• Title/Summary/Keyword: Communication Patterns Analysis

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Motherhood Ideology and Parenting Stress according to Parenting Behavior Patterns of Married Immigrant Women with Young Children (유아기 자녀를 둔 결혼이주여성의 양육행위 유형별 모성이데올로기 및 양육스트레스)

  • Moon, So-Hyun;Kim, Miok;Na, Hyeun
    • Journal of Korean Academy of Nursing
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    • v.49 no.4
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    • pp.449-460
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    • 2019
  • Purpose: This study aims to provide base data for designing education and counseling programs for child-raising by identifying the types, characteristics and predictors of parenting behaviors of married immigrant women. Methods: We used a self-report questionnaire to survey 126 immigrant mothers of young children, who agreed to participate, and who could speak Korean, Vietnamese, Chinese, Filipino, or English, at two children's hospitals and two multicultural support centers. Statistical analysis was conducted using descriptive analysis, K-means clustering, ${\chi}^2$ test, Fisher's exact test, one-way ANOVA, $Sch{\acute{e}}ffe^{\prime}s$ test, and multinominal logistic regression. Results: We identified three clusters of parenting behaviors: 'affectionate acceptance group' (38.9%), 'active engaging group' (26.2%), and 'passive parenting group' (34.9%). Passive parenting and affectionate acceptance groups were distinguished by the conversation time between couples (p=.028, OR=5.52), ideology of motherhood (p=.032, OR=4.33), and parenting stress between parent and child (p=.049, OR=0.22). Passive parenting was distinguished from active engaging group by support from spouses for participating in multicultural support centers or relevant programs (p=.011, OR=2.37), and ideology of motherhood (p=.001, OR=16.65). Ideology of motherhood was also the distinguishing factor between affectionate acceptance and active engaging groups (p=.041, OR=3.85). Conclusion: Since immigrant women's parenting type depends on their ideology of motherhood, parenting stress, and spousal relationships in terms of communication and support to help their child-raising and socio-cultural adaptation, it is necessary to provide them with systematic education and support, as well as interventions across personal, family, and community levels.

Consideration of Metaphors Appeared on Shaun Tan's 3D Short Animation, (숀 탠 (Shaun Tan)의 3D 애니메이션 에 나타난 은유적 표현에 대한 고찰)

  • Jang, Eun-Young
    • Cartoon and Animation Studies
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    • s.23
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    • pp.1-17
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    • 2011
  • The paper analyzed the metaphoric expressions appeared in whose cinematic quality has been subjectively recognized on the global stage by winning the Oscar for Best Animated Short Film. Many contents and visual effects of the film were expressed with metaphor. Story and sequence were analyzed through the language system-based 'Conceptual Metaphor Analysis Framework'. In addition, characters have been analyzed through the 'Visual Metaphor Analysis Framework'. The framework is to analyze visual dimensions which are derived when concepts are structuredin animation. This paper has attempted to investigate and reveal patterns how animation self-organizes or how animation self-realizes through linguistic objectives. That is, it is to reveal how animation communicates with the audience from the metaphoric perspective among many conventional ones. In an animated film, metaphor is a fundamental means to connect fragmented images, produce a holistic view and therefore induce creative communication with the audience. The essential motive of metaphor which is expressed in various styles in is modern people's feeling of loss and sense of missing something. Train, bottle top, food, lost-and-found center, in-between space and lost items have significance across the movie. According to an analysis, metaphor offers simplicity and freshness as an aesthetic function. In addition, the metaphor expresses lengthy contents and various meanings implicitly, delivering an economic function. With a creative function, metaphor is a tool to generate new meanings. In other words, an animated film is a medium to inspire and move the general public as a means of communication and thinking, not just an entertainment for young generations. After all, metaphoric expressions have been used to deliver diverse and deep meanings in animated films.

