• Title/Summary/Keyword: Communication interaction

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The Agenda-Setting Process in Cyberspace: The Difference between Open Cyberspace and Closed Cyberspace (사이버공간의 특성과 의제 전개과정: 일반네티즌공간과 참여네티즌공간의 차이)

  • Park, Eun-Hee;Lee, Soo-Young
    • Korean journal of communication and information
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    • v.18
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    • pp.99-130
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    • 2002
  • This study examines whether cyberspace produced by computer mediated communication(CMC) would perform the public sphere through the agenda-setting process. By doing this, this study focused on how the cyberspace agenda is set and on how the characteristics of cyberspace and the mass media influence the cyberspace agenda-setting process. Through this study, the possibility of cyberspace as the public sphere is found although the characteristics of cyberspace decide this possibility. In particular, in order for cyberspace to contribute to enhancing democracy as a form of alternative media, the interaction among cyberspace, mass media and the off-line arena is a necessary condition. The interaction between cyberspace and mass media regarding the Sungsoo Women's Middle School violence case provides two very important points. First, cyberspace helps the individual agenda to be adopted by mass media as the media agenda. Second, mass media confirmed the credibility of cyberspace agenda through reporting. In addition, this study reveals that cyberspace would perform as the public sphere only when the interaction between on-line and off-line is provided.

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Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

A Study Leaner-Centered Interactive Design for Web-Based Instruction (웹기반 교육을 위한 학습자 중심의 인터랙티브 디자인에 관한 연구)

  • Pang, Su-Young;Bae, Yong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.883-886
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    • 2007
  • This study examined contents of interaction that played an important role in learners' accomplishment of educational goals at web-based educational system. The purpose of the study was to find out design strategies of web-based education website that could give learners more satisfactory interaction. The study firstly investigated concept and values of web-based education as well as interaction by literature study to analyze web-based educational design principles at actual web-based education websites from point of view of interaction and to examine what factors should be used and reinforced at existing teaching. The findings were as follow: Web-based education websites made use of interaction with 'each design factor', such as colors, texts and images, etc that were based on communication designs to give 'information' by systematic interaction more than by social interaction.

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The Effect of Type of Communication by Physical Therapists on Patient Satisfaction and Revisit Intention

  • Kim, Eun-Ji;Sim, Gyeong Seop;Kim, Dong-Hoon
    • The Journal of Korean Physical Therapy
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    • v.33 no.5
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    • pp.245-251
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    • 2021
  • Purpose: This study sought to identify the effect of various types of communication by physical therapists on patient satisfaction and revisit intention. Methods: A total of 212 patients who received physical therapy in Seoul and the Gyeonggi province were surveyed on patient satisfaction and revisit intentions depending on the types of communication by physical therapists. Frequency and correlation analyses were conducted to process the data using the SPSS 22.0 program, and the AMOS 18.0 statistical package was used for confirmatory factor analysis. A structural equation modeling analysis was also performed to verify the model and the hypothesis that was set up in the present paper. Results: The survey showed that patient satisfaction correlates positively and significantly with patient-centric communication, physical factors, and spatial behavior. A significant negative correlation was also found between patient satisfaction and therapist-centered communication. Patient satisfaction positively correlated with revisit intentions. Conclusion: These results showed that there was a positive correlation between the communication of the physical therapist and the satisfaction recognized by a patient. This implies that the patient satisfaction with a physical therapist increases as the communication skills of a physical therapist improve. These findings suggest that a physical therapist must adopt patient-centric communication styles, physical factors, and spatial behavior. This study was important as it generated basic data for the formation of a therapeutic relationship through efficient and promotional communication skills. It recognizes the importance of communication between a physical therapist and a patient as the indispensable factor for interaction.

