• 제목/요약/키워드: face-to-face communication

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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.

Automatic Camera Pose Determination from a Single Face Image

  • Wei, Li;Lee, Eung-Joo;Ok, Soo-Yol;Bae, Sung-Ho;Lee, Suk-Hwan;Choo, Young-Yeol;Kwon, Ki-Ryong
    • 한국멀티미디어학회논문지
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    • 제10권12호
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    • pp.1566-1576
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    • 2007
  • Camera pose information from 2D face image is very important for making virtual 3D face model synchronize with the real face. It is also very important for any other uses such as: human computer interface, 3D object estimation, automatic camera control etc. In this paper, we have presented a camera position determination algorithm from a single 2D face image using the relationship between mouth position information and face region boundary information. Our algorithm first corrects the color bias by a lighting compensation algorithm, then we nonlinearly transformed the image into $YC_bC_r$ color space and use the visible chrominance feature of face in this color space to detect human face region. And then for face candidate, use the nearly reversed relationship information between $C_b\;and\;C_r$ cluster of face feature to detect mouth position. And then we use the geometrical relationship between mouth position information and face region boundary information to determine rotation angles in both x-axis and y-axis of camera position and use the relationship between face region size information and Camera-Face distance information to determine the camera-face distance. Experimental results demonstrate the validity of our algorithm and the correct determination rate is accredited for applying it into practice.

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포스트휴먼 시대 청소년의 정신 건강: 비대면 대화 매체 사용과 언어폭력 관련성 연구 (The Mental Health of Adolescents in the Post-Human Era: A Study of the Relationship Between Non Face-To-Face Communication Media and Verbal Violence)

  • 이유미;오미영
    • 한국학교ㆍ지역보건교육학회지
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    • 제20권3호
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    • pp.123-134
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    • 2019
  • Objectives: The purpose of this study is to identify the problems of verbal violence that adolescents face in the post-human age, when the non-face-to-face media is increasing. Methods: A survey was conducted on 305 adolescents, aged 14 to 16 years of middle school and high school students. The data were analyzed with the SPSS 25.0. Results: As a result of conducting multiple regression analysis to identify the type of conversation that affects verbal abuse of adolescents, a model with a conversation with family, conversation with other people, messenger conversation such as KakaoTalk, and video chat conversation was selected. The amount of explanation was 11.4%. (R2 = .114) Of these, non-face-to-face conversations have been shown to increase verbal violence, and face-to-face conversations with family have, in turn, lowered the risk. As a result of t-testing to examine the effect of verbal abuse experience on the verbal violence index, the damage experience was significant in depression (p = .042) and impulsive aggression (p = .021). (P = .000). Conclusion: This study reiterates the importance of family dialogue along with the fact that the development of various non-face-to-face media in the Fourth Industrial Revolution can have a negative impact on adolescent mental health.

The Impact of Face-to-Face Sales in the Air Service Market

  • SUNG, Yu-Lim;PARK, Hye-Yoon
    • 유통과학연구
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    • 제18권10호
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    • pp.39-52
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    • 2020
  • Purpose: This study aims to find out the relationship between the impact of Korean crew on airline service quality in the global aviation market, which is the representative of the face-to-face sales and can help in the face-to-face market of aviation services. Research design, data: The survey was conducted for about a month from March 1 to April 6, 2020, and a total of 300 copies were used in the analysis of the results. To verify the hypothesis, data was analyzed using the statistical package program SPSS 18.0, and frequency analysis, exploratory factor analysis, correlation analysis, and multiple regression analysis were performed. Results: It is a study on the sales of face-to-face service of crews of global airlines. Non-verbal elements in airline service face-to-face sales have been shown to have a significant impact on service quality. Conclusions: In the face-to-face service sales of global airlines, communication has been shown to affect service quality. A face-to-face sale using mother tongue means important. The better the flight attendant's linguistic face-to-face selling ability, the more positive on the airline's quality of service. It suggests that the communication skills of managers in the aviation service market are important for repurchase.

텍스트매체 사용에 있어서 매체 경험이 매체 인지와 의사소통과정에 미치는 영향 (Effects of Medium Experience on Medium Perception and Communication Process)

  • 양재호;이현규;서길수
    • Asia pacific journal of information systems
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    • 제9권3호
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    • pp.1-23
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    • 1999
  • The objective of this study is to examine the media richness theory and the social information processing model by analyzing the effect of media experience on media perception and communication process. To accomplish this objective, a laboratory experiment was conducted. The independent variable was text medium experience and a face-to-face medium was added as a control group. The dependent variables were medium perception and communication process. Medium perception includes perceived richness, medium feeling, task satisfaction, and communication satisfaction. Communication processes were also analyzed to compare each treatment group. The results can be summarized into two facts. First, face-to-face group showed higher perceived richness than text medium group. And experienced text medium group perceived their text medium richer than inexperienced text medium group. Second, experienced text medium groups showed more interactions between subjects than inexperienced text medium group. Experienced text medium group also showed more agreements and meta-communication which could be found in face-to-face group. The result of this study supported media richness theory by finding that face-to-face medium was perceived richer than text medium, And the results also proved social information processing model by comparing experienced text medium group and inexperienced text medium group. The text medium, although thought to be the leanest one, could be perceived richer if users had lots of experience on it.

