• Title/Summary/Keyword: 인간 커뮤니케이션

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The Effects of Human Relations and Communication Education on Nursing Students (간호대학생의 인간관계와 커뮤니케이션 교육의 효과)

  • Choi, HeeJung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.253-260
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    • 2022
  • The purpose of this study was to identify the effects of human relations and communication education on nursing students. The participants were 82, 1 grad of students of U university in G city. The data were collected from September 3 to December 6, 2019, and analyzed using the SPSS/WIN 21.0 program with descriptive statistics, Shapiro-Wilk, Paired t-test. There were statistically significant differences in the subject's communication skill(t=-2.87, p=.005), communicative competence self-appraisal(t=-3.80, p=<.001) before and after human relations and communication education, but there was no statistically significant difference between interpersonal communication(t=-0.09, p=.931) and human relationship(t=-0.83, p=.409). Communication skills and skills are important nursing areas for nursing students as well as practical nurses, so continuous communication education is required. Therefore, it is necessary to develop a step-by-step program for improving communication skills of nursing students, apply continuous and repetitive education in connection from the lower grades to the upper grades, and follow-up research to verify the effect.

Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Messenger Program Design and Implementation for Friendship Planning among Users (사용자간의 친목도모를 위한 메신저 프로그램 설계 및 구현)

  • Seo, Jong-min;Im, Kwan-chul;Yoo, Woo-jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.687-690
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    • 2011
  • 본 논문에서는 인터넷의 급속한 확산으로 주로 컴퓨터를 매개로 하여 인간 사이에 발생하는 커뮤니케이션 CMC(Computer-Mediated Communication)와 관련된 많은 연구들이 이루어지고 이들을 활용하고 있는 시점에서, 커뮤니케이션 매체로 인식 되고 있는 인스턴트 메신저를 직접 구현한 결과를 기술하였다. 일반인에게 있어서 친분 교류 차원으로 행해지고 있는 인스턴트 메신저에 쪽지 전송, 일대일 및 다자간 채팅, 파일 전송, 파일 공유 등의 기능을 구현한 결과를 요약 정리한 논문으로, 본 구현결과를 활용하면 이를 이용하는 사용자는 실시간으로 다양한 유형의 커뮤니케이션을 수행함으로써 상호 간에 필요한 정보를 교환할 수 있다.

The Impact of Leader's Communication Style on the Conflict and Job Attitude in Ship Organization (선박조직에서 리더의 커뮤니케이션 스타일이 갈등 및 직무태도에 미치는 영향)

  • Son, Jang-Yoon;Shin, Yong-John;Lee, Jeong-Kyung
    • Journal of Korea Port Economic Association
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    • v.30 no.3
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    • pp.59-87
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    • 2014
  • The purpose of this study is to examine the effect of two kinds of Master and Chief Engineer's communication style on group conflicts and members' attitude including job satisfaction and organizational commitment, and to analyze the moderating effect of the isolation from home and community on the relation between the both of communication styles and the several behavioral variables in ship organization. This empirical result demonstrates the fact that Master and Chief Engineer's direct communication with crew has lower conflict and higher job satisfaction and organizational commitment than their indirect one through Chief Officer and First Engineer. In addition, it illustrates the isolation from home only effects moderately on the relation between the communication style and group conflict, and also the direct communication style reduces more the conflict in the group to show less isolation from home. To conclude, this study reveals that job satisfaction and organization commitment could be heightened by proper communication style of Master and Chief Engineer and it would utilize the job performance of ship organization in the long-term.

The Effect of Human Factors on the Use of Mobile Phone (이용자의 인적 속성이 이동전화 이용에 미치는 영향)

  • Bae, Jin-Han
    • Korean journal of communication and information
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    • v.19
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    • pp.155-184
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    • 2002
  • Mobile phone users have diversified human factors: their channel orientations are different, and the degrees of unwillingness to communicate vary. We examined the effect of human factors on the use of mobile phone, such as the diversity of mobile phone use, the appropriateness of mobile phone, and the aversion to mobile phone as well as the interpersonal communication network through mobile phone. For our sample we surveyed college students and their family members who are older than 400. We found that the more social presence a mobile phone user gets through the mobile phone, and the more familiar to the mobile phone he/she is, (1) the more diversified is the use of mobile phone service, (2) the higher is the level of acceptance of the mobile phone as an interpersonal communication media, and (3) the lower is the level of aversion to the mobile phone. In contrast, those who have some level of aversion to the face-to-face communication, seem to form very limited interpersonal communication network through mobile phone. Their use of mobile phone is also very limited.

