• Title/Summary/Keyword: Communication Action

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The Convergence of Habermas' Communicative Action Theory and Public Relations (하버마스 의사소통 합리성과 PR커뮤니케이션 의미의 확장)

  • Kim, Yung-Wook
    • Korean journal of communication and information
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    • v.30
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    • pp.89-119
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    • 2005
  • The purpose of this essay is to converge the theory of communicative action Into the new paradigm of 'public relations democracy.' The notions of communicative action rationality, the public sphere, and deliberative democracy led new public relations paradigm approaches including meaning sharing, media access enlargement, and theoretical ramifications for the powerless. As Habermas prospected the power of comprehensive rationality to solve post-capitalist problems, the paradigm of public relations democracy visions the new era of public relations equipped with rhetorical and critical approaches. The new paradigm tries to overcome functional fallacy and embraces the concept of public interest. The paradigm of public relations democracy aims at integrating all three levels of public relations activities such as individual, organizational, and social levels, and pursues to enlarge the public sphere through increasing communicative actions and resolving social conflicts. Habermas's critical theory exhibits an opportunity for public relations theory building.

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Development of Spanish Teaching Model Applying Action Learning through Strengthening Communication (스페인어 교양수업에서 액션러닝을 통한 소통 강화 교수학습 모형 개발)

  • Kang, Pil-Woon
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.121-127
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    • 2021
  • This study is to propose a communication strengthening teaching model using action learning for Spanish learners, and to verify its effectiveness through a case study of Spanish lessons. This study was conducted under the same conditions by dividing 91 students from September 1 to December 20, 2019 into experiment and control classes. As a result of the experiment, both classes improved their writing ability to some extent, but the learners in the experimental class applying action learning showed more meaningful results in terms of the content, expressions, fluency of the text, and the affective domain test also showed a significant difference. The development of this teaching model, which is necessary for learner-centered convergence activities, is expected to be of academic significance as it can be used for other foreign language class activities as well as improving Spanish communication.

Extensible Hierarchical Method of Detecting Interactive Actions for Video Understanding

  • Moon, Jinyoung;Jin, Junho;Kwon, Yongjin;Kang, Kyuchang;Park, Jongyoul;Park, Kyoung
    • ETRI Journal
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    • v.39 no.4
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    • pp.502-513
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    • 2017
  • For video understanding, namely analyzing who did what in a video, actions along with objects are primary elements. Most studies on actions have handled recognition problems for a well-trimmed video and focused on enhancing their classification performance. However, action detection, including localization as well as recognition, is required because, in general, actions intersect in time and space. In addition, most studies have not considered extensibility for a newly added action that has been previously trained. Therefore, proposed in this paper is an extensible hierarchical method for detecting generic actions, which combine object movements and spatial relations between two objects, and inherited actions, which are determined by the related objects through an ontology and rule based methodology. The hierarchical design of the method enables it to detect any interactive actions based on the spatial relations between two objects. The method using object information achieves an F-measure of 90.27%. Moreover, this paper describes the extensibility of the method for a new action contained in a video from a video domain that is different from the dataset used.

Goal-oriented Geometric Model Based Intelligent System Architecture for Adaptive Robotic Motion Generation in Dynamic Environment

  • Lee, Dong-Hun;Hwang, Kyung-Hun;Chung, Chae-Wook;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2568-2574
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    • 2005
  • Control architecture of the action based robot engineering can be divided into two types of deliberate type - and reactive type- controller. Typical deliberate type, slow in reaction speed, is well suited for the realization of the higher intelligence with its capability to forecast on the basis of environmental model according to time flow, while reactive type is suitable for the lower intelligence as it fits to the realization of speedy reactive action by inputting the sensor without a complete environmental model. Looking at the environments in the application areas in which robots are actually used, we can see that they have been mostly covered by the uncertain and unknown dynamic changes depending on time and place, the previously known knowledge being existed though. It may cause, therefore, any deterioration of the robot performance as well as further happen such cases as the robots can not carry out their desired performances, when any one of these two types is solely engaged. Accordingly this paper aims at suggesting Goal-oriented Geometric Model(GGM) Based Intelligent System Architecture which leads the actions of the robots to perform their jobs under variously changing environment and applying the suggested system structure to the navigation issues of the robots. When the robots do perform navigation in human life changing in a various manner with time, they can appropriately respond to the changing environment by doing the action with the recognition of the state. Extending this concept to cover the highest hierarchy without sticking only to the actions of the robots can lead us to apply to the algorithm to perform various small jobs required for the carrying-out of a large main job.

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The Convergence Effects of a Class using Action Learning on 4C Core Competencies of Dental Hygiene Students (액션러닝을 활용한 수업이 치위생학과 학생의 4C 핵심역량에 미치는 융합적 효과)

  • Jang, Kyeung-Ae
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.103-108
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    • 2018
  • This study aims to investigate the Convergence effects of a class using action learning on 4C core competencies of college students. A survey was conducted before and after the action learning class with the same questionnaire for some dental hygiene students in Busan. The collected data were analyzed by using the paired t-test with SPSS 24.0 program. As a result of comparing communication ability, critical thinking propensity, creative problem-solving ability, and cooperative self-efficacy scores, the score of each area after the class was higher compared to before the class, and significant outcomes were shown in the sub-factors as well(p<0.001). In conclusion, it was found that the class using action learning affects the 4C core competencies required. It is urgent to change the teaching method to self-directed learning rather than knowledge-oriented learning.

