• 제목/요약/키워드: Computer-Mediated Environment

검색결과 27건 처리시간 0.021초

컴퓨터 매개환경에서의 Flow 경험과 시간감각의 왜곡 : 매체환경 간 비교연구 (Flow Experiences and Distorted Sense of Time in Computer-Mediated Environment : Comparative Study of Media Environments)

  • 장필식
    • 한국콘텐츠학회논문지
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    • 제7권4호
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    • pp.83-90
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    • 2007
  • Flow는 심리학 분야로부터 차용되어 컴퓨터와 인터넷 사용 시 사용자의 긍정적 경험을 설명하는 주요 개념으로 이용되고 있다. 컴퓨터 매개환경(CME: Computer-Mediated Environment)에서 flow 경험은 탐구적 행위와 통신, 학습을 촉진시키며 긍정적 감성을 유발한다고 한다. 본 연구에서는 컴퓨터 매개환경과 전통적인 지필(紙筆)(paper-pencil)환경에서의 비교 실험을 통해, 매체환경(media environment) 간 사용자의 flow 경험 차이를 검증하였다. 실험결과, '재미(enjoyment)' 이외의 대부분의 flow 경험 차원(dimension)에서 매체환경 간 차이를 보이지 않았다. 그러나 사용자들이 느끼는 시간감각의 왜곡(distorted sense of time)은 두 매체환경 간에 유의한 차이가 있는 것으로 나타났다.

Análisis Pragmático y Lingüístico de los Comentarios en la Prensa Digital

  • Choi, Hong-Joo
    • 이베로아메리카
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    • 제16권2호
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    • pp.151-188
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    • 2014
  • This work aims to describe pragmatic strategies and linguistic features of replies that occur in the comment section of online newspapers. The dominant media in this digital age is the Internet and its rapid development and expansion of use have contributed not only to the change of the form of production of journalistic texts, but also to the consumption of those texts. In the past, the news was transmitted in a unidirectional way but now readers of online newspapers do not remain passively reading the articles. They actively participate in the exchange of opinions with other readers. The individual consumption of journalistic texts has become a collective and social act. The purpose of the study is to investigate the communication intention of the users of comment sections and analyze the linguistic formulation of replies. We attempt to discover specific aspects of replies and responses for online newspaper articles, considering them as an independent type of Computer Mediated Communication (Internet Mediated Communication). Observing language attitudes appearing in the electronic environment and discovering the characteristics of the Spanish language on the Internet will allow us to contribute to understand the theoretical aspects related to the CMO better.

가상협업을 위한 프로세스 모형 (A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제18권2호
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

CMC 환경에서 디지털도서관의 커뮤니케이션 모형 (Communication Model for Digital Library in the CMC Environment)

  • 조윤희
    • 정보관리연구
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    • 제30권3호
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    • pp.27-43
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    • 1999
  • 컴퓨터매개커뮤니케이션(CMC) 환경에서 운영되는 디지털도서관(DL)은 전통적인 도서관(TL)에서 제공하던 정보서비스의 영역과 제공방법에 새로운 대안을 제시해 주었고, TL은 정보제공 환경의 변화에 따른 새로운 패러다임으로의 이동이 필요하게 되었다. 이러한 환경하에 DL의 정보서비스는 불특정 다수 이용자들에게 시공간을 초월한 정보서비스의 영역학대와 즉시적이고, 능동적인 대처가 가능한 상호작용 커뮤니케이션 채널의 필요성이 대두되었다. 본 논고는 CMC 환경에서 정보서비스를 제공하는 DL과 이용자간의 상호작용을 위한 커뮤니케이션 채널에 대해 개괄적인 내용을 검토하고, DL에서 제공할 수 있는 커뮤니케이션 채널의 유형을 살펴보았다. DL에서의 커뮤니케이션 모형개발을 위해 DL의 커뮤니케이션 특성과 국내 현황에 대한 선행연구 결과를 토대로 DL의 효과적인 정보서비스 제공을 위한 커뮤니케이션의 모델을 제시하고, 향후 CMC 환경에서 제공되는 DL과 정보이용자간의 효율적인 커뮤니케이션 활성화 방안을 제시하였다.

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인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구 (An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio)

  • 박재완;최진원
    • 한국실내디자인학회논문집
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    • 제40호
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    • pp.158-164
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    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

The Influence of Virtuality on Social Network: A Multi-level Approach

  • Suh, A-Young;Shin, Kyung-Shik;Kim, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2008년도 춘계학술대회
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    • pp.52-63
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    • 2008
  • Virtuality is a product of the information age, and as it plays a larger role in the activities of individuals, groups and organizations, the issue of how human behavior varies between virtual and physical space has become one of the most important questions facing the management environment of today. The purpose of this article is to examine how virtuality shapes individuals' social relationships within and outside their work groups. We developed a conceptual framework that explores the links between virtuality and social network based on computer-mediated communication theory and social network theory. Using data from 172 individuals of 42 project teams in 5 global business consulting firms, we tested cross-level hypotheses. The results of hierarchical linear modeling (HLM) indicate that virtuality significantly influences individual's internal tie strength as well as external bridging ties. The results also show the effects of virtual process via CMC vary along with the virtual context.