Semantic Network Analysis of Presidential Debates in 2007 Election in Korea (제17대 대통령 후보 합동 토론 언어네트워크 분석 - 북한 관련 이슈를 중심으로)

  • Park, Sung-Hee
    • Korean journal of communication and information
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    • v.45
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    • pp.220-254
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    • 2009
  • Presidential TV debates serve as an important instrument for the general viewers to evaluate the candidates’ character, to examine their policy, and finally to make an important political decisions to cast ballots. Every words candidates utter in the course of entire election campaign exert influence of a certain significance by delivering their ideas and by creating clashes with their respective opponents. This study focuses on the conceptual venue, coined as ‘stasis’ by ancient rhetoricians, in which the clashes take place, and examines the words selection made by each candidates, the manners in which they form stasis, call for evidence, educate the public, and finally create a legitimate form of political argumentation. The study applied computer based content analysis using KrKwic and UCINET software to analyze semantic networks among the candidates. The results showed three major candidates, namely Lee Myung Bak, Jung Dong Young, and Lee Hoi Chang, displayed separate patterns in their use of language, by selecting the words that are often neglected by their opponents. Apparently, the absence of stasis and the lack of speaking mutual language significantly undermined the effects of debates. Central questions regarding issues of North Korea failed to meet basic requirements, and the respondents failed to engage in effective argumentation process.

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Study on Divorce Caused by Extramarital Relationship : Content Analysis on TV Drama : "Couples Clinic: Love or War" (혼외관계를 사유로 하는 이혼에 관한 연구: 드라마 "부부클리닉 : 사랑과 전쟁"의 내용분석을 중심으로)

  • Yang, Ok-Kyung;Lee, Ki-Yeon;Park, Ji-Young;Lee, Hyun-Young;Kim, Eun-Sil
    • Korean Journal of Social Welfare
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    • v.57 no.3
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    • pp.165-194
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    • 2005
  • This study is to explore how TV drama describes divorce process by the reason of extramarital relationship in the drama. To explore this subject, 30 drama synopses delineating extramarital relationship were analyzed. The results revealed that most of the couples had difficulties in emotional relationship and communication. The couples relationship was described traditionally patriarchal: husbands showed their authorities and wives showed dependency on their husbands. The partners of extramarital relationship were the lovers before current marriage. The patterns of extramarital relationship included 'intention to look for vitality despite satisfying current marriage' for the husbands and 'intention to avoid dissatisfied current marriage temporally' or 'to maintain marriage despite dissatisfaction' for the wives. For those who married 6 years and longer, more extramarital relationship was accepted as a terminator of the marriage. And in many cases, the divorce dose not mean to maintain the relationship with extramarital partner but to collapse of trust in partner. The results imply that the social work needs to be more sensitive to middle-class couples' communication and relationship problems. This will lead to the development of the social work intervention program for the couples.

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Log Collection Method for Efficient Management of Systems using Heterogeneous Network Devices (이기종 네트워크 장치를 사용하는 시스템의 효율적인 관리를 위한 로그 수집 방법)

  • Jea-Ho Yang;Younggon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.119-125
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    • 2023
  • IT infrastructure operation has advanced, and the methods for managing systems have become widely adopted. Recently, research has focused on improving system management using Syslog. However, utilizing log data collected through these methods presents challenges, as logs are extracted in various formats that require expert analysis. This paper proposes a system that utilizes edge computing to distribute the collection of Syslog data and preprocesses duplicate data before storing it in a central database. Additionally, the system constructs a data dictionary to classify and count data in real-time, with restrictions on transmitting registered data to the central database. This approach ensures the maintenance of predefined patterns in the data dictionary, controls duplicate data and temporal duplicates, and enables the storage of refined data in the central database, thereby securing fundamental data for big data analysis. The proposed algorithms and procedures are demonstrated through simulations and examples. Real syslog data, including extracted examples, is used to accurately extract necessary information from log data and verify the successful execution of the classification and storage processes. This system can serve as an efficient solution for collecting and managing log data in edge environments, offering potential benefits in terms of technology diffusion.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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Comparison of the ICT Adoption Pattern;In the Case of Korea and the U.S.

