• Title/Summary/Keyword: Communication interaction

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Sexual Communication and Marital Quality of the Korean Married People in their 30s and 40s (삼, 사십대 기혼 남녀의 성적 의사소통과 결혼의 질)

  • Nam, Young-Joo;Ok, Sun-Wha;Kim, Ji-Ae
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.113-126
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    • 2006
  • This study aimed to examine the relationship between sexual communication and marital quality. Study data were collected from structured questionnaires completed by 695 married men and women aged in their 30s and 40s. The major results were as follows. For the interaction coordination and postsexual interaction, there were significant differences between men and women, in that men had more interaction coordination and postsexual interaction than women. The results show the stereotype of sexuality in Korean society that men should be more active, and assertive while women should be passive and dependent. For both men and women, those who had more dyadic sexual communication, more interaction coordination, and more postsexual interaction had a higher level of marital quality. That is, sexual communication can function significantly in increasing marital quality. The study results suggest the necessity of training to improve sexual communication skills. For example, in educational programs for couple enrichment, it will be useful to include skills such as expressing ones' desire, affect, and feelings explicitly.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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The Effects of Children's Shame and Communication with Their Parents on Peer Pressure (아동과 청소년의 수치심과 부모와의 의사소통이 또래압력에 미치는 영향)

  • Han, Sae-Young
    • Journal of the Korean Home Economics Association
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    • v.47 no.8
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    • pp.119-130
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    • 2009
  • The purpose of this study was to investigate the interaction and effects of shame and parent-child communication on children and early adolescents' peer pressure. The subjects of this study were 359 children and early adolescents from 5th grade in elementary school to 2nd grade in middle school (187 boys, and 172 girls) in Daejeon city. The results of this research indicated that gender and age played a significant role on the effects of shame and parent-child communication on peer pressure. Open communication with mothers showed a positive relationship with boys' peer pressure, whereas open communication with father showed a negative relationship with boys' peer pressure. The interaction effects of shame and open-communication with fathers and mothers worked differently on peer pressure across gender and age. Interaction effects of shame and open communication with fathers and mothers were significant for boys, but not for girls. Interaction effect of shame and open communication with mothers was significant for children and adolescents.

Performance Evaluation of a HARQ-ARQ Interaction Scheme for Reliable Communications in Marine Communication Networks (해양 통신 네트워크에서 안정적 통신을 위한 HARQ-ARQ interaction 기법의 성능 평가)

  • Son, Jaekwang;Lee, Seong Ro;So, Jaewoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.11
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    • pp.1201-1208
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    • 2014
  • As the wireless communication technologies are being studied for application to marine communication networks in a fusion of marine industries and IT technology, this paper proposes a HARQ-ARQ interaction scheme for reliable communication between the smart ships. Moreover, this paper evaluates the performance of the HARQ-ARQ interaction schemes through the computer simulation. In the HARQ-ARQ interaction scheme for marine network systems, as a HARQ acknowledgement is implicitly utilized as an ARQ acknowledgement. Hence, the HARQ-ARQ interaction scheme can reduce the packet delay. However, the HARQ-ARQ interaction scheme has problems caused by the error of HARQ feedback messages. Hence, this paper considers the effect of error of HARQ feedback messages on the performance of the HARQ-ARQ interaction scheme, in marine network systems. The simulation results show that the HARQ-ARQ interaction scheme can improve the delay performance of the ships in the marine network systems.

Reticence and Communication Preferences in the Classroom: Comparing "E-mail" and "Face-to-face" Interactions

  • Ha, Jae-Sik;Shin, Dong-Hee;Lee, Chung Gun
    • International Journal of Contents
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    • v.10 no.2
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    • pp.18-27
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    • 2014
  • This study examines underlying factors that influence undergraduate students' willingness to enhance communication with their instructor by comparing the frequency of e-mail and face-to-face interaction between students and instructors. Data was collected through a survey of 322 undergraduate journalism students at a large Midwestern university. The findings showed that the more passive students were in expressing their opinion during the class, the less likely they were to send e-mails to their instructor (Coef. = -0.180, p < .01) or to communicate with their instructor face-to-face (Coef. = -0.262, p < .01). The findings also showed that the more students described their personality as "shy," the less likely they were to e-mail their instructor (Coef. = -0.157, p < .05) or communicate with their instructor face-to-face (Coef. = -0.210, p < .01). It is noteworthy that the degrees of both passivity and shyness had a more negative effect on the probability of face-to-face interaction than they did on email interaction. In summary, email usage follows similar broader patterns of social interaction, rather than introducing a different trend in communication. This finding implies that the importance of e-mail should not be exaggerated as a communication tool for reticent students.

The Influence of Internet Use on Interpersonal Interaction among Chinese Urban Residents: The Mediating Effect of Social Identification

  • Chen, Hong;Qin, Jing;Li, Jing;Zheng, Guangjia
    • Asian Journal for Public Opinion Research
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    • v.3 no.2
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    • pp.84-105
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    • 2016
  • The instability of social norms on the Internet causes the diversity of social identification. Meanwhile, the anonymity of online social identity and the chaos of the role-playing among the interacting participants cause an ambiguity of identity recognition, which intensifies anxiety about interpersonal interaction. Methods that promote face-to-face interpersonal interaction through the reconstruction of the identification to the social system and intergroup trust is worth further research. Based on a telephone survey of urban residents in thirty-six cities in China (N=1080), the study focuses on the influence of Internet use on interpersonal interaction of urban residents and the mediation effect of social identification. The results show that Internet use has a negative effect on the interpersonal interactions of urban residents, and social identification plays a mediating effect between Internet use and interpersonal interaction. Implications of the results are discussed.

