• Title/Summary/Keyword: Computer-Mediated Environment

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Effect of CMC-Environment and Interaction-Types on the Achievement and Satisfaction in the Teaching and Learning of Science (CMC 환경과 상호작용 유형이 과학성취도와 만족도에 미치는 효과)

  • Lee, Jeong-Sun;Yoo, Jung-Moon
    • Journal of the Korean earth science society
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    • v.24 no.7
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    • pp.625-634
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    • 2003
  • This study was designed to analyze the differences in science achievement and satisfaction between the environments of Face-To-Face (FTF) and Computer Mediated Communication (CMC), and between the interactions of Teacher-Students (TS) and Students-Students (SS). The activities for the interaction in the FTF and the CMC were carried out in the environments of traditional classrooms and the on-line network of communication computer, respectively. These experiments for four different groups (CMC-TS, CMC-SS, FTF-TS and FTF-SS) were performed with respect to 103 students of three 10th grade classes at a girls' high school in Chungju city. The questionnaires were composed of 5questions for achievement, and 13 questions on Likert scale for satisfaction. The data was analyzed using ANOVA, and through examination of each question about the satisfaction. The mean of the science achievement in learning activity was significantly higher in the CMC environment than the FTF. Also, the score in the TS interaction was meaningfully higher than the SS. Under the common environment of the CMC, science achievement and satisfaction in the TS interaction were significantly higher than in the SS. A similar result has been obtained in the satisfaction case even in the common environment of the FTF. The itemized analysis for the satisfaction shows a high score in the individual condition of CMC and TS, compared to that of FTF and SS, respectively. Thus, the school activity, formed in the TS interaction in the CMC environment is more effective at improving science achievement and satisfaction in the teaching and learning of science.

CMC in English Language Learning: Gains and Losses

  • Huh, Keun
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.93-120
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    • 2012
  • This paper aims to address the gains and losses of the CMC environment in Language learning. Data were attained from twelve middle school ESL students who took English as a second language class and twelve pre-service teachers taking ESL foundation course. This exploration describes the role of CMC focusing on its' advantages and disadvantages which language teachers need to consider. The findings revealed that the teachers, tasks, and other elements involved in the CMC environment provided several gains and losses for many areas of learning. This implies that CMC alone does not provide an optimal learning environment, but rather it is used as an essential tool in providing opportunities to enhance language learning. Several suggestions are made for teachers and pre-service teacher education how CMC instruction might be better designed. The paper concludes with some practical considerations for future research in the area of CMC.

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Generating Proposals by Agent-mediated in the Multi Attribute and Non-linear Negotiation Environment (다중속성, 비선형 협상전략 환경에서 중개 에이전트에 의한 제안생성 알고리즘)

  • Lee, Sang-Yong;Yang, Sung-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05c
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    • pp.1875-1878
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    • 2003
  • 에이전트를 이용하여 의견을 교환하여 타협안을 찾거나. 혹은 양자간 협상 시 양쪽의 에이전트는 각자의 이익을 최대로 하려고 한다. 하지만 한쪽이 많은 이득을 많이 취할 경우 상대방의 이익은 줄어들게 되고 손해를 본 사용자는 에이전트의 신뢰를 잃게 된다. 본 연구에서는 다중 사용자, 다중 속성, 비선형 협상 전략 환경에서 유틸리티 함수와 유전자 알고리즘을 이용하여 양쪽에게 균등한 이익이 돌아감과 동시에 최대의 이익이 되는 제안을 생성하는 중개 에이전트의 핵심 알고리즘을 구현하는 것이 논문의 목적이다.

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Effects of the Flow of an Internet Shopping Mall upon Revisit Intention and Purchase Intention

  • Lee, Kwang-Keun;Ahn, Seong-Ho;Kim, Hyung-Deok;Youn, Myoung-Kil
    • Asian Journal of Business Environment
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    • v.4 no.4
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    • pp.27-38
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    • 2014
  • Purpose - The study aims to investigate empirically the effects of the flow of an Internet shopping mall upon consumers' revisit intention and purchase intention. Research design, data, and methodology - The subjects comprised customers of Internet shopping malls. SPSS 19.0 for Windows was used to verify the models and hypotheses. Frequency, factors, reliability, and regression analysis were used. Results - This study classified flow behavior factors of Internet shopping malls into four categories-skills, convenience, design, and mutual reaction-to investigate their influence on flow. Skills and convenience had a greater influence than mutual reaction and design. The flow was most influenced by convenience, followed by skills. Conclusions - First, the subjects comprised those who had made purchases at least once at an Internet shopping mall. Second, the study applied the common flow attributes of past researchers to the Internet shopping mall environment, to gauge customers' e-commerce involvement. Third, skill, convenience, and shopping mall display design affirmatively influenced the computer-mediated environment from the Internet marketing control implications perspective regarding the contents of the marketer's website.

