• 제목/요약/키워드: Interaction Concept

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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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간호대학생의 교수-학생 상호작용과 취업불안의 관계에서 전문직 자아개념의 매개효과 (The Mediating Effect of Professional Self-Concept on the Relationship between Professor-Student Interaction and Job-Seeking Anxiety among Nursing Students)

  • 현혜순;김윤영;장은수
    • 보건의료산업학회지
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    • 제12권1호
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    • pp.149-160
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    • 2018
  • Objectives : The purpose of this study was to examine the mediating effect of professional self-concept on the relationship between professor-student interaction and job-seeking anxiety among nursing students. Methods : A cross-sectional survey was conducted using a convenient sampling method with data collected from a sample of 294 nursing students. The structured questionnaire included items to assess job-seeking anxiety, professional self-concept, and professor-student interaction among nursing students. The data were analyzed with descriptive statistics, t-test, ANOVA, Pearson's correlation coefficient, and multiple regression using the SPSS 24.0 program. Mediation analysis was performed according to the Sobel test. Results : Analysis of the mediating effect of professional self-concept showed a significant mediating influence of professional self-concept on the relationship between professor-student interaction and job-seeking anxiety. Conclusion : The findings suggest that professional self-concept may play a role in increasing the effect of professor-student interaction on job-seeking anxiety. Therefore, this study underscores the need to consider ways of enhancing professional self-concept during interventions for nursing students.

인지적.평가적 자아개념이 의복행동에 미치는 영향 -남녀대학생의 쇼핑동기, 의복관심, 의복만족도를 중심으로- (The Effect of Perceptual and Evaluative Self-Concept on the Clothing Behavior - Based on College Students' Shopping Motivation, Clothing Interest and Clothing Satisfaction-)

  • 임경복
    • 한국의류학회지
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    • 제21권4호
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    • pp.740-749
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    • 1997
  • The purpose of this study was to identify the effects of perceptual self-concept and evaluative self-concept (self-esteem) on the clothing behavior of college students. The subjects of this study were college students who were attended in Semyung University. For statistical analysis, factor analysis, 1-test, Pearson's correlation and two-way ANOVA were used. The results of this study were as follows: 1. Male students showed higher evaluative self.concept than female students. 2. Shopping motivation was varied according to self-concept especially in male students. And in fashion pursuit factor, sex and self-concept had the main effect and concurrently there was interaction. 3. Clothing interest was varied according to self-concept. About fashion interest, sex had the main effect and sex and self-concept showed the interaction. 4. Clothing satisfaction was changed according to self-concept. Self-concept showed the main effect in fashionable factor and practical factor, and sex and self-concept had interaction in fashionable factor.

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청소년의 자아개념에 대한 부모-자녀관계와 학교생활 적응간의 상호작용 효과 (Interaction effects of Parent-child Relationship and School Adjustment on adolescent self-concept)

  • 신나나;도현심
    • 가정과삶의질연구
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    • 제18권3호통권47호
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    • pp.99-114
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    • 2000
  • This study investigated the relations among parent-child relationship, school adjustment and self-concept in adolescence. In addition, interaction effects of parent-child relationship and school adjustment on adolescent self-concept were examined. The major results of this study were as follows: 1. Parent-child relationship and school adjustment were positively associated with self-esteem. The better parent-child relationships they perceive, the higher self-concept they have. The better school adjustment they experience, the higher self-concept they have. 2. There were interaction effects of parent-child relationships and school adjustment on self-concept. Adolescents whose parent-child relationships were poor had higher self-concept when they adjusted to school well. There were little differences in self-concept as a function of the school adjustment when their parent-child relationships were good. These findings indicate that experience in the family and school domains interact in their associations with adolescent self-concept.

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병원 간호사의 동료간 돌봄-배려행위, 전문직 자아개념, 재직의도의 관계 (The Relation of Peer Group Caring Interaction, Professional Self-concept, and Nurses' Retention)

  • 홍은희;이주영
    • 대한안전경영과학회지
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    • 제23권3호
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    • pp.19-25
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    • 2021
  • The purpose of this study is to understand the relation of peer group caring interaction, Professional self-concept, and Nurses' Retention. The subjects of this study are 133 nurses who have worked for more than three months at five general hospitals with more than 300 beds in S city. As a result of the study, nurses' retenstion was higher than those of under 25 years of age between 30 and 35(F=3.313, p=.039).The professional self-concept of hospital nurses has been identified as an influence factor of intent to serve. Professional self-concepts have been shown to be better with higher peer-care and consideration(r=.397, P=.004). The peer group caring interaction behavior can occur not only between colleagues but also between managers. Therefore, it is necessary to proceed with the manager's group caring interaction as a follow-up study.

모아상호작용(Mother-Child Interaction)에 대한 개념 분석 (Concept Analysis of Mother-Child Interaction)

  • 박성희;방경숙
    • Child Health Nursing Research
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    • 제17권2호
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    • pp.120-126
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    • 2011
  • Purpose: The purpose of this study was to explore the concept of Mother-Child Interaction (MCI). Methods: The concept analysis method described by Walker & Avant (2005) was used. Results: The attributes of MCI were as follows; 1) MCI involves positive or negative affective and verbal communication. 2) MCI involves mother, child, and dyadic activity. 3) MCI involves sensitivity, responsiveness, and child developmental stimulation. 4) MCI is reciprocal, goal-oriented partnership process. The antecedents of MCI are need for goal attainment, relationship, and child development (cognitive, physical, emotional, and social). The consequences of MCI are goal attainment, promotion of mother-child relationship, and promotion of child development. Conclusion: MCI is a reciprocal, goal-oriented partnership process and is an important concept in child development and health. Appropriate instruments to operationalize the concept need to be developed.