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Core Factors Influencing the Perceptions of Adolescenses in Higher Education Relating to The Impact of Technological Innovations on Human Interaction

  • Gurola, Mehmet Ali;Ozgurb, Ergun
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.69-83
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    • 2014
  • This paper aims to reach the perceptions, ideas and intentions of the higher education adolescences on the effects of technological innovations over interrelation/communication between individuals. While advances in technology commonly works for the welfare and benefit of humankind, paradoxically in some instances could have negative outcomes on interrelations among individuals, minimizing face-to-face communication. The perceptions, so ideas of the individuals on the matter could differ depending on their age, gender, race and the culture beyond their relative intimacy and closeness to ICT tools. In order to penetrate the basic initiatives leading the perceptions of adolescents on the effects of technological improvements on human interrelations/ communication, a survey is conducted with 157 students in high education consisting of Asian, African, Cypriot, Turkish nationals. Results indicate that participants use technological tools for communication which lessens their face-to-face interaction. However they prefer social media more than face-to-face communication during conflict or undesirable situations.

대면과 비대면 교육 환경이 반복되는 상황에서 효율적인 소프트웨어 실습 교육 사례 (A Case Study on Software Practical Education that is Efficient for Repetitive Face-to-face and Non-face-to-face Education Environments)

  • 전혜영
    • 공학교육연구
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    • 제25권6호
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    • pp.93-102
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    • 2022
  • Due to COVID-19, all activities in society are emphasized non-face-to-face, and the educational environment is changing without exception. Looking at the results of the survey after conducting non-face-to-face education, there was a lot of rejection of non-face-to-face practical education. The biggest reason was that instructors were not familiar with the non-face-to-face education method, and feedback was not smooth during or after education. In particular, software practice education was not easy to share the software development environment, but communication and feedback on class contents and tasks were important. In particular, if face-to-face and non-face-to-face are alternately variable, it is not easy for practical education to be consistently connected. Even if non-face-to-face hands-on education is changed to face-to-face hands-on education, we will present a plan to use a data sharing system such as question-and-answer, assignment, practice content, and board content so that it can proceed smoothly. This study presents an efficient software education process that can provide learners with a software integrated practice environment based on a shared server, question-and-answer between instructors and learners, and share feedback on tasks. For the verification of the presented process, the effectiveness was confirmed through the survey results by applying the face-to-face/non-face-to-face education process to 220 trainees for 30 months in software education classes such as A university hands-on education, B company new employees, and ICT education courses.

Real-Time Face Avatar Creation and Warping Algorithm Using Local Mean Method and Facial Feature Point Detection

  • Lee, Eung-Joo;Wei, Li
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.777-786
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    • 2008
  • Human face avatar is important information in nowadays, such as describing real people in virtual world. In this paper, we have presented a face avatar creation and warping algorithm by using face feature analysis method, in order to detect face feature, we utilized local mean method based on facial feature appearance and face geometric information. Then detect facial candidates by using it's character in $YC_bC_r$ color space. Meanwhile, we also defined the rules which are based on face geometric information to limit searching range. For analyzing face feature, we used face feature points to describe their feature, and analyzed geometry relationship of these feature points to create the face avatar. Then we have carried out simulation on PC and embed mobile device such as PDA and mobile phone to evaluate efficiency of the proposed algorithm. From the simulation results, we can confirm that our proposed algorithm will have an outstanding performance and it's execution speed can also be acceptable.

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A Margin-based Face Liveness Detection with Behavioral Confirmation

  • Tolendiyev, Gabit;Lim, Hyotaek;Lee, Byung-Gook
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.187-194
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    • 2021
  • This paper presents a margin-based face liveness detection method with behavioral confirmation to prevent spoofing attacks using deep learning techniques. The proposed method provides a possibility to prevent biometric person authentication systems from replay and printed spoofing attacks. For this work, a set of real face images and fake face images was collected and a face liveness detection model is trained on the constructed dataset. Traditional face liveness detection methods exploit the face image covering only the face regions of the human head image. However, outside of this region of interest (ROI) might include useful features such as phone edges and fingers. The proposed face liveness detection method was experimentally tested on the author's own dataset. Collected databases are trained and experimental results show that the trained model distinguishes real face images and fake images correctly.

Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.