• Title/Summary/Keyword: 사이버 커뮤니케이션

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Associations of Communication Skills, Self-Efficacy on Clinical Performance and Empathy in Trainee Doctors (전공의 의료커뮤니케이션 능력과 진료수행 자기효능감, 공감능력과의 상관관계)

  • Kim, Doehyung;Kim, Min-Jeong;Lee, Haeyoung;Kim, Hyunseuk;Kim, Youngmi;Lee, Sang-Shin
    • Korean Journal of Psychosomatic Medicine
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    • v.29 no.1
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    • pp.49-57
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    • 2021
  • Objectives : This study evaluated the medical communication skills of trainee doctors and analyzed the relationship between medical communication skills, self-efficacy on clinical performance (SECP) and empathy. Methods : A total of 106 trainee doctors from a university hospital participated. The questionnaire comprised self-evaluated medical communication skills, modified SECP and the Korean version of the Jefferson Scale of Empathy-Health Professionals version. The mean difference in medical communication skills scores according to gender, age, division (intern, internal medicine group or surgery group) and position (intern, first-/second- and third-/fourth-year residents) were analyzed. Pearson correlation coefficients were determined between medical communication skills, modified SECP and empathy. The effects of each variable on medical communication skills were verified using the structural equation model. Results : There were no statistically significant mean differences in self-evaluated medical communication skills according to gender, age, division or position. Medical communication skills had a significant positive correlation with modified SECP (r=0.782, p<0.001) and empathy (r=0.210, p=0.038). Empathy had a direct effect on modified SECP (β=0.30, p<0.01) and modified SECP had a direct effect on medical communication skills (β=0.80, p<0.001). Empathy indirectly influenced medical communication skills, mediating modified SECP (β=0.26, p<0.05). Conclusions : Medical communication skills are an important core curriculum of residency programs, as they have a direct correlation with SECP, which is needed for successful treatment. Moreover, the medical communication needs a new understanding that is out of empathy.

Internet Users' Willingness to Expression and Perception of Public Opinion: The Comparison between Real Space and Cyber Space (인터넷 이용자의 여론 지각과 의견 표현: 현실공간과 사이버공간의 비교)

  • Han, Hye-Kyoung
    • Korean journal of communication and information
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    • v.23
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    • pp.189-221
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    • 2003
  • This study compares the influence of perceived public opinion on Internet users' willingness to expression in real space with in cyber space. In real space, people who perceive their opinions as minority opinion are reluctant to express theirs publicly because of fear of isolation. But cyber space is the anonymous world. So we can expect that people express their opinions freely without the fear of isolation in this space. This study's results provide the support for our expectation. In cyber space, the minority perception group has as the high willingness to expression of their opinion about the abrogation of the Korean Family Rights Raw as the majority perception group. Both of in cyber space and in real space, it is the perception failure group that makes discrepancy in the willingness to expression. This group has the lowest willingness to expression in both space. However, the other predictors of willingness to expression in cyber space are similar to those in real space. Issue salience, Communication apprehension, and Age are the very significant predictors of willingness to expression in both spaces. Sex and ideology are significant predictors in real space, while the frequency of online conversation is the significant predictor in cyber space.

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A study of creating character which has the image of ideal human body (이상적 몸의 이미지를 갖춘 캐릭터의 창작 연구)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.86-92
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    • 2003
  • Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.

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A Study on Design Guideline of Cyber Chatting System based on Usability Evaluation (사이버 채팅 시스템의 사용성 평가를 통한 사용자 인터페이스 설계 지침에 관한 연구)

  • 전대인;박정순
    • Archives of design research
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    • v.14 no.1
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    • pp.35-46
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    • 2001
  • Recently varieties of user groups are formed as the number of people using cyber chatting gets increased and there are many changes in the range and field of its use. But because most of the cyber chatting systems are being operated to enlarge the additional sonics use, the using environments are stereotyped. And as its function is being various as well, it can not provide with a user-centered environment. So this thesis compares and analyzes the problems derived from the usability evaluation for solving the problems in using cyber chatting systems, and presents the guidelines of emotion-intended user interface design for improving the usability as the result of the analysis. First, this study investigates cyber chatting systems as a means of web communication tools through the existing literatures. Secondly, this study finds out the problems in using them through satisfaction evaluation, heuristic evaluation, performance evaluation, and observation evaluation and presents a way of solving the provisional problems in using them as the analysis of the result of usability evaluation. And this was proceeded for the purpose of applying and activating the better usability evaluation of cyber chatting systems later. Through the usability evaluation, it is found out that the structuralization of chatting function, the screen visibility by the size and arrangement of the compositional elements of a screen, and the improvement and development of the proper metaphor use of images and functions by the communication environment are necessary.

