• Title/Summary/Keyword: Interaction Theory

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Message Framing Effect in Political Publicity Campaign: Focused on Prospect Theory (정치홍보 캠페인의 메시지 프레이밍 효과: 전망이론을 중심으로)

  • Lee, Jin-Woo
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.30-39
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    • 2018
  • This study was conducted with the aim of presenting a strategic implication for effective political campaign in the election situation which is held almost every year including the early presidential election. For this purpose, the $2{\times}2{\times}2$ triad experiment design of framing, involvement, political efficacy. The result shows that the main effect of framing and political efficacy was found, but the main effect of involvement was not shown. And also a result of two-way ANOVA, the interaction between framing and involvement was significant, but the interaction effect between framing and political efficacy was not significant. In addition, the three-way interaction effects of framing, involvement, and political efficacy were also significant. This study suggests that prospect theory is not often used to test the effects of political campaign messages and suggests new perspectives on political campaign strategies by introducing the prospect theory into election campaign message research.

Prediction of Pain Expression Using the Extended Gate Control Theory of Pain and Fishbein′s Model (관문통제동통이론과 FISHBEIN의 모델을 이용한 동통표현 예견에 대한 연구)

  • 이은옥
    • Journal of Korean Academy of Nursing
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    • v.13 no.2
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    • pp.1-21
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    • 1983
  • The purposes of this study were to(a) develop theoretical modifications of the extended gate control theory of pain using Fishbein's model and(b) test the efficacy of these modifications. Attitude, social subjective norm, personal subjective norm, habit and state anxiety were operationalized to represent internal stimuli for the cognitive-evaluative and motivational-affective dimensions of the theory. Pain expression was operationalized as sensory and affective responses to pain, and pain endurance. Sixty-two female nurses from 20 to 50 years of age participated. A semantic differential scale measured attitude and motivations to comply; a Likerty-type scale measured personal and social norms and habit. Spielberger's STAI measured state anxiety, Pain was produced using a modified submaximum effort tourniquet technique. Pair expression was measured using ratio scales of sensory intensity and unpleasantness developed by Gracely and his associates. Pain endurance was measured by subtracting time of pain threshold from pain tolerance. The first hypothesis examining whether pain endurance would be more significantly related to the affective response than to the sensory response was net rejected. Four remaining hypotheses, testing the ability of the five variables to predict the sensory and affective responses were not rejected. However, the habit of pain expression and the attitude toward pain expression contributed to the prediction of both sensory and affective responses to pain. The interaction between the cognitive-evaluative and the sensory-discriminative dimensions and the interaction between the cognitive-evaluative and motivational-affective dimensions were partially supported by the data from these two variables. The interaction between the motivational-affective and the sensory-discriminative dimensions was also supported by the relationship of sensory to affective responses. The variables which did not significantly predict pain expression appeared to have potential for prediction. Revision and testing of the tools for better reliability, validity, and clinical usuability are needed. The study contributed to theory building. The identification of variables which pre-dict pain behavior must occur before effective nursing interventions can be developed.

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THE FORMULATION OF LINEAR THEORY OF A REFLECTED SHOCK IN CYLINDRICAL GEOMETRY

  • Kim, Ju-Hong
    • Journal of applied mathematics & informatics
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    • v.9 no.2
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    • pp.543-559
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    • 2002
  • In this paper we formulate the linear theory for compressible fluids in cylindrical geometry with small perturbation at the material interface. We derive the first order equations in the smooth regions, boundary conditions at the shock fronts and the contact interface by linearizing the Euler equations and Rankine-Hugoniot conditions. The small amplitude solution formulated in this paper will be important for calibration of results from full numerical simulation of compressible fluids in cylindrical geometry.

Geometrical Construction of the S Matrix and Multichannel Quantum Defect Theory for the two Open and One Closed Channel System

  • Lee, Chun-Woo
    • Bulletin of the Korean Chemical Society
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    • v.23 no.7
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    • pp.971-984
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    • 2002
  • The multichannel quantum defect theory (MQDT) is reformulated into the form of the configuration mixing (CM) method using the geometrical construction of the S matrix developed for the system involving two open and one closed channels. The reformulation is done by the phase renormalization method of Giusti-Suzor and Fano. The rather unconventional short-range reactance matrix K whose diagonal elements are not zero is obtained though the Lu-Fano plot becomes symmetrical. The reformulation of MQDT yields the partial cross section formulas analogous to Fano's resonance formula, which has not easily been available in other's work.

Topological Analysis on the Spinodal Decomposition and Interfacial Tension of Polymer-Solvent Systems

  • 손정모;박형석
    • Bulletin of the Korean Chemical Society
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    • v.16 no.3
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    • pp.269-277
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    • 1995
  • A topological theory has been introduced to extend the theory of Balsara and Nauman to evaluate the entropy of in homogeneous polymer solutions. Previous theories have considered only the terms about the displacement of junction points, while the present theory has obtained a more complete expression for the entropy by adding the topological interaction terms between strands. There have been predicted the characteristics of the spinodal decomposition and the interfacial tension of polymer solutions from the resultant expression. It is exposed that the theoretically predictive values show good agreement with the experimental data for polymer solutions.