The Effect of Convergence Action Learning techniques in Simulation Class (융합 액션러닝기법을 적용한 시뮬레이션 교육의 효과)

  • Park, Eun-Hee;Kim, Hye-Suk;Kim, Ja-Ok
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.241-248
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    • 2015
  • Nursing clinical practice, especially because it is required to reproduce this fusion education is very urgent. This Study was done to examine the effect of action learning techniques in simulation class. The study was designed using a nonequivalent control group pretest-posttest design. The participants consisted of control group 92, experimental group 92. The data analyzed using SPSS 18.0 program. Professional self-concept are higher than in the control group were measured.(t=-5.118, p=>.001). communication competence and self-directed learning capability of experimental group increased significantly from those control group. This result means that can help to significantly improve the professional nursing students learning techniques to simulate the application of an action class. In other words, if the act of creative training techniques such as future action learning hands-on training to be a big help.

A Self-Regulated Robot System using Sensor Network (센서 네트워크를 이용한 자율 로봇 시스템)

  • Park, Chul-Min;Jo, Heung-Kuk;Lee, Hoon-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.11
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    • pp.1954-1960
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    • 2008
  • Modem Robot is used in all industries. Previous Robot was used by simplicity work, at recent times, robot is developed in form that can do action such as a person. Robot's action runs according to command repeat or in the every moment according to sensor's output value, achieve other action. In this raper, we studied about self-regulation transfer robot that follow Object autonomously. This robot can be used by purpose that carry heavy burden instead of human. Robot's composition is drive part which run object's position awareness Sensor, Processor that control action and Motor part. After robot is connects with Network, we did robot remote control and monitor the action situation of robot. For the methode to reduce drive error, we developed algorithm for outside environment. For an experiment we made the self-regulation robot. We showed the directivity of sensor, error of directivity and soft moving of robot. We showed the monitoring system and the execution screen for communication between robot and PC.

Vector space based augmented structural kinematic feature descriptor for human activity recognition in videos

  • Dharmalingam, Sowmiya;Palanisamy, Anandhakumar
    • ETRI Journal
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    • v.40 no.4
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    • pp.499-510
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    • 2018
  • A vector space based augmented structural kinematic (VSASK) feature descriptor is proposed for human activity recognition. An action descriptor is built by integrating the structural and kinematic properties of the actor using vector space based augmented matrix representation. Using the local or global information separately may not provide sufficient action characteristics. The proposed action descriptor combines both the local (pose) and global (position and velocity) features using augmented matrix schema and thereby increases the robustness of the descriptor. A multiclass support vector machine (SVM) is used to learn each action descriptor for the corresponding activity classification and understanding. The performance of the proposed descriptor is experimentally analyzed using the Weizmann and KTH datasets. The average recognition rate for the Weizmann and KTH datasets is 100% and 99.89%, respectively. The computational time for the proposed descriptor learning is 0.003 seconds, which is an improvement of approximately 1.4% over the existing methods.

A Study on emergency equipments for accidents of rail infrastructure and rolling-stock (철도 시설 및 차량 분야 사고 발생에 따른 비상대응 설비 환경 분석 연구)

  • Yang, Doh-Chul;Seo, Young-Min
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.1817-1823
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    • 2007
  • In this study, we have studied rail infrastructure related to emergency action to manage the risk when emergency caused by faults of facility or rail vehicle during operation happens. Especially we have compared the effect of emergency action with examining the structure of vehicle, tunnel, bridge and access road, etc which are related to emergency action. Also, we have tried to analyze effects of radio and communication equipment, lifesaving and refuge which could be used for rolling stock, station, control room, tunnel, bridge and etc, and we have presented the way of reporting the emergency to the train driver or crew, control room, outside networks which could be used by passengers in vehicle, station, railroad line. Based on these, we have analyzed the conduct of emergency action in length of time when emergency happens in railway and high-speed railway, and studied the method of which passengers could be guided safely and escape from the scene of the accident.

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Analyzing the Status of Female Characters in Fighting Action Games: Focus on EVO 2016 (대전액션게임에서 나타나는 여성 캐릭터들의 지위 분석: EVO 2016을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.79-88
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    • 2016
  • This study analyzes the status of female characters in several fighting action games. From July 15 to 17, 2016, the world-famous fighting action game tournament EVO 2016 was held in Las Vegas, Nevada. In this tournament, nine fighting action games were selected for competition, and this study examines the status of female characters on the basis of 1) Appearance 2) Ability in these fighting actions games. After doing comparison between female characters and male characters in the fighting action game, it reflects on the status and right of female characters in the virtual world.