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A Study of the Communication Plan in the Display Space of the Trade Fair - Focusing on the Trade Fair Display - (박람회 전시공간의 커뮤니케이션 계획에 관한 연구 - 무역박람회 전시를 중심으로 -)

  • 이우진;신수길
    • Archives of design research
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    • v.14 no.4
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    • pp.179-188
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    • 2001
  • Exhibit space is result that various kinds works of architecture design, interior design, plan and control of exhibit program, embodiment to display space, operation and administration etc. are formed accomplishing creation. Because exhibit space must consider interaction of value that is in dwelled along with the external form about human and exhibits. Therefore, display space of exhibition must achieve functional role that can accomplish communication with spectator as well as function as place that possess products of accumulative value. Therefore, we must establish effective communication plan by position and form of display space as well as properly of exhibits, display contents, exhibit program to achieve purpose of trade fair display. Display space of trade fair can be classed by wall style, corner style, head style, island style, two entrance style 5 according to the position. And we must plan communication plan by these position dividing the function to passive communication area, active communication area, intensive communication area, function achievement area. We will can grope contents and method for successful exhibit through communication plan that is connected form and position of exhibit between exhibit space of such trade fair and we may achieve purpose of trade fair display.

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A Study on the describability of landmarks in route communication using virtual reality (가상현실을 이용한 루트 커뮤니케이션에서의 랜드마크의 설명 용이성(Describability)에 관한 연구)

  • 정진우
    • Archives of design research
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    • v.16 no.2
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    • pp.255-270
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    • 2003
  • The main goal of this study is to find the role of landmarks in route communication process and to explore the describability of landmarks, a linguistic factor of landmarks that was not noted frequently by previous wayfinding studies. Through analysis of landmarks in this study, the describability of landmarks was identified and this study hypothesized that the describability affects to the whole process of route communication. A virtual reality (VR) simulation test was conducted to examine the effect of the describability of landmarks in route communication. The independent variable was the describability of landmarks and landmarks. As dependent variables, the total time to find final destination and the number of errors were measured. Results showed that the describability of landmarks gives positive effect to the whole of route communication processes. Consequently, this study provides the solution of wayfinding problems in route communication and suggests the usage of landmarks as a prerequisite for planning spaces having the efficiency of wayfinding.

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A Study of Communication Factor in the Chinese augury bone (은상(殷商)시기 갑골문(甲骨文)에 나타난 커뮤니케이션 속성(屬性))

  • Lee, Bum-Soo
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.305-328
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    • 2011
  • This study examines a study of communication factor in the Chinese augury bone, as a communication text, a communication history text and a communication thought text, in terms of sender message channel audience effects, interdisciplinary research. In many respects, it is generally accepted that the Chinese augury bone have been the generic references of the Oriental culture. Based on various research results about The Chinese augury boney as a communication text, this paper explores factors of communication text related with meta-communication as the definition of communication and a structure of communication, a method of communication. The Chinese augury bone consider graphic element as communication tool, its manager as sender or communicator, the record as message, the bone as channel, its reader as audience, text understanding and behavior as effects, the augury bone producer as journalist, the tying bone in a bundle as old style book. In the Chinese augury bone, one property of communication thought is that the political ideology, which is related to the strong and weak of the graphic style and determines the naming method of kings.

성공적인 콘텐츠비즈니스를 위한 전략 및 기획 방향

  • 전충헌
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.60-71
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    • 2002
  • 필자는 콘텐츠비즈니스를 인간의 근원적 욕구와 니즈에 대한 해갈을 주는 핵심전략 가치로서의 콘텐트를 영화, 게임, 애니메이션, 방송, 교육, 캐릭터, 출판만화, 모바일등의 형태로 미디어믹스 기획개발상품머천다이징 서비스하고 라이센싱함으로서 재화를 취득하는 제반 거래 및 커뮤니케이션 활동이며 무한경쟁시장인 글로벌시장을 목표시장으로 한다. 라고 정의한 바 있다. (중략)

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