• Title/Summary/Keyword: 의사소통 상황

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Development and Efficacy of Psychiatric Nursing Simulation Practical Training program Using Standardized Patients (표준화 환자를 활용한 정신시뮬레이션 실습프로그램 개발 및 효과)

  • Kim, Namsuk;Kim, Soo-Jin;Song, Ji-Hyeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.67-74
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    • 2022
  • The purpose of this study was to develop and apply a mental simulation practice program using standardized patients for nursing students and to verify the effectiveness. This study is a single-group pre- and post-design study, and a structured questionnaire was provided to 186 nursing students at a university in J for data collection. The collected data were analyzed using SPSS/WIN 27.0 program. As a result of the study, the mental simulation practice education program using standardized patients showed the subjects' communication ability (t=-2.575, p=001), learner self-efficacy (t=-2.228, p=.026) and problem-solving ability (t=-2.298, p=.017) was found to be effective. As a result of this study, it is necessary to develop and apply a simulation practice education program that creates an environment similar to the actual situation and applies various cases using the necessary resources to improve the field adaptation ability of nursing students.

A Methodology of Measuring Degree of Contextual Subjective Well-Being Using Affective Predicates for Mental Health Aware Service (정신적 건강 서비스를 위한 감성구를 활용한 주관적 웰빙 지수 측정 방법론)

  • Kwon, Oh-Byung;Choi, Suk-Jae
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.1-23
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    • 2011
  • The contextual subjective well-being (SWB) of context-aware system users can be very helpful in recommending relevant mental health services, especially for those who struggle with mental illness due to a metabolic syndrome or melancholia. Self-surveying measuring or auto-sensing methods have been suggested to monitor users' SWB. However, self-surveying measuring method is not inappropriate for a context-aware service due to requesting personal data in a manual and hence obtrusive manner. Moreover, auto-sensing methods still suffer from accuracy problem to be applied in mental health services. Hence, the purpose of this paper is to propose a contextual SWB estimation method to estimate the user's mental health in unobtrusive and accurate manners. This method is timely in that it acquires context data from the user's literal responses, which expose their temporal feeling. In particular, we developed a measuring method based on exposed feeling verbs and degree adverbs in chat and other text-based communications which show anger or negative feelings. Based on the proposed contextual SWB degree estimation method, we developed an idea of well-being life care recommendation. From the experiment with actual drivers, we demonstrated that the proposed method accurately estimate the user's degree of negative feelings even though it does not require a self-survey.

Preparing for the Future of Children with Disabilities - Focusing on parents' plans of residence and guardians for children with disabilities after the death of a parent - (부모 사후 장애자녀의 미래계획은 있는가?: 장애자녀를 가진 부모의 미래 주거지 및 보호자 계획을 중심으로)

  • Jung, Eun Hye;Kim, Mi Ok
    • Korean Journal of Family Social Work
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    • no.56
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    • pp.251-277
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    • 2017
  • This study aimed to explore the parents'intentions of choosing a residential institution as the future alternative for their children with disabilities after the death of a parent, regarding the recent disability service and policy focusing on the deinstitutionalization of services for people with disabilities. For this purpose, the effects of factors relating to the children with disabilities, families and society on the parents' future plans of residential place and guardians are examined. First, parents of children with disabilities are less likely to choose a residential institution as the future living place for their children when their children have a better communication competence, their families are more positive, and their caring burden is lower, compared to others. Second, parents are less likely to choose a residential institution as the future guarding body for their children when their children could communicate well and their families are positive. This result indicated the communication competence of children with disabilities and the positiveness of families are important factors associating with the future plan decision and the additional support for the prevention of institution arrangement after the death of a parent. Findings are discussed in relation to the importance of future plans of residence and guardians for the life of children with disabilities after the death of parents and the implication for social welfare.

Love as Communication: Focusing on Dewey's Concept of Aesthetic Experience (소통으로서의 사랑 - 듀이의 미적 경험을 중심으로 -)

  • Ju, Seon-hee
    • Journal of Korean Philosophical Society
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    • v.130
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    • pp.337-361
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    • 2014
  • The main purpose of this paper is to reconstruct the modern thought of love in terms of Dewey's esthetic experience. In the contemporary Korean society, discussions of love are represented in the two tendencies, scientification of love and idealization of love. In actuality, they support the insistence of impossibility of love by the modern sociologists. The former deals with love as chemical reactions in brain, which is based on physiology and biology. The latter regards hypothetical love through the media as the idea of love and displaces concrete love in reality with it. To see love as the subject catching, understanding, and desiring the object depends upon a narrow concept of experience. It comes from the idea that experience is not doing and suffering in a concrete situation but knowing and understanding the object. In this case, the uniqueness and the qualitativeness with each experience of love are ignored. When these traits of a romantic relationship are disregarded, love cannot help but subordinate to the logic of capitalism. This paper, therefore, attempts to find a new way to understand experience of love, focusing on Dewey's concept of aesthetic experience. I suggest that we can expect the possibility of experience of love if love is experienced in a similar way with aesthetic experience based on emotional interaction, and that the very experience of love leads to growth of our personality. Furthermore, I think this communicative experience makes people to change their community as well as each person's private life.