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모바일 SNS 사용이 30~40대 기혼여성의 대인관계 강화와 자존감에 미치는 영향: 사용촉진 요인을 중심으로 (Influence of Mobile SNS on Personal Relationship Enhancement and Self-esteem of Married Women in Their 30s and 40s: Based on Usage Acceleration Factors)

  • 김종기;한지연
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권1호
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    • pp.53-71
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    • 2014
  • The center of networking is moving toward mobile from PC based computing environment. The number of smartphone users are increasing rapidly today. One of the most popular smart phone applications is mobile SNS such as Kakao Story, Facebook, Twitter, Mobile Cyworld, etc. Mobile SNS means social network services based on mobile communication technology. This research focused on mobile SNS usage of married women who have not enough time for face-to-face communication with their friends to enhance their friendship. Married women in their 30s and 40s have lots of things to do like housework and caring their children. Mobile SNS would help their communication in aspect such of free of space and time. Through Mobile SNS married women can reinforce their personal relationship and self-esteem. Social Information Processing Theory (SIP) is an interpersonal communication theory developed by Walther(1992). Once established, online personal relationships may demonstrate the same relational dimensions and qualities as face-to-face relationships. The theory explains how people get to know one another online, without nonverbal cues, and how they develop and manage relationships in the computer-mediated environment. The result of empirical analysis indicates that marred women's Mobile SNS activities reinforce their personal relationship and self-esteem.

개념 설계과정의 설계정보가시화를 위한 온톨로지 개발과 환경구현 (Development of a Design Ontology and Design Process Visualization Environment for the Analysis and Leaning of Conceptual Design)

  • 김성아
    • 한국실내디자인학회논문집
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    • 제16권4호
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    • pp.119-126
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    • 2007
  • A prototype design process visualization and guidance system, is being developed. Its purpose is to visualize the design process in more intuitive manner so that one can get an insight to the complicated aspects of the design process. By providing a tangible utility to the design process performed by the expert designers or guided by the system, novice designers will be greatly helped to learn how to approach a certain class of design. Not only as an analysis tool to represent the characteristics of the design process, the system will be useful also for learning design process. A design ontology is being developed to provide the system with a knowledge-base, representing designer's activities associated with various design information during the conceptual design process, and then to be utilized for a computer environment for design analysis and guidance. To develop the design ontology, a conceptual framework of design activity model is proposed, and then the model has been tested and elaborated through investigating the nature of the early conceptual design. A design process representation model is conceptualized based on the ontology, and reflected into the development of the system. This paper presents the development process of the visualization system, modeling of design process ontology, and how the system could be utilized for the analysis and learning of conceptual design methods using computer mediated design support environment.

A Cooperation Mechanism among Seller Agents based on Exchanging Goods in Agent-mediated Electronic Commerce

  • Ito, Takayuki;Hattori, Hiromitsy;Shintani, Toramatsu
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2001년도 The Pacific Aisan Confrence On Intelligent Systems 2001
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    • pp.89-96
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    • 2001
  • Agent-mediated electronic markets have been a grow-ing area of agent research and developmen tin recent year. There exist a lot of e-commerce sites on the In-ternet(e.g. Priceline, com, Amazon, com etc). These e-commerce site have proposed new business models for effective and efficient commerce activity. Intelli-gent agents have been studied very widely in the field of artificial intelligence, For purpose of this paper, an agent can act autonomously and collaboratively in a network environment on behalf of its users. It is hard for people to effectively and efficiently monitor, buy, and sell at multiple e-commerce sites. If we intro-duce agent technologies into e-commerce systems, we can expect to further enhance the intelligence of their support. In this paper, we propose a new coopera-tion mechanism among seller agents based on exchang-ing their goods in our agent-mediated electronic market system. G-Commerce. On G-Commerce, seller agents and buyer agents negotiate with each other. In our model, seller agents cooperatively negotiate in order to effectively sell goods in stock. Buyer agents coopera-tively form coalitions in order to buy goods based an discount proices. Seller agent's negotiation goods. Our current experiments show that exchanging mechanism enables seller agents to effectively sell goods in stock. Also, we present the Pareto optimality of our exchang-ing mechanism.

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컴퓨터를 활용한 수학학습에서의 사회적 측면 (Social aspects of computer based mathematics learning)

  • 류희찬;권성룡
    • 대한수학교육학회지:수학교육학연구
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    • 제9권1호
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    • pp.263-278
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    • 1999
  • Computer with various powerful functions has profound potential for mathematics instruction and learning. As computer technology progress, its applicability to mathematics education become more comprehensive. Not only its functional development but various psychological positions also changed the way computer technology utilized in mathematics education. In behaviorist's perspective, computer viewed as a teaching machine and constructivist viewed computer as microworld where students could explore various mathematical contents. Both theoretical positions emphasized individual aspect of learning because behaviorist tried to individualize learning using computer and constructivist focused on the process of individual construction. But learning is not only a individual event but also a social event. Therefore we must take social aspect into account. This is especially important when it comes to computer based learning. So far, mathematics loaming with computer weighed individual aspect of loaming. Even in microworld environment, learning should be mediated by teacher and collaborative learning activities. In this aspect, the roles of teacher and peers are very important and socio-cultural perspective sheds light on the computer based learning. In socio-cultural perspective, the idea of scaffold is very important in learning and students gradually internalize the social dimension and scaffolding is gradually faded. And in the zone of proximal development, teacher and more competent peers guide students to formulate their own understanding. In sum, we must take following points into account. First of all, computer should not be viewed as a medium for individualized teaming. That is, interaction with computer should be catalyst for collaborative activities with peers. So, exploration in computer environment has to be followed by small group activities including small group discussion. Secondly, regardless of the role that computer would play, teacher should play a crucial role in computer based learning. This does not mean teacher should direct every steps in learning process. Teacher's intervention should help student construct actively. Thirdly, it is needed to conceptualize computer in learning situation as medium. This would affect learning situation and result in the change of pre-service and in-service teacher training. Computer to be used effectively in mathematics classroom, researches on assessment of computer based learning are needed.

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