• 제목/요약/키워드: human communication

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중학생의 자기통제, 부모-자녀 간의 의사소통 및 학교생활만족도가 스마트폰 중독에 미치는 영향 (Effects of Self-Control, Parent-Adolescent Communication, and School Life Satisfaction on Smart-phone Addiction for Middle School Students)

  • 이수진;문혁준
    • 한국생활과학회지
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    • 제22권6호
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    • pp.587-598
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    • 2013
  • This study is to examine (the) effects of self-control, parent-adolescent communication, and school life satisfaction on smart-phone addiction for middle school students. The 127 students who were classified as smart-phone addicts among first to third grade at two middle schools located in Gyunggido were sampled with a survey. T-tests, ANOVA, Pearson's correlation, and multiple regression analysis were used. The results of study were as follows. First, smart-phone addiction make no difference according to adolescent's sex and grade. Second, the relations between smart-phone addiction and the factors included self-control, parent-adolescent communication, and school life satisfaction were negatively correlated. As a result, the higher self-control, parent-adolescent communication, and school life satisfaction were, the lower smart -phone addiction was. Third, it is significant as variable that adverse effect, low rank class of parent-adolescent communication and personal relationship, same class as the former of school life satisfaction exert influence on smart phone addiction.

아버지의 양육행동, 양육참여도 및 아버지-자녀간 의사소통이 아동의 다중지능에 미치는 영향 (The Effect of Father's Parenting Behavior, Parenting Involvement and Father-Child Communication on Children's Multiple Intelligence)

  • 장영애;이영자
    • 한국생활과학회지
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    • 제22권6호
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    • pp.529-546
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    • 2013
  • The purpose of this study was to find the effects of parenting behavior, parenting involvement and father-child communicationon on children's multiple intelligence. For this purpose, 182 children selected from three elementary schools and their fathers participated in the study. The findings of this study are as follows : First, there were some significant differences in children's multiple intelligence according to the children's grade, gender, father's educational background and income. Second, there were some significant differences in children's multiple intelligence according to the parenting behavior, warmth acceptance, rejection restriction and permissiveness nonintervention behaviors, and to leisure activity, life guidance, study guidance of parenting involvement and to father-child open communication, problematic communication. Third, It was also found that children's grade, gender, father's educational background, warmth acceptance behavior, permissiveness nonintervention behaviors and open communication, problematic communication were all significant predictors of the children's multiple intelligence. In order to increase the children's multiple intelligence, parents should be warmer and more accepting and have open commnication with their children.

중학생의 부모-자녀간 의사소통과 자아존중감 (Communication and Self-Esteem between Middle School Students and Their Parents)

  • 신효식;김근화
    • 한국가정과학회지
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    • 제7권2호
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    • pp.47-58
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    • 2004
  • This study is designed to provide some basic materials for finding better ways to promote student-parent communication in order to elevate the sense of self-esteem among middle school students and to talk about the importance of communication between students and parents through looking at the current student-parent communication reality resulting from socio-demographic changes among male and female middle school students and analyzing some influences student-parent communication has on students' self-esteem. To attain the aforementioned purpose, total 650 2nd grade and 3rd grade middle school students were asked to fill out the questionnaire. The schools that they are attending are 2 schools in Gwangju City and 2 schools in a township in Jeonnam. 617 students responded to the survey. In order to see the general characteristics and the distribution of major variables of the respondents, the data were used to produce frequency. percentile, standard deviation and correlation quotient. and t-test. one-way Anova, Duncan's multiple range test and multiple regression analysis techniques were put to use. The results from this study are as follows: student groups that have good relations with other students seemed to be more open and active in their communication with their mother and father. Female students and students in their 2nd grade had more open talking relations with their mothers than male students and students in their 3rd grade. Students had more open talking relations with their father when father's occupation is office worker. In the difference of self-esteem that results from variables in communication between students and parents, a significant variance was presented in the level of the self-esteem of middle school students. When they had open communication with both parents, they had a high sense of self-esteem. and when their communication style was problematic, they had a low sense of self-esteem. When they had better relations with other students, when they had more open communication styles with their mother, when they had better school records, when they felt more satisfaction with communication With their father, they showed a higher level of self-esteem.