Is it a Smile or Ridicule? Understanding the Positivity of Smile Emoticons between High and Low Status Teenagers in Online Games (미소인가? 조소인가?: 온라인 게임에서 지위가 높은 청소년과 낮은 청소년의 웃음 이모티콘 긍정성 이해 차이)

  • Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.3-16
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    • 2021
  • Studies have found that people with higher social status pay little attention to other people's emotions and facial expressions. However, only a few studies have made similar observations on adolescents with high cyberspace social status. Therefore, this study sought to identify how adolescents with different online game character social statuses interpreted the smile emoticons in negative and positive situations, that is, did they perceive the emoticon to be positive (smile, encouragement, and consolation) or negative (derision, ridicule, and sarcasm). In Experiment 1, the participants were separated into three groups; those who had a lower than global average online game character status, those who had the same as the global average, and those who had higher than the global average. The participants were then asked to judge the meaning of the smile emoticon received in various positive or negative situations. In Experiment 2, the game character levels of the participants were set to be either higher or lower than the others' characters, and they were again asked to judge the meaning of the smile emoticon received in the positive or negative situations. In Experiment 3, the participants were separated into four groups; lower level than the average game character status (no information on the level of acquaintance's game character), lower than the average but higher than the character of the other, higher than the average status (no information on the other's character level), and higher than the average but lower than the character of the other, and asked to judge the meaning of the smile emoticon in positive or negative situations. It was found that when participants had a lower-level character compared to the average, had a lower-level character than the other, and had higher than the average but lower than the other's character, they interpreted the smile emoticon as derision, ridicule, or sarcasm. However, participants with higher level characters, higher than that of the other, and lower than the average but higher than the other interpreted the emoticon as a smile or consolation. This study was significant because it demonstrated the impact of an adolescent's social cyberspace status on their online communication.

Development of Wearable Assistance Suite for Interaction with Ubiquitous Environment (유비쿼터스 환경과 상호작용을 위한 착용형 도움 슈트 개발)

  • Seo, Yong-Ho;Han, Tae-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.93-99
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    • 2009
  • The wearable computer that can understand the context of human life and intelligently communicate with various electronic media in ubiquitous computing environment would be very useful as an assistant for humans. In this paper we introduce an intelligent wearable assistance suite. The proposed wearable suite can interact with both humans and electronic media in ubiquitous computing environment. The developed system can sense the interactive electronic media that a user wants to use and also communicate with it. By utilizing these interaction capabilities, it intermediates between each media and the user and offers a friendlier interface to the user who wears this system. We also show the usages of the proposed system by demonstrating its interaction with the interactive electronic media in ubiquitous computing environment.

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Design method of Animation Emoticons for Non-Verbal Expression of Emotion (비언어적 감정표현을 위한 애니메이션 이모티콘의 제작방향 제시)

  • Ann, Seong-Hye;Youn, Se-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.200-204
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    • 2006
  • They use emoticons as assistance to express their emotion on CMC communications. Emoticons have been developed into diverse forms like text emoticon, image emoticon, animation emoticon. However emoticons represent the emotion only in simple way, not in specific because the shortage of grouping expressions of the emotion. So, the emoticons used nowadays should be grouped specifically in order to help produce the modulated animation emoticons those are able to represent the feeling in specific and diverse way and be used conveniently. Therefore, this thesis is going to propose the design method of a new kind of animation emoticons those can make what animation emoticons used nowadays are not able to through the grouping and analyzing expression images according to faces, gesture(hand), and backgrounds(decoration) focused on the animation emoticons in messenger programs.

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User Innovation through Online Communities: Processes and Strategies (온라인 커뮤니티를 통한 사용자혁신의 과정과 전략)

  • Bae, Jong-Tae;Kim, Jung-Hyeon
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.3-24
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    • 2009
  • 본 논문은 온라인 커뮤니티를 통해 사용자들이 정보교류와 의사소통을 활발히 전개하여 사용자혁신 (User Innovation)을 촉진하는 사례들과 이와 관련된 현안 이슈들, 그리고 기업의 사용자혁신 활용 전략을 다루고 있다. 특히 인터넷의 보급과 확산을 통해 사용자들이 온라인 커뮤니티를 형성하고 상호 교류할 수 있는 장이 마련되어 사용자혁신이 더욱 활성화 될 수 있으므로, 휴대기기 산업에서 이러한 사례를 발굴하여 분석하였다. 특히 본 연구에서는 MP3 플레이어 산업에서 기업이 온라인 커뮤니티를 통해 고객정보를 어떻게 획득/처리/활용하는지, 그리고 스마트폰인 블랙잭 제품에서 어떤 과정을 통해 사용자혁신이 이루어지는 지를 사례연구 하였다. 본 연구의 결과는 1)온라인 커뮤니티에서 사용자의 역할과 (정보공유, 아이디어 창출, 문제해결, 정보취합, 제품테스트, 사용의견 제시, 제품홍보 등) 기업의 대응전략, 2)기업과 고객간 커뮤니케이션 패턴 (질문/불평/사용후기 및 피드백/시제품/공지 등) 특성, 3)온라인 커뮤니티 내에서 사용자간 커뮤니케이션 패턴과 현안, 4)온라인 커뮤니티 활성화를 통한 신제품개발 촉진방안 등으로 구분하여 제시되었다. 마지막으로 이러한 사용자혁신 사례를 바탕으로, 사용자혁신을 촉진하고 신제품개발과정에서 사용자의 참여를 강화할 수 있는 정책적 함의를 정리하였다. 특히 개방형 혁신이 강조되는 상황에서 사용자혁신은 개방형 혁신의 한 형태도서도 의미가 있으며, 향후 더 많은 사례연구와 실증분석이 요구된다.