Social TV User's Object Relations Theory Factors Effects of Interaction and Viewing Satisfaction on Psychological Well-being (소셜TV 이용자의 대상관계요인이 상호작용성과 시청만족을 통해 심리적안녕감에 미치는 영향)

  • Kim, Min-Gyu;Byeon, Benjamin;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.243-261
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    • 2021
  • Social TV users and content are increasing day by day. The main purpose was to study the motivation for social television users, but I felt the need to analyze the potential psychological impact of users in various content. This study analyzed the impact on psychological well-being due to the interaction and viewing satisfaction by the object relations theory factors of social TV user in Korea. A survey was conducted on students of N university, ordinary university, and ordinary people who have experience using social TV to prove the observations or experiments of empirical facts in this study. Research result, First, Nonalienation have been have a positive effect on interaction and viewing satisfaction. Second, stable attachment have been have a positive effect on interaction. Third, social competence have been have a positive effect on interaction. Fourth, interaction have been have a positive effect on viewing satisfaction and psychological well-being. Fifth viewing satisfaction have been have a positive effect on Psychological well-being. Through this, This will contribute to the development of subdivided content and user-customized services for social television, and it is necessary to reconfigure and study various events that may occur between users in the future.

Effects of Silane Structure on Composite Interaction Parameter (αC)) of Silica Filled Rubber Compounds (실란 구조가 실리카 복합소재 내 구조발달 상호계수(αC)에 미치는 영향)

  • Kim, Sung Min;Kim, Kwang Jea
    • Polymer(Korea)
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    • v.38 no.4
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    • pp.411-416
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    • 2014
  • Due to the polar characteristics of silica compared to carbon black, the degree of silica dispersion, which affects the mechanical properties of rubber compounds, is an important issue. Wolff first introduced the in-rubber structure of particles (${\alpha}_F$) to express the structure development in the compounds; however, with the introduction of bifunctional silanes, his theory could not explain the 3-dimensional network structure of the compounds. Later his theory was expanded to express the composite interaction parameter (in-rubber structure of the compound) (${\alpha}_C$), which included Wolff's filler-filler interaction parameter (${\alpha}_F$), however, there was no reported experimental result proving the theory. This research first experimentally expressed the in-rubber structure of the compound ${\alpha}_C$ (= ${\alpha}_F+{\alpha}_{FP}$(filler-silane-rubber interaction parameter) + ${\alpha}_P$ (rubber-rubber interaction parameter)) upon mono- and bifunctional silane treated silica filled natural rubber (NR) compounds. Using different structure silanes, i.e. PTES, OTES, TESPD, and TESPT, the ${\alpha}_C$ value of each compound was measured and calculated. The ${\alpha}_C$ value of TESPT treated silica filled compound was 1.64, which composed of ${\alpha}_F$ (0.99), ${\alpha}_{FP}$ (0.31), and ${\alpha}_P$ (0.34).

A Study on Commercial Power of Traditional Market

  • Baik, Key-Young;Youn, Myoung-Kil
    • East Asian Journal of Business Economics (EAJBE)
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    • v.4 no.2
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    • pp.1-11
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    • 2016
  • This study investigated commercial power theory of traditional market through the analysis of literature review. Consumers' store selection models are made up a theory based on normative hypothesis, theory of mutual reaction, utility function estimation model, and cognitive-behavioral model. Detailed models are as follows. Normative hypothesis based theory is divided into Reilly's retail gratification theory and Converse's revised retail g ratification theory. Interaction theory is composed of Huff's probability gratification theory, MCI model and Multi-nominal Logit Model (MNL model). There are four models in retail organization position theory such as central place theories, single store position theory, multi store position - assign model, and retail growth potential model. In case of single store position theory, theoretical and empirical techniques have developed for a decision to optimum single store position. Those are like these, a check list, the most simple and systematic method, analogy, and microanalysis technique. Aforementioned models are theoretical and mathematical commercial power measurement and/or model. The study has rather limitations because the variation factors included in formula are only a part of actual commercial power. Therefore, further study shall be made continuously to commercial power areas and variables.

A Study on Communicative Deficits in High-Functioning Autistic Children (고기능 자폐아의 의사소통 결함 연구)

  • Ha, Young-Rye
    • Journal of Fisheries and Marine Sciences Education
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    • v.18 no.2
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    • pp.122-136
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    • 2006
  • The purpose of this study is to explore the features and features of causes of communicative deficits in high-functioning autistic children in order to intervene educational programs. When communicating with others, high-functioning autistic children have difficulties in the aspects of syntax and semantics, especially pragmatics. These causes of communicative deficits of high-functioning autistic children can be explained respectively by theory of mind, executive function, and central coherence theory. According to theory of mind, qualitative impairment of interaction and communication accounts for communicative deficits. Executive function argues that communicative deficits of high-functioning autistic children be caused by limited concern. Central coherence theory suggests that communicative deficits be caused by the inappropriate integration of cues. Considering these causes of communicative deficits in high-functioning autistic children, we proposed educational strategies order to intervene educational programs.

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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