizing and accommodation the common preferences of humankind(the "preference theory")In relation to the constieuent elements such as design and communication, the approach of global product-design is to systemize the unfolding process for the concepts and ideas as expressed under the preference theory. In order to achieve this, a design approach based on the documentary research of the preference theory was applied step by step to the design methods. Further, the approach in relation to user and design, the ideology of enterprises and communication as expressed under the preference theory were presented Lastly, in the course of our approach in extraction the transformative ideas of our traditional culture, design for containers of cosmetics were used as an example.re used as an example.

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An Internet Ethics Training Method by exploiting Smartphone (스마트폰을 활용한 인터넷윤리 교육 방법)

  • Kim, In-Hwan;Bae, Ji-Hye;Lee, Hyun;Park, Jung-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1359-1361
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    • 2012
  • 현실세계의 기본이 되는 사회규범 및 윤리교육이 있듯이 인터넷 기반의 사이버 세계에서도 윤리교육을 필요로 하는데, 이에 대한 교육 및 대처가 많이 부족하다. 특히, 국내외의 경우, 반복적인 학습이나 다양한 매체를 통해 일괄적으로 제시하는 방법을 통해 인터넷윤리교육을 진행하고 있으나, 체계적인 방법론을 제시하고 있지 못하고 있다. 따라서 본 논문에서는 스마트폰 기반의 스토리텔링 기법을 통한 새로운 인터넷윤리 교육방법을 제시하고자 한다. 특히, 기존 방법과 달리 새로운 인증프로그램, 수준별 맞춤 교육기법, 양방향 커뮤니케이션 기법, 유해정보 인증 방법 등 M-learning 기반으로 적용하여 효율적이고 구체적인 교육방법을 제시하였다.

Is Big Data Analysis to Be a Methodological Innovation? : The cases of social science (빅데이터 분석은 사회과학 연구에서 방법론적 혁신인가?)

  • SangKhee Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.655-662
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    • 2023
  • Big data research plays a role of supplementing existing social science research methods. If the survey and experimental methods are somewhat inaccurate because they mainly rely on recall memories, big data are more accurate because they are real-time records. Social science research so far, which mainly conducts sample research for reasons such as time and cost, but big data research analyzes almost total data. However, it is not easy to repeat and reproduce social research because the social atmosphere can change and the subjects of research are not the same. While social science research has a strong triangular structure of 'theory-method-data', big data analysis shows a weak theory, which is a serious problem. Because, without the theory as a scientific explanation logic, even if the research results are obtained, they cannot be properly interpreted or fully utilized. Therefore, in order for big data research to become a methodological innovation, I proposed big thinking along with researchers' efforts to create new theories(black boxes).

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.101-106
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    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.

An Empirical Case Study of Spreading Public Opinion: Supporting Rates of 19th Presidential Election (여론 확산 시점과 크기에 대한 실증 사례 연구: 19대 대선 후보자 지지도를 중심으로)

  • Lee, Doyul;Kim, Hana
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.116-125
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    • 2022
  • The purpose of this case study is to investigate an empirical analysis on how public opinion spreads, when is the effect to occur, and how much effective. Data from the 19th presidential election period, specifically supporting rates for a candidate, Moon Jae-in were used. Results indicated that a supporting rate of increase were not linear and the points where the rate of increase is enhancing was 27-8%. It was 1.4 times higher than the previous period. Results providing this research is not appropriate for generalizability due to a characteristic of a case study, but this study has a value in trying to statistically analyze the accurate figures for how much 'majority opinion' is.

Construction of Multi-Agent in Cyber-Space (사이버 스페이스 상에서 멀티에이전트 구축을 위한 연구)

  • 이달상;이춘근
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.04a
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    • pp.63-70
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    • 1998
  • 인터넷 환경하에 전자상거래 분야는 이미 일부 선진국을 중심으로 성공적으로 도입, 운영되고 있다. 하지만 국내외적으로 전자상거래 분야는 전통적인 방법에 지나치게 편중되어 있어서 산업 발전에 여러 가지 제약을 받고 있는 것도 사실이다. 이러한 문제점을 개선, 보안하기 위해서 사이버 스페이스 상에서 에이전트 구축을 위한 판매 활동개념(미디어 에이전트 뱅크 시스템 : MABS; Media Agent Bank System)을 도입 했는데, 이것이 바로 판매 및 구매 정보시스템인 웹상에 있는 에이전트이다. MABS는 기업의 제조나 판매에서 발생하는 판매 정보를 국내외적으로 홍보하고 판매하여 실시간으로 기업이 판매 정보를 국내외적으로 홍보하고 판매하여 실시간으로 기업이 판매 정보를 즉시 공유하고 커뮤니케이션함으로써 기업의 생산성에 바로 반영되는 새로운 판매 방법론이다. MABS의 개념을 구현하기 위해 미디어 뱅크(주)에 의해서 개발되고 있는 사이버 스페이스상의 에이전트 시스템은 기존의 전자 상거래 개념을 좀 더 개선하고 보완하려는 의도에서 개발된 중소 제조 산업을 위한 에이전트 구축 시스템이며, 이는 모든 산업분야에 응용하여 적용시킬 수 있는 도구로서 인터넷을 보다 활성화 시키는 기능을 갖는다.

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Validation of User Needs Using a Design Prototyping - Development of Design Concepts in Wearable Cardioverter-Defibrillator(WCD) - (디자인프로토타이핑을 이용한 사용자 니즈의 검증 - 웨어러블 자동 제세동기의 디자인컨셉 개발을 중심으로 -)

  • Cho, Seung-yeon;Oh, In-sik
    • Journal of Communication Design
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    • v.57
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    • pp.256-271
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    • 2016
  • We attempted to implement Human Centered Design(HCD) according to the following three steps : (1) deriving user needs, (2) conducting ideation based the derived user needs, and (3) developing design concepts. The research on users and experts requires substantial time and cost, and there has not been an effective and clear-cut means to validate the research results before developing design concepts. We therefore extended the means of usability test to a context-based character. We applied this test for the development of design for Wearable Cardioverter-Defibrillator(WCD). Would this test be applied to various cases in the fields of medical equipment/apparatus development - which relatively takes a longer time to be developed - it would aid in accumulating and categorizing the reference data for variables incorporated for evaluating such cases. Future studies are needed to complement our findings concerning context-based usability tests.