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디지털 휴먼을 활용하여 교수-학생 상호작용을 촉진시키는 학습지원 시스템 구현 (Implementation of a Learning Support System that Facilitates Teacher-Student Interaction Utilizing a Digital Human)

  • 정규성;임찬형;이해찬;부라윤;설순욱
    • 실천공학교육논문지
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    • 제14권3호
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    • pp.523-533
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    • 2022
  • 코로나19 팬데믹을 지나면서 동영상 수업과 실시간 온라인 교육은 활성화되었지만 교수자와 학습자 간의 상호작용 부족 문제는 여전히 해결해야 할 과제로 남아 있다. 본 논문은 실시간 온라인 수업의 교육 효과와 만족도를 높이는데 중요한 역할을 하는 상호작용의 문제를 개선하기 위해 디지털 휴먼을 활용하는 학습지원 시스템을 설계하고 구현한다. 본 논문에서 디지털 휴먼은 수업에 참여하는 가상의 학습자로서 다른 학습자들이 익명 채팅 시스템을 통해 등록한 질문을 교수자에게 대신 질문해 준다. 또한, 수업의 조력자로서 교수자가 강의하는 음성 메시지를 실시간으로 분석하여 학습자에게 수업의 요약본 형태로 제공함으로써 상호작용을 촉진한다. 제안한 시스템이 실제 온라인 실시간 수업에 활용 가능한지 검증하기 위해 Zoom 수업에 적용한다. 실험 결과 디지털 휴먼 기반의 학습지원시스템을 통하여 촉진된 질의응답과 실시간 수업 요약이 성공적으로 제공됨을 보인다.

디지털시대의 감성 표현에 관한 연구 (The Trends of Emotion Expression in Digital Times)

  • 호윤정
    • 조형예술학연구
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    • 제8권
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    • pp.241-266
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    • 2005
  • Current information-oriented society is expanding rapidly with the huge change to our society from the information revolution emerged in mid '50s. Information technique such as computer, communication satellite and cable technology play their in this information-oriented society, and in 1980s, digital technique was adopted to media, inviting new phenomenon in communication of overall society. Expectations and hope for new trends and changes from digital era flourished when we entered into new Millenium, the 21st century. Since then we have gone through changes in years from analogue to digital. Now the word 'digital' is conceived in unified manner in almost every fields and influences overall society, changing our life pattern rapidly. Modern society had demanded some speedy and bidirectional communication tool in shifting digital era, and resulted from that was a new culture, Now the society changes more and more quickly under the speedy information sharing. From that perspective we need to establish the aspects of sensibility expression, which is one feature of the communication. The sensibility-oriented digital was originated from the human nature, which counts emotion and composure much. To satisfy the human nature a new cultural value which transcend a traditional one is needed. And the sensitivity expression to meet the need is one communication tendency in digital era. Digital era has totally different social qualities from that of analogue era. In digital era, prompt respond to rapid change and creativity combined with sensitivity are needed. Therefore a man with sensitivity would be more outstanding than a man of intelligence. The picture of digital and analogue in our society consists of two axis one is analogue axis like retrospective trend, admiration for nature , oriental thought etc. , and the other is the digital axis of internet and information technology. Sensibility can be widely interpreted as analogue thinking. It is surely different from the plain retrospective trend or nostalgia for past. It is a tendency that digital technology is used and cooperated with the emotion in human nature, In this paper we suggest the sensitivity expressions in detail through the study cases including both sides of digital and sensitivity expressions such as 'Bravo your life' advertising campaign of Samsung Insurance, MP3 advertising campaign, and 'Mini-homepage' of Cyworld. Under the circumstances the main direction of communication is oriented to human. This study's purpose is to think the true meaning of this digital era, to overcoming its weaknesses, such as over-dependency on technique and selfish individualism and to harmonize digital and sensitivity expression. The sensitivity-oriented expression than the reason-oriented one is expected to be put forth in whole media, and this is a more efficient tendency under the shifting digital era.