Empirical Validation for Verbal- EBS Effect to Cognitive Stimulation (구두 형식의 전자적 브레인 스토밍이 인지적 자극에 미치는 영향에 대한 실증적 연구)

  • Kim, Jeong-Wook;Jeong, Jong-Ho
    • Journal of Korean Society for Quality Management
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    • v.36 no.2
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    • pp.67-84
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    • 2008
  • Given the industry's unprecedented attention and dedication of resources to voice recognition, this paper introduces and explores a novel idea generation technique whereby ideas are captured directly through verbalization rather than forcing group members to type ideas. A group simulator was used to measure the idea generation performance of individuals who input ideas verbally or via typing in the context of nominal and interacting groups. The results clearly indicate that verbal input represents a more desirable mechanism in a computer-mediated idea generation environment. Liberating group members from the keyboard produces remarkable performance gains. Verbalizing ideas helps individuals focus on analytical thinking and leverage group member ideas, ultimately facilitating the creation of ideas pools that are vastly superior in terms of quantity and quality. These effects were found across nominal and interacting groups. The implications of these results for future research and the design of technologies are discussed.

Interactional Modifications in Text-based Chats between Korean and Japanese Students

  • Chu, He-Ra
    • English Language & Literature Teaching
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    • v.12 no.2
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    • pp.1-18
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    • 2006
  • This study investigates the types of interactional modifications employed by Japanese and Korean university students during text-based chats. In particular, this study focuses on the role of a network-based medium on the use of interactional modifications, which have been claimed to facilitate interlanguage development. The results show that students use a variety of features of interactional modifications. The most used strategies were the use of paralinguistic features, framing, overt indication of understanding/agreement, and clarification checks, which reveals inconsistent results with findings from research on the negotiation of meaning in face-to-face interaction. Results suggest that the computer-mediated communication (CMC) environment requires the above mentioned strategies and students are able to adapt to this new context by employing alternative strategies. The majority of negotiations were generated by content and lexical items either to resolve communication problems or to better manage interactions, and very few negotiations occurred in terms of grammar. The findings suggest that text-based synchronous chats can be an effective tool for promoting interactive competence, but their effectiveness on grammatical development is uncertain.

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구조방정식을 이용한 사이버 가정학습 몰입 모형에 관한 연구

  • Baek, Hyeon-Gi;Ha, Tae-Hyeon
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.361-375
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    • 2007
  • 본 논문은 국내 사이버가정학습에서의 학습자 몰입을 형성하는 조건과 몰입, 그리고 학습 성과에 대한 영향간의 관계에 대하여 연구하였다. 이러한 탐구를 위해 Csikszentmihalyi(1990)의 몰입이론(flow theory)을 이론적 기반으로 삼았으며, 컴퓨터 매개 환경(Computer-Mediated Environment)에서의 학습활동에 참여하고 있는 사이버가정학습 수강자 310명으로부터 자료를 얻어 실증적 연구를 수행하였다. 사이버가정학습 학습자의 몰입은 '즐거움', '원격현존감', '주의집중', '관여', '시간왜곡'의 5가지 하위구인으로 정의하였고, 몰입 선행 조건은 학습에 필요한 '기술'과 과제수행의 '도전' 정도에 대한 개인의 인지도의 차이로 정의되었다. 실증적 연구를 위해 사이버가정학습 몰입측정 도구(Cyber-class Flow Measure)를 활용하였으며, 실제 몰입도 측정 후 몰입도가 높은 학습자 집단과 낮은 학습자 집단의 특성을 비교 분석하였다. 자료 분석결과 사이버가정학습 몰입도는 학습만족도 평가에 유의미한 영향을 미침을 보여주었다.

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Study on the Effective Factors of Learning Motivation and Achievement of the Digital Textbook using a Structural Equation Model (구조방정식 모델을 이용한 디지털교과서의 학습동기 및 학업성과 영향요인에 관한 연구)

  • Baek, Hyeon-Gi;Kim, Pan-Soo;Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.6 no.1
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    • pp.123-135
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    • 2008
  • In this study it is aimed to find out the relationship between the effective factors on learning motivation of the digital textbook. To carry on such exploration the learning motivation theory of Keller has been taken as the theoretical background. This is an experimental research with the data collected from 310 students who took the digital textbook class in the computer-mediated environment. It is compared and verified whether the factors causing learning motivation of the ARCS model embedded in the offline class influence on learner's motivation and achievement. With the outcomes, it has been tried to find out some practical suggestions for the achievement of the digital textbook. The results of the data show that the learning motivation of the digital textbook is significantly influence on the learning achievement.

