• Title/Summary/Keyword: Communication interaction

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The new paths of user interface #1 - The non-verbal communication for the interactive media - (사용자 인터페이스의 새로운 길 #1 - 인터렉티브 미디어를 위한 비언어적 의사소통 방법 -)

  • 류제성
    • Archives of design research
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    • v.13 no.3
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    • pp.49-58
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    • 2000
  • We commonly use the computer interface a generalized form. However, the requirement of the user various and some users cannot apply the general circumstance. For these requirements, this research suggests the non-verbal communication. The suggestion is that Mewing with the mouth in human behavior applies to the interaction of the computer This was offered in three forms. First, drawing application: second, the arcade game: third, the interactive book. in condusion, we confirmed that the suggestion of this research could be effectively used for the development of the human computer interface.

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The Effect of the Sixth Industrial Entrepreneurship by Social Capital on Business Performances (사회적 자본에 따른 6차산업 기업가정신이 경영성과에 미치는 영향)

  • Kim, Yeon Jong;Park, Sang Hyeok;Park, Jeong Seon
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.147-173
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    • 2016
  • Purpose The purpose of this study was to investigate the relationship between the 6th industrial entrepreneurship and business performances on social capital. The 6th industry based on its social capital can have a significant impact on business performances. Design/Methodology/Approach For this reason, we examined the relationship between entrepreneurship and business performance using the moderator variables of social capital and the Sixth industry certification. As a result, the 6th industrial entrepreneurship affects significant positive business performance. In particular, the authenticity, communication skills, social responsibility, collaborative, risk susceptibility, and challenging mind have a positive effect on business performances. As a result of moderation effect analysis, the 6th industry certification has no interaction effect of entrepreneurship, and only challenging mind and communication skills, the authenticity showed that the positive effect on business performances. Findings Social capital has interaction effects on the 6th industry entrepreneurship. Low level of social capital improves business performance through a strong challenging mind and social responsibility. High level of social capital are more demanding authenticity, collaboration, and risk sensitivity. And the higher level of social capital, the lower the communication ability, electrical conductivity, and social responsibility.

A Study on The Relational Database Adoption (관계형 데이타 베이스 채택에 관한 연구)

  • 김윤기;이재범;양경훈
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.78-88
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    • 1996
  • It is important to understand the process of IT diffusion between organizations for meeting effectively IT progress and its changes. The previous studies provide, the process of IT diffusion between organizational members, organizational factors facilitating the assimilation of IT within the organization, and the organizational members' usage of communication channels in the IT adoption process. But they failed to provide comprehensively the diffusion process of IT between organizations. Therefore, an empirical research through a field survey has been performed to examine the diffusion process of RDB with 64 companies to overcome the limits of the previous studies. The purpose of this study is (1) to empirically examine the interaction of companies(prior adopters and potential adopters), (2) to look into the differences of the factors of organizational structure and the periods of RDB adoption process between OAE(Organizations Adopting Earlier) and OAL(Organizations Adopting Later), and the importance of communication channels used in IT planning stage and adoption stage, (3) to inquire into the difference of RDB performance between OAE and OAL. The results of this study indicate that there is no interaction between the prior adopters and the potential adopters. Also, there are great significant differences with regards to variables of CEO's age, CEO's concern on IT, formalization, centralization compensation systems, CIO's attitudes on changes, RDB adoption periods, performance of RDB. In addition, interpersonal channels have been much more used than mass communication channels in both IT planning stage and adoption stage. This study provides good guidelines to the companies and the vendors in shaping the strategies of IT adoption and IT diffusion respectively.

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Readability, Suitability and Health Content Assessment of Cancer Screening Announcements in Municipal Newspapers in Japan

  • Okuhara, Tsuyoshi;Ishikawa, Hirono;Okada, Hiroko;Kiuchi, Takahiro
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.15
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    • pp.6719-6727
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    • 2015
  • Background: The objective of this study was to assess the readability, suitability, and health content of cancer screening information in municipal newspapers in Japan. Materials and Methods: Suitability Assessment of Materials (SAM) and the framework of Health Belief Model (HBM) were used for assessment of municipal newspapers that were published in central Tokyo (23 wards) from January to December 2013. Results: The mean domain SAM scores of content, literacy demand, and layout/typography were considered superior. The SAM scores of interaction with readers, an indication of the models of desirable actions, and elaboration to enhance readers' self-efficacy were low. According to the HBM coding, messages of medical/clinical severity, of social severity, of social benefits, and of barriers of fear were scarce. Conclusions: The articles were generally well written and suitable. However, learning stimulation/motivation was scarce and the HBM constructs were not fully addressed. Practice implications: Articles can be improved to motivate readers to obtain cancer screening by increasing interaction with readers, introducing models of desirable actions and devices to raise readers' self-efficacy, and providing statements of perceived barriers of fear for pain and time constraints, perceived severity, and social benefits and losses.