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여고생의 동그라미중심 부모-자녀 그림(PSCD) 반응특성과 부모-자녀 의사소통에 관한 연구 (A Study On Female high-School Students' Reactive Characteristics to PSCD and Their Parent-Child Communication)

  • 김갑숙;전영숙
    • 한국생활과학회지
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    • 제16권5호
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    • pp.921-932
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    • 2007
  • This study is to examine the relationship between their parent-child communication and their reactive characteristics to the PSCD(Parent-Self-Centered-Drawing) test of the Female high-School Students. The study subjects are 209 Female high-School Students, and research tools are PSCD test and a measure of parent-child communication. The data were analyzed with a paired t-test, one-way ANOVA and Scheffe's post-hoc test. Results are as follows. First, they perceived positively communication toward mother more than communication toward father. Second, as for communication toward father according to the subjects' reaction to the father figure, female students show difference in ommission of facial parts, ommission of body parts, balance of body parts, facial expression and positive and negative symbols. Third, as for communication toward mother according to the subjects' reaction to the mother figure, female students show difference in ommission of facial parts, ommission of body parts, balance of body parts, facial expression and negative symbols. Forth, according to the female students' reaction to the self figure, they show different levels of communication toward father and self in regard of facial expression and distance between the figures. On the other hand, they show different levels of communication toward mother with respect to ommission of facial parts, ommission of body parts, balance of body parts, facial expression and distance between the figures. The authors conclude that the PSCD is a useful tool for measuring the level of parent-child communication.

이동 로봇을 사용한 로봇 팔방 놀이 (Robot Hopscotch Game Using Mobile Robots)

  • 고낙용;문용선;배영철
    • 한국전자통신학회논문지
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    • 제6권2호
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    • pp.296-303
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    • 2011
  • 본 논문은 "로봇 팔방 놀이"라 불리는 이동 로봇을 이용하는 로봇 놀이를 소개한다. 이 놀이에서 이동 로봇은 정방형의 격자 단위들이 모여서 이루어진 놀이판 위를 이동한다. 이 놀이는 사람이 격자로 구분되어진 놀이판 위에서 뛰어서 격자와 격자 사이를 이동하는 팔방 놀이와 유사하다. 로봇 팔방 놀이에서 각각의 격자는 가시광 통신 장치를 가지고 있다. 가시광 통신 장치는 식별 신호를 송신하고, 격자 위를 이동하는 로봇은 이 신호를 수신하여 자신의 위치를 인식한다. 놀이 참가자는 로봇 또는 다른 참여자와 얼마나 빠르게 주어진 경유 격자들을 통과하여 목적지에 도착하는지를 경쟁한다. 이 놀이는 2008년 10월 16일부터 20일 사이에 COEX에서 개최되었던 로보월드(RoboWorld) 2008에서 참가자들에 의해서 사용되어졌다. 사용자들을 대상으로 한 설문조사 결과 사용자들은 로봇의 모양이 친숙하지 않고 조작도 불편하였음에도 불구하고 놀이에서 재미를 느낀 것으로 나타났으며 로봇의 향후 활용이 늘어날 것으로 기대하고 있는 것으로 나타났다.

디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 - (A case study of digital intermediate space designed - The focus on the consumer community -)

  • 서동진;임종훈
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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메타버스를 위한 가상 휴먼의 3차원 의상 모델링 (3D Clothes Modeling of Virtual Human for Metaverse)

  • 김현우;김동언;김유진;박인규
    • 방송공학회논문지
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    • 제27권5호
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    • pp.638-653
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    • 2022
  • 본 논문은 고화질 2차원 전신 영상을 입력으로 받아 영상 속 인물이 입고 있는 의상 패턴과 체형 정보를 추정한 후, 이를 반영한 3차원 가상 휴먼의 생성 기법을 제안한다. 의상의 패턴을 얻기 위해서 Cascade Mask R-CNN을 이용하여 의상 분할을 진행한다. 이후 Pix2Pix로 경계를 블러 및 배경색을 추정하고, UV-Map 기반으로 변환하여 3차원 의상 메쉬의 UV-Map을 얻을 수 있다. 또한, SMPL-X를 이용하여 체형 정보를 얻고 이를 기반으로 의상과 신체의 기본 메쉬를 변형한다. 앞서 얻은 의상 UV-Map, 체형이 반영된 의상과 신체의 메쉬를 이용해 최근 각광받고 있는 게임 엔진인 언리얼 엔진에서 렌더링하여 최종적으로 사용자가 그의 외형이 반영된 3차원 가상 휴먼의 애니메이션을 볼 수 있도록 한다.