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The Effect of using Computer & Smart-phone on Decreased Work Efficiency due to Musculoskeletal Disorders ; Mediating Effect of Perceived Musculoskeletal Disorders (컴퓨터 및 스마트폰 사용이 근골격계질환으로 인한 업무능력 저하에 미치는 영향 : 근골격계 질환의 매개효과)

  • Park, Jong-Ho
    • Journal of Distribution Science
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    • v.14 no.3
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    • pp.55-62
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    • 2016
  • Purpose - Average using time of smart-phone for Korean people is 3 hours 39 minutes and most people who are using a computer at home and their workplace can be affected over force to neck and shoulder due to unstable body posture. musculoskeletal disorders which caused by unstable body posture can affect strongly to decrease work efficiency. So this research is designed to measure the effect of using computer & smart-phone on decreased work efficiency due to musculoskeletal disorders and mediating effect between decreased work efficiency and musculoskeletal disorders. Research Design, Data, and Methodology - The author has developed a questionnaire with 6 hypothesis on the basis of previous research result with 5 constructs. The questionnaires were also made by interview and E-mail. 300 copies of questionnaires were distributed and 282 questionnaire were used for the analysis as valid data responses. SPSS ver.21.0 were used and made Cronbach's α and reliability test, correlation, Baron & Kenny 3 step mediated regression analysis. Result - Cronbach's α shows 0.770~0.954 and C.R. is 0.963~0.997 which is higher than 0.7. and AVE was 0.867~0.933. So the data are all acceptable condition. Using for a long time of a computer & smart-phone has a positive effect on musculoskeletal disorders. This means, it can cause musculoskeletal disorders if people use a computer & smart-phone for a long time due to unstable body posture. And musculoskeletal disorders can effect strongly decrease work efficiency. This study also found out that a long time of using computer can cause musculoskeletal disorders rather than using smart-phone a long time. To check mediate effect of musculoskeletal disorders between using a computer & smart-phone and Decreased Work Efficiency, author used 3-step mediated regression analysis of Baron & Kenny (1986). Using a computer for a long time mediate partially and using a smart-phone for a long time mediate completely. This means that using a smart-phone a long time is not the actual reason to decrease work efficiency. But using level of smart-phone is increasing rapidly day by day. So we need to make additional research about this matter seriously. Conclusion - Nowadays, people can not live on without a computer & smart-phone even a moment. But, using a computer for a long time will affect to cause musculoskeletal disorders and it will effect strongly to decrease work efficiency. Before, we thought over that musculoskeletal disorders were diseases of elder people. But, we found out from this study that musculoskeletal disorders can be happen to any people, even children, or workers in heavy industry or engaged in brain work. So we need to be careful when we use a computer for a long time. People also need to be careful to keep correct body posture when using both a computer and smart-phone since a smart-phone became more popular and using time level became longer. Due to increased income and living standard of people, physical growth of young people is so rapid. But the physical environment of society is not suitable for them since it can not follow up the speed of growth. Suitable work table is very important to prevent musculoskeletal disorder which can affect decrease work efficiency. For a person, a society or country, increased productivity is very important since it can directly connected to the job satisfaction. Education and reeducation for the people is also important, but to teach them how to keep good condition of health will be more important since it can increase the quality of work efficiency and quality of life. Computer and Smart-phone is one the best invention of modern society, but it can cause mental and physical disease which can affect decrease work efficiency and productivity. So it is necessary to observe attentively for the situation continually.

Generation Gap of Expected Rights through Telepresence Robots (텔레프레즌스 로봇을 통한 권리행사의 세대간 수용성 격차)

  • Bae, Illhan;Han, Jeonghye
    • The Journal of Korea Robotics Society
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    • v.15 no.2
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    • pp.160-168
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    • 2020
  • There exists a popular belief that the elderly are more conservative than the younger people in acceptability of new technology. This study explores whether the generation gap in technology acceptance exists in the case of using telepresence robots, which project the presence and mobility of remote operator, for the universal purpose of social participation rather than for specific applications. Two groups of senior citizens and undergraduate students in their twenties personally experienced the telepresence robots operation and conducted a survey on how they perceived the social participation of a remote operator mediated by telepresence robot and to what extent the remote operator deserve equal rights to be treated as if one really exists in the local environment. The results show that the elderly have higher expectation on the role and functions of telepresence robots, and more favorable in principle for a remote operator to exercise equal rights by operating telepresence robot. It suggests that the stereotypes, the elderly lag behind younger generation in accepting new technology, is unlikely to fit into the telepresence robot market, for the elderly have more favor and support using telepresence robots as an universal avatar for social participation.