Design and implement of the Educational Humanoid Robot D2 for Emotional Interaction System (감성 상호작용을 갖는 교육용 휴머노이드 로봇 D2 개발)

  • Kim, Do-Woo;Chung, Ki-Chull;Park, Won-Sung
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1777-1778
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    • 2007
  • In this paper, We design and implement a humanoid robot, With Educational purpose, which can collaborate and communicate with human. We present an affective human-robot communication system for a humanoid robot, D2, which we designed to communicate with a human through dialogue. D2 communicates with humans by understanding and expressing emotion using facial expressions, voice, gestures and posture. Interaction between a human and a robot is made possible through our affective communication framework. The framework enables a robot to catch the emotional status of the user and to respond appropriately. As a result, the robot can engage in a natural dialogue with a human. According to the aim to be interacted with a human for voice, gestures and posture, the developed Educational humanoid robot consists of upper body, two arms, wheeled mobile platform and control hardware including vision and speech capability and various control boards such as motion control boards, signal processing board proceeding several types of sensors. Using the Educational humanoid robot D2, we have presented the successful demonstrations which consist of manipulation task with two arms, tracking objects using the vision system, and communication with human by the emotional interface, the synthesized speeches, and the recognition of speech commands.

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The Roles of Social Competence and Outcome Expectancy in Predicting Communication Activities on Social Networking Sites

  • Jang, Kyungeun;Lee, Sang Yup
    • International Journal of Contents
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    • v.18 no.3
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    • pp.21-33
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    • 2022
  • Previous research has provided inconsistent findings as to whether socially (in)competent individuals benefit from social networking sites (SNSs) use. Based on the rich-get-richer model, some studies have shown that socially competent individuals expand their existing networks even further via SNSs use. Based on the poor-get-richer model, other studies have shown that those with poor social skills can achieve beneficiary outcomes from SNSs use by overcoming their deficient social resources of offline environments. The present study is devised to add evidence regarding how and why social skills are related to SNSs use. To this end, we tested the relationships between social competence and three types of Facebook communication activities: interaction, self-presentation, and passive observation. Further, drawing on the social cognitive theory, the mediating role of outcome expectancy in the relationship between social competence and Facebook communication activities was examined. Using an online survey in South Korea (N = 708), it was found that individuals with higher social competence were more likely than those with lower social competence to engage in interaction, self-presentation, passive observation on Facebook. Moreover, these relationships were mediated by outcome expectancy that the desired social outcomes could be achieved as a result of Facebook use.

A study on the convergence of library and information science and communication studies (문헌정보학과 커뮤니케이션연구의 집중(convergence)에 관한 고찰)

  • 윤혜영
    • Journal of Korean Library and Information Science Society
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    • v.20
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    • pp.471-495
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    • 1993
  • This paper focuses on issues in the convergence of library and information science and communication studies. Common research topics in both fields include scholarly communication, knowledge gaps, invisible colleges, diffusion of innovations, human interaction with communication technologies, information-seeking behavior, information theory, and the information society. To consider these two disciplines in this broader context, this paper compares these two discipline's paradigms, suggests four models of convergence, and traces bibliometric studies performed. This study may be of use to those studying scholarly communication or bibliometrics, to faculty constructing curricula in either of the disciplines, to communication and information science scholars seeking new areas of research, and to collection development librarians in drawing the boundaries of these disciplines.

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Study on Facial Expression Factors as Emotional Interaction Design Factors (감성적 인터랙션 디자인 요소로서의 표정 요소에 관한 연구)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.61-70
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    • 2014
  • Verbal communication has limits in the interaction between robot and man, and therefore nonverbal communication is required for realizing smoother and more efficient communication and even the emotional expression of the robot. This study derived 7 pieces of nonverbal information based on shopping behavior using the robot designed to support shopping, selected facial expression as the element of the nonverbal information derived, and coded face components through 2D analysis. Also, this study analyzed the significance of the expression of nonverbal information using 3D animation that combines the codes of face components. The analysis showed that the proposed expression method for nonverbal information manifested high level of significance, suggesting the potential of this study as the base line data for the research on nonverbal information. However, the case of 'embarrassment' showed limits in applying the coded face components to shape and requires more systematic studies.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Control Architecture for N-Screen Based Interactive Mutli-Vision System (N-스크린 기반 인터렉티브 멀티 비전 시스템 제어 구조)

  • Sarwar, Ghulam;Ullah, Farman;Yoon, Changwoo;Lee, Sungchang
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.72-81
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    • 2013
  • In this paper, we propose the architecture and user interaction mechanism to implement N-Screen services on Multi-Vision System (MVS) that are not supported in existing systems. N-Screen services enable users to control the MVS displays through any of their devices and share contents among MVS displays and user's active-devices with service continuation at any location. We provide N-Screen interactive services on MVS by introducing N-Screen interaction & session management server and agent. Furthermore, we present some examples of the protocols such as application launching, user interaction for service control and visualcasting to support N-Screen services. In addition, we explain the N-Screen service scenarios for providing split sessions on user's active-devices and launching metadata content on any of his devices at any location supported by these protocols. The simulation result demonstrates the feasibility and performance improvement of the proposed visualcasting mechanisms.