  • Yang, Kyung-Hoon;Lee, Sang-Gun
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.545-550
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    • 2007
  • The aim of this paper is to find out whether there is a difference in adopting and/or diffusing the information and communication technology (ICT) between countries. If there is, what are the primary factors that keep some countries from adopting and diffusing ICT while others do? To analyze the above problem, we adopted the Unified Theory of Acceptance and Use of Technology (UTAUT) suggested by Venkatesh et al. (2003), which consists of effort expectancy, performance expectancy and social influence. We also use the innovation diffusion functions, which are known to have the S-shape and are made up of the introduction, growth, maturity and decline phases. We do not, however, consider the decline phase, because the ICT that we are considering is not believed to be in that phase. Therefore, we researched how the three factors affect adoption in the three phases. We selected the cellular phone as the ICT, because it is considered to be the most popularly used ICT and its technology has been developing rapidly. We surveyed the cellular phone adopters in Korea, and the U.S. for 15 years from 1989 to 2003. Korea, and the U.S. represent newly developed and developed countries, respectively. For the data analysis, a survival analysis was used, as it could explain the characteristics of the potential adopters or non-adopters. We found that the ICT diffusion patterns, as well as the ICT diffusion factors, of the two countries were different. Therefore, we believe that the results of our research can be used in building strategies on reducing the digital divide gaps between countries.

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Analysis of Message Usage Pattern and Relationship Formation Pattern of SNS Super Nodes (SNS 수퍼 노드의 메시지 사용 패턴 및 인맥 형성 패턴 분석)

  • An, Hyeong-Bae;Park, Jongmoon;Lee, Myung-Joon;Park, Yang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.332-340
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    • 2013
  • As a means for users to interact online, Social Network Service focuses on facilitating the building of social relation. Also, Social Network Service(SNS) provides various functions for managing relationships and sharing information based on relationships. Analyzing behavioral characteristics and the process of relationship formation can help to identify the characteristics of the model for online human relationship. In this paper, we analyze usage pattern based on characteristics posted messages of influential users in Twitter. Also, classifying Facebook users into influential group and uninfluential group based on the number of their social relations, we analyze and compare characteristics of relationship formation patterns of the two classified groups. In addition, we present characteristics of human relation model in social network according to the pattern analysis.

The Associations of Online Health Information Search and eHealth Literacy with Perceived Information Usefulness: Analysis in the Context of Diet and Weight Control (인터넷 건강정보이해능력과 정보탐색 유형별 인지된 정보유용성 분석: 다이어트 및 체중조절 관련 정보탐색을 중심으로)

  • Shim, Minsun;Jo, Heui Sug;Jung, Su Mi
    • Health Policy and Management
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    • v.28 no.2
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    • pp.119-127
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    • 2018
  • Background: This study aimed to examine (1) the patterns of online health information search with respect to seeking and scanning, and (2) how online search, along with eHealth literacy, predicts perceived information usefulness in the context of diet and weight control. Methods: Online survey was conducted with 299 adults from the consumer panel recruited for the purpose of quality assessment of the Korean National Health Information Portal in 2016. We conducted paired sample t-test and multiple logistic regression to address the research questions. Data analysis was performed using IBM SPSS Statistics ver. 24.0 (IBM Corp., Armonk, NY, USA) and SAS ver. 9.3 (SAS Institute Inc., Cary, NC, USA). Results: Of the respondents, 38.8% were 'high seek-high scanners,' 35.8% were 'low seek-low scanners,' 13.0% were 'high seek-low scanners,' and 12.4% were 'low seek-high scanners.' eHealth literacy was a significant, positive predictor of online information scanning (odds ratio [OR], 2.46; 95% confidence interval [CI], 1.41-4.29), but not for online information seeking (OR, 1.75; 95% CI, 1.00-3.05). With respect to perceived usefulness of online information seeking, online seeking (OR, 4.90; 95% CI, 2.19-11.00) and eHealth literacy (OR, 2.30; 95% CI, 1.11-4.75) were significant predictors. Perceived usefulness of online scanning had a significant association with online scanning (OR, 2.38; 95% CI, 1.08-5.22), but not with eHealth literacy. Conclusion: To increase the effectiveness of the health policy for online information search and related outcomes in the context of diet and weight control, it is important to develop education programs promoting eHealth literacy.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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