A Comparative Study on Differences in Interaction between Beginning Foreign Learners and Heritage Learners: Focused on Form (초급 외국인 학습자와 계승어 학습자의 상호작용 비교 연구 -형태 초점 양상을 중심으로-)

  • Lee, Bok Ja
    • Journal of Korean language education
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    • v.29 no.3
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    • pp.197-225
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    • 2018
  • The purpose of this study is to compare the difference in the interactions between beginning language learners and heritage learners on their forms based on the interaction hypothesis. In this study, three types of information gap activities were used to analyze Language Related Episodes (LREs) while investigating the interaction patterns in language use between four pairs (eight learners) of foreign learners and four pairs (eight learners) of English-speaking heritage learners. The result indicated that foreign learners had a high focus on form during interaction. In particular, they had a tendency to focus on vocabulary rather than grammar, and they conducted self-repair by examining and mostly adjusting their speech to postposition and tense. However, in the problem-solving process, they showed a limited ability in interaction, and thus directly asked others to settle the problem or resorted to using English due to their lack of ability to employ various communication strategies. However, heritage learners had a relatively low focus on form compared to foreign learners. Yet, they also focused more on vocabulary rather than grammar and conducted self-repair in interaction, especially for vocabulary. In addition, they were skillful at using various communication strategies such as indirect expressions, use of alternative words, evasion, and delaying, to expand speech and prevent communication breakdown. They focused less on grammar and mostly did not provide negative feedback in interaction.

Deduction of the Design Objectives and Strategies of Communal Spaces in Apartment Complexes for 'Social Interaction and Communication' ('사회적 소통'을 위한 아파트단지 공용공간의 계획목표 및 전략 도출)

  • Rim, Yun-Soo;Choi, Jae-Pil
    • Journal of the Korean housing association
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    • v.22 no.3
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    • pp.1-14
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    • 2011
  • 'Sustainable Development' has become one of the most important concepts of the 21st century, and efforts are being made to actively apply this conception in various fields of social studies. Sustainability can be discussed in terms of economy, environment and society. In the case of social sustainability, a key motivation is the weakened bond within communities that is an unfortunate characteristic of modern society. The core of social sustainability is therefore in promoting 'social interaction and communication' through constructing communities and physical environments that support them. This study is based on the understanding that areal enlargement of physical environment doesn't guarantee the vitality of created community spaces. The purpose of this study is to deduce the design objectives and strategies of communal spaces in apartment complexes for social interaction and communication. Social interaction and communication can be divided into two aspects: between a complex and the local society, and within the complex itself. Nine design objectives are deduced from sixteen research reports published by public research institutions after 2000 and several design strategies are found through architectural analyses of influential examples based on 5 fundamental values of communal space planning.

A Study of Effects of ICT Media Characteristics and Personal Innovativeness on Communication Interaction (ICT 매체특성과 개인혁신특성이 커뮤니케이션 상호작용성에 미치는 영향에 관한 연구)

  • Yoon, Jung-Hyeon
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.193-212
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    • 2013
  • Despite widespread availability of communication media supported ICT(Information & Communication Technology), the influence factors and its role to the communication interaction is not clear. The main objective of this research is to examine the factors that affect to the efficient and effective means of communication interaction. The investigation focuses on the effect of four different factors such as ICT communication media characteristics, personal innovativeness, and ICT media attitude. The hypotheses have been tested with the survey of 159 smart phone users. The research summarized in this paper decomposes the influence of the characteristics of ICT media, IT personal innovativeness, and the attitude of ICT usage to the efficient and effective communication interaction.

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Analysis of Various Influencing Factors Related to Patient-Dentist Interaction Score (환자-치과의사 관계(Patient-Dentist Interaction, PDI) 평가점수의 관련 요인 분석)

  • Kim, Jooah;Kim, Kee-Deog;Jo, Jaehyun;Huh, Jisun;Jung, Seoyeon;Lee, Bora
    • The Journal of the Korean dental association
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    • v.57 no.10
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    • pp.595-604
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    • 2019
  • Each college of dentistry in Korea is examining and reorganizing its own curriculum to prepare students for the practical examination of the National Dental Licensing Examination. Conducting an assessment of students' competency of communication skills with standardized patients is the first attempt for the examination. Yonsei University College of Dentistry carried out the evaluation of communication attitude, communication written exam, and communication skills practice with standardized patients for Third year predoctoral students. The purpose of this study is a) to find out the relationship between the variables measured in communication skills education and b) to make a new basis for the application of communication education and evaluation in dentistry. Based on the results of the study, the following suggestions for the operation of a dental communication curriculum can be drawn: First, the communication classes and the practice with standardized patients should be based on the wide support of the school. In addition, the patient-dentist interaction (PDI) should be practiced in the same way as practically possible by predoctoral students. Moreover, a space is required to allow predoctoral students to practice PDI. Second, the communication score given by the standardized patients was the most influential on the total score of PDI. This indicates that the communication practice with the standardized patients for the practical examination of the National Dental Licensing Examination is a meaningful process in the course of its communication education.

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