Risk Management interaction model for Process of Information Security Governance (정보보호 거버넌스 프로세스를 위한 위험관리 상호작용 모델)

  • Song, You-Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.2
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    • pp.103-108
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    • 2012
  • Recently, IT Governance has been applied to business management environment. In this paper, we study business model that can minimize information security risk using IT governance in cloud computing environment. Especially, we propose the interaction model that link risk management for subject of information security governance. In our model, synergy means the effective, strategic and secure business support. And interaction analysis of BMIS's 4 elements and 6 dynamic interconnections is required. Therefore we propose interaction model which can link risk management based on COSO ERM or COBIT Risk IT Framework.

Collective Interaction Filtering Approach for Detection of Group in Diverse Crowded Scenes

  • Wong, Pei Voon;Mustapha, Norwati;Affendey, Lilly Suriani;Khalid, Fatimah
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.912-928
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    • 2019
  • Crowd behavior analysis research has revealed a central role in helping people to find safety hazards or crime optimistic forecast. Thus, it is significant in the future video surveillance systems. Recently, the growing demand for safety monitoring has changed the awareness of video surveillance studies from analysis of individuals behavior to group behavior. Group detection is the process before crowd behavior analysis, which separates scene of individuals in a crowd into respective groups by understanding their complex relations. Most existing studies on group detection are scene-specific. Crowds with various densities, structures, and occlusion of each other are the challenges for group detection in diverse crowded scenes. Therefore, we propose a group detection approach called Collective Interaction Filtering to discover people motion interaction from trajectories. This approach is able to deduce people interaction with the Expectation-Maximization algorithm. The Collective Interaction Filtering approach accurately identifies groups by clustering trajectories in crowds with various densities, structures and occlusion of each other. It also tackles grouping consistency between frames. Experiments on the CUHK Crowd Dataset demonstrate that approach used in this study achieves better than previous methods which leads to latest results.

Research on 5G Core Network Trust Model Based on NF Interaction Behavior

  • Zhu, Ying;Liu, Caixia;Zhang, Yiming;You, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.10
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    • pp.3333-3354
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    • 2022
  • The 5G Core Network (5GC) is an essential part of the mobile communication network, but its security protection strategy based on the boundary construction is difficult to ensure the security inside the network. For example, the Network Function (NF) mutual authentication mechanism that relies on the transport layer security mechanism and OAuth2.0's Client Credentials cannot identify the hijacked NF. To address this problem, this paper proposes a trust model for 5GC based on NF interaction behavior to identify malicious NFs and improve the inherent security of 5GC. First, based on the interaction behavior and context awareness of NF, the trust between NFs is quantified through the frequency ratio of interaction behavior and the success rate of interaction behavior. Second, introduce trust transmit to make NF comprehensively refer to the trust evaluation results of other NFs. Last, classify the possible malicious behavior of NF and define the corresponding punishment mechanism. The experimental results show that the trust value of NFs converges to stable values, and the proposed trust model can effectively evaluate the trustworthiness of NFs and quickly and accurately identify different types of malicious NFs.

The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast (전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할)

  • Zou, ChangYun;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.382-389
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    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.

Development of Six Thinking Hats Online Synchronous Discussion Tool to Facilitate Structured Interaction and Communication (구조화된 상호작용과 의사소통을 촉진하기 위한 육색사고모자 온라인 실시간 토론 도구 개발)

  • Koo, Yang-Mi;Seo, Jeong-Hee
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.107-121
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    • 2012
  • The purpose of this study is to develop online synchronous discussion tool based on De Bono's six thinking hats and to investigate availability and improvements of the tool. Analysis of previous studies about synchronous online discussion and six thinking hats and development of design strategies from 3C model, communication, coordination, cooperation, were done. Six thinking hats online synchronous discussion tool was developed and applied four times for 5 weeks in the 'fundamentals of computer science' course of college students majored in computer science. Qualitative data from open-ended survey and reflection paper of students, and field note of participant researchers were analyzed. As a result, six thinking hats online synchronous discussion tool facilitated student's interaction and communication in the aspect of communication, coordination, and cooperation of 3C model. However, some improvements are needed to overcome the limits of text-based online communication and to use six thinking hats online synchronous discussion tool as a tool to promote structured interaction and communication.

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A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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