생물 학습을 위한 고등학생 소집단과 교사의 면담에서 나타나는 상호작용 유형 분석 (The Patterns of Interaction in Teacher Interviewing with High School Students' Small Group for Biology Learning)

  • 김정민;송신철;심규철
    • 과학교육연구지
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    • 제37권1호
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    • pp.117-130
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    • 2013
  • 본 연구는 고등학생들의 생물 학습 상황의 소집단 활동에서 나타나는 상호작용 유형을 분석하고자 하였다. 상호작용의 유형 분석은 소집단 활동을 위해 교사가 피드백을 제공하고자 하는 면담 과정을 통해 이루어졌다. 상호작용의 유형은 학생과 학생, 학생과 교사간 상호작용 수준에 따라 4가지로 분류되었는데 이는 소집단 내에서 교사와 소집단의 대표 학생 사이에서만 상호작용이 이루어지는 유형(LR, Leader Representation), 일부 학생과 교사의 상호작용이 이루어지고 있는 유형(PSI, Partial Students Interaction), 학생과 학생 사이에 상호작용이 활발히 일어나나 교사와는 대표 학생과 상호작용이 이루어지는 유형(SAI, Students Active Interaction), 구성원 모두가 활발히 상호작용을 하고 모든 학생들이 교사와도 상호작용을 하는 유형(TSAI, Teacher-students Active Interaction) 등이다. 고등학생들은 면담 과정이 거듭될수록 학생과 학생 사이에 상호작용이 활발하게 일어났으며, 학습에 대한 개념 이해가 부족한 초기 단계에서는 학생들 간에 복잡한 상호작용 양상이 나타나지만 개념의 이해가 완성되어 갈수록 점차 상호작용 유형이 간결하게 변화되어가는 특성을 보였다. 이로부터 생물 학습을 위한 소집단에서의 상호작용은 개념 이해가 부족한 학습자에게는 개념을 확인하고 이해할 수 있는 기회를 제공하며, 학습 개념을 상호 형성할 수 있는 긍정적 영향을 미칠 수 있을 것이다.

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Improvement to Crack Retardation Models Using ″Interactive Zone Concept″

  • Lee, Ouk-Sub;Chen, Zhi-Wei
    • International Journal of Precision Engineering and Manufacturing
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    • 제3권4호
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    • pp.72-77
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    • 2002
  • The load interaction effect can be best illustrated by the phenomenon of overload retardation. Some prediction methods for retardation are reviewed and the problems discussed in the present paper. The so-called under-load effect much of the retardation disappears if a very low level minimum stress follows the overload, is also of importance for a prediction model to work properly under random load spectrum. The concept of Interactive Zone (IZ) fully considering reversed plasticity during unloading was discussed. This IZ concept can be combined with existing models to derive some improved models that can naturally take account of the under-load effect. Some simulations by IZ improved models for test under complex load sequences including multiple overloads and both over/under loads are compared with test results. It is seen that the improvement by IZ concept greatly enhanced the ability of existing models to accommodate complex load interaction effects.

보육기관에서의 놀이치료가 유아의 문제 행동, 자아지각, 사회적 상호작용 및 놀이치료 과정에서 유아의 반응 변화에 미치는 영향 (The Effects of Childcare Center Based Play Therapy on Infant's Problem Behaviors, Self-Concept, Social Interaction and Infant's Response Changes during Play Therapy)

  • 양선영;한유진
    • 아동학회지
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    • 제35권1호
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    • pp.95-117
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    • 2014
  • The study was performed at a childcare center based play therapy to help ameliorate the problems of infants in the borderline, self-concept, social interaction, infant's response changes observed during play therapy. The subjects of this study consisted of twenty eight infants between the ages of 4 to 5 years who exhibited behavior problems. All subjects were located in the Seoul. The play therapists were sent to the child care center, and conducted 16 sessions of play therapy to infants exhibiting problem behaviors. In summary, the results indicated the following. First, childcare center based play therapy was effective in improving infants' behavior problems in the borderline areas outlined above. Second, childcare center based play therapy had a positive effect on the self-concept of infants. Third, childcare center based play therapy had a positive effect on the social interaction among the infants. Finally, there was significant difference in the responses of infants during childcare center based play therapy.

모아상호작용의 측정에 대한 고찰 (Review of the Measurement of Mother Child Interaction)

  • 방경숙;권미경;박성희
    • Perspectives in Nursing Science
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    • 제8권1호
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    • pp.20-31
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    • 2011
  • Purpose: The purpose of this study was to review the concept of Mother-Child Interaction (MCI) as well as its theoretical model and measurement methods. Methods: A review of related theories and research was done to identify the concept and present status of MCI measuring techniques. Results: The concept of MCI contains the two aspect of attachment and child rearing. MCI is unique in that it includes a dyadic process. The concept of MCI was developed based on attachment theory, Barnard's theory, and the goodness of fit model, MCI involves sensitivity, responsiveness, reciprocity, contingency, mutual satisfaction, and child developmental stimulation including positive and negative affection. Most instruments involved observation, especially in structured situations, and most were developed for mother-infant interaction. Conclusion: MCI is a reciprocal, goal-oriented partnership process and is an ongoing process during childhood. Instruments for measuring MCI for preschoolers as well as appropriate self-reporting instruments need to be developed for wide use in practice and in research.

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