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지구과학교사의 학생 평가 전문성 자기진단 프로그램 개발

  • Kim, Dong-Yeong;An, Hui-Su
    • 한국지구과학회:학술대회논문집
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    • 2005.09a
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    • pp.213-219
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    • 2005
  • 본 연구에서는 교사의 전문성 영역의 한 부분인 학생 평가 전문성을 교사 스스로 진단해 보고 진단 결과에 대해 적절한 처방을 제공받을 수 있는 교사의 학생 평가 전문성 자기진단 프로그램을 개발하고자 하였다. 이를 위해 선행 연구와 문헌 조사를 통해 교사의 학생 평가 전문성을 구성하는 요인을 규명하고 이를 범주화하여 학생 평가 전문성 진단 도구를 구안하였다. 교사의 학생평가 전문성 구성 요인은 1990년에 미국의 AFT(American Federation of Teacher), NEA(National Education Association), NCME(National Council on Measurement in Education)가 공동으로 발표한 ‘학생 평가를 위한 교사의 평가전문성 기준(Standards for teacher competence in Educational Assessment of Student)’ 7가지를 연구자가 진단 도구 개발에 적합하도록 ${\circled1}$평가 방법의 선정, ${\circled2}$평가 도구의 개발, ${\circled3}$평가 실시?채점 및 성적 부여, ${\circled4}$평가 결과의 해석?분석?활용?의사소통의 4개 영역으로 재구성하였다. 진단도구를 개발하는데 있어서는 전문성 구성 요인별로 설문 형식의 질문에 답하고 이를 종합하여 점수를 매기는 방식보다는 구체적인 상황과 사례를 제시하고 이에 대해 평가를 해보게 하는 방식을 이용하여 평가 능력을 실질적으로 진단할 수 있게 하는데 초점을 맞추었다. 개발된 프로그램은 교사가 외부로부터 평가 받는데 소극적인 점을 감안하여 교사 스스로 자기를 진단할 수 있는 도구를 제공하고자 했으며, 진단 도구를 통해 밝혀진 결과에 대해 처방이나 안내를 함께 제공하여 교사가 자신의 평가 전문성을 제고하는데 보다 적극적으로 나설 수 있도록 도울 수 있는 프로그램으로 개발하려 하였다. 또한 이 프로그램을 교사가 활용하는 과정에 대한 조사 연구를 통해 궁극적으로는 교사의 학생 평가 전문성 신장을 위해 필요한 외부 지원이 무엇인지 추출하고 이러한 지원 체계와 교사가 능동적으로 이어질 수 있는 방안을 모색해 보고자 한다.

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Design for Humane Sentential On Software Modeling Object Presentation (인간중심적인 구문체계에 상응하는 소프트웨어 모델상의 객체표현의 설계)

  • John, Young-Jun;Shin, Seoung-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.400-402
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    • 2005
  • 소프트웨어 개발의 본질은 매우 복잡하다. 이는 서로 맞물려 돌아가도록 여러 컨셉들을 명세화하고 설계하여 검증해야 하기 때문이다. 또한 문제영역에 들어맞도록 개발해내도 여전히 실세계 엔티티(entities)간의 관계를 정의해 줘야 하고, 예외적인 상황을 식별해야 하며, 각각의 상태 변화를 예측해야 하기 때문에 여전히 복잡한 행위일 수밖에 없다. 이와 같은 복잡도를 낮추기 위해 비주얼한 기호형태에 기반을 둔 개발에 도움을 받을 수 있다. 그러나 개발의 중심에 인간이 있다는 데에는 변함이 없어야 한다. 또한 기계가 아닌 좀 더 인간적이고, 자동화가 아닌 실제적인 창작의 주체로서 개발자들을 '인간'이라는 사회적 대상으로서 초점을 둘 필요가 있다. 본 논문의 목적은 개발자간의 의사소통과 자유로운 창작활동을 위한 설계법을 인문사회영역에서 접근함으로서 개발자간에 '이해'의 폭을 증대시키기 위한 객체의 관계와 설계에 대한 재 정립이다. 이를위해 소프트웨어 개발상의 요소의 선택과 관계의 표현에 대해 기존의 기호체계에만 의존하지 않고 인간의 언어구조에 기반을 둔 구문체계에 상응하는 방식을 사용하는 것으로 구문기반의 관계의 성립과 그것을 지배하는 원리를 수립한다.

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