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Network Technology-based Aesthetic Practices: Focused on the Digital Activism of Electronic Disturbance Theater (네트워크 테크놀로지 기반의 미적 실천: 전자교란극단의 디지털 행동주의를 중심으로)

  • Shan Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.215-220
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    • 2023
  • Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.

A Study on Digital Information System for Parts Management using Image Processing (이미지처리에 의한 부품관리 디지털 정보화 방안에 관한 연구)

  • 오영진
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.44-50
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    • 2001
  • Information technology has been used many areas not only computer communications but also manufacturing managements. This paper is about the parts code and utility of 3d image maker that is needed in parts management of manufacturing system This images can be viewed by internet network, that makes it possible to teach and train new workers. Other application area would be e-comment cyber show and e-trade.

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콘텐츠라인 / 디지털콘텐츠 대상

  • Baek, Seung-O
    • Digital Contents
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    • no.11 s.90
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    • pp.88-97
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    • 2000
  • 정보통신부가 후원하고 한국데이터베이스진흥센터와 조선일보, 매일경제신문, 한국소프트웨어진흥원이 주관한 2000년도 제 3/4분기 디지털콘텐츠 대상 수상식이 지난 10월 6일 정보통신부 중회의실에서 열렸다. 이날 수상식에는 안병엽 정보통신부 장관을 비롯 한국데이터베이스 진흥센터의 이준우 전무이사 정보통신분야 주요 인사들이 대거 참석해 눈길을 끌었다. 이날 수상한 업체 및 수상한 컨텐츠를 살펴보면 다음과 같다. 디지털정보 및 웹케스팅 부문에서는 (주)코스모정보통신의 '사이버타운'과 (주)에듀원커뮤니케이션의 '라카데미'가 수상했다. 공익 및 교육용 콘텐츠 부문에는 (주)윈글리쉬닷컴의 '윈글리시'가 수상했으며, 온라인 및 네트워크게임 부문에는 (주)엔포에버의 '게임에버랜드'가 수상을 했다. 또한 디지털영상 부문에서는 (주)코리아인터미디어의 '예카'가 각각 수상했다.

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A Study on Digital Information System for Ports Management using Image Processing (이미지처리에 의한 부품관리 디지털 정보화 방안에 관한 연구)

  • 오영진
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.2
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    • pp.80-86
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    • 2001
  • Information technology has been used many areas not only computer communications but also manufacturing managements. This paper is about the parts code and utility of 3d image maker that is needed in parts management of manufacturing system. This images can be viewed by internet network, that makes it possible to teach and train new workers. Other application area would be e-commerce, cyber show and e-trade.

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An Internet Ethics Training Method by exploiting Smartphone (스마트폰을 활용한 인터넷윤리 교육 방법)

  • Kim, In-Hwan;Bae, Ji-Hye;Lee, Hyun;Park, Jung-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1359-1361
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    • 2012
  • 현실세계의 기본이 되는 사회규범 및 윤리교육이 있듯이 인터넷 기반의 사이버 세계에서도 윤리교육을 필요로 하는데, 이에 대한 교육 및 대처가 많이 부족하다. 특히, 국내외의 경우, 반복적인 학습이나 다양한 매체를 통해 일괄적으로 제시하는 방법을 통해 인터넷윤리교육을 진행하고 있으나, 체계적인 방법론을 제시하고 있지 못하고 있다. 따라서 본 논문에서는 스마트폰 기반의 스토리텔링 기법을 통한 새로운 인터넷윤리 교육방법을 제시하고자 한다. 특히, 기존 방법과 달리 새로운 인증프로그램, 수준별 맞춤 교육기법, 양방향 커뮤니케이션 기법, 유해정보 인증 방법 등 M-learning 기반으로 적용하여 효율적이고 구체적인 교육방법을 제시하였다.

The Study on the Guidelines for Designing the Contents of On-line learning in Design field (디자인 분야의 원격 강의 컨텐츠 개발을 위한 고려 사항)

  • 윤지영
    • Archives of design research
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    • v.16 no.3
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    • pp.5-14
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    • 2003
  • This study attempted to explore the guidelines for designing the contents of on-line learning in design field. The studies on the characteristics of design education and design major students as well as the guidelines for on-line learning were also reviewed. The guidelines for designing the contents of distance learning in design field were suggested through the synthesis and analysis of the former studies and the characteristics of design education and the learning style of Korean students. It could be concluded that the considerations were categorized into the following factors; quality of instruction, quality of presentation technique, quality of interaction, quality of evaluation and other surrounding factors. The finding can be used as a helpful guideline for the instructors of the design field who start on-line learning.

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