• 제목/요약/키워드: Communication interaction

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

  • 남영주;옥선화;김지애
    • 대한가정학회지
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    • 제44권2호
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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-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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아동과 청소년의 수치심과 부모와의 의사소통이 또래압력에 미치는 영향 (The Effects of Children's Shame and Communication with Their Parents on Peer Pressure)

  • 한세영
    • 대한가정학회지
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    • 제47권8호
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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.

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

  • 손재광;이성로;소재우
    • 한국통신학회논문지
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    • 제39C권11호
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    • pp.1201-1208
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    • 2014
  • 해양 산업과 IT기술의 융합으로 해양 네트워크 시스템에 적용하기 위한 여러 가지 무선통신 기술들이 논의됨에 따라, 본 논문에서는 선박 간의 안정적인 통신을 위한 HARQ-ARQ interaction 기법을 제안하고, 모의실험을 통해 성능을 평가하였다. HARQ-ARQ interaction 기법에서 선박은 HARQ 피드백으로 ARQ 피드백을 대체함으로써, ARQ 블록의 재전송 시간을 단축시킨다. 그러나 HARQ 피드백 오류로 인하여 HARQ-ARQ interaction 기법에서 성능 열화가 발생할 수 있다. 따라서 본 논문은 HARQ-ARQ interaction 기법을 사용할 때 HARQ 피드백 메시지의 오류가 미치는 영향을 고려한다. 모의실험을 통하여 해양 네트워크 시스템에서 HARQ-ARQ interaction 기법을 사용함으로써 지연 성능을 향상시키는 것을 확인하였다.

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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    • 제10권2호
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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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    • 제3권2호
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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.

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

  • 이복자
    • 한국어교육
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    • 제29권3호
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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.

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

  • 임연수;최재필
    • 한국주거학회논문집
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    • 제22권3호
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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.

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

  • 윤중현
    • 경영과정보연구
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    • 제32권2호
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    • pp.193-212
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    • 2013
  • 본 연구의 목적은 스마트폰의 급속한 성장과 발전으로 인한 ICT(Information and Communication Technology)사용자 환경에서 커뮤니케이션 상호작용성에 영향을 미치는 요인들과의 관계 및 영향을 이해하고자 하였다. 이를 위해 기존의 매체활용이론 및 정보기술 수용과 관련된 선행연구들을 중심으로 상호작용성에 영향을 미치는 특성요인들을 추출하고 연구모형을 구축하였고, 이를 토대로 커뮤니케이션 상호작용성에 영향을 미치는 요인에 관한 실증연구를 수행하였다. 실증분석결과 통신처리속도, 처리용량, 셋업시간, 처리의 정확성, 제공매체의 다양성, 그리고 시 공간제약 여부를 중심으로 평가한 ICT 매체특성, 신기술에 대한 호기심, 충동적 반응과 즉각적 반응정도로 구분한 정보기술 개인혁신성은 ICT 매체활용태도에 유의한 영향을 미치는 것으로 밝혀졌다. 또한, ICT 매체특성, ICT 매체활용태도는 커뮤니케이션 상호작용성에 긍정적 영향을 미치는 것으로 나타났지만 정보기술 개인혁신성은 커뮤니케이션 상호작용에 부정적 영향을 미치는 것으로 나타나 개인혁신성이 클수록 정보전달, 정보접근, 정보공유 및 활용에 소극적인 것으로 밝혀졌다. 본 연구로 제시된 결과는 ICT를 활용한 커뮤니케이션 상호작용성을 이해하는데 도움이 될 것으로 기대하며 본 연구를 해석하는데 연구의 한계점과 향후 연구 방향을 제시하였다

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

  • 김주아;김기덕;조재현;허지선;정서연;이보라
    • 대한치과의사협회지
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    • 제57권10호
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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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