• Title/Summary/Keyword: communication culture

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Tea Culture Convergence Program Impact on improving communication in the elderly (차문화 융합 프로그램이 이용시설 노인의 의사소통 향상에 미치는 영향)

  • Kim, In Sook;Park, Sun Hee
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine the effect on improving communication by conducting a tea culture convergence program for elderly people using facilities. The subjects of this study consisted of a tea culture convergence program for 3 months, 60 minutes once a week for 7 people using the Elderly Day Care Center in the H-S S welfare center. Psychological and behavioral changes related to communication by sessions were compared by comparing elderly patients at each session of the Tea Culture Convergence Program.Tea culture convergence program was found to have a positive effect on behaviors and attitudes related to communication among the elderly in the facilities. As a result of analyzing pre- and post-action and attitudes, the Tea Culture Convergence Program brought positive changes in communication by acting as emotional and social support for the elderly. These findings suggest that the Tea Culture Convergence Program is a psychologically necessary program for the elderly in that it shows that the Tea Culture Convergence Program is an effective program that promotes communication among the elderly in the facilities.

Effects of Occupational Safety Communication in Workplace on Safety Consciousness and Action of Employees (사업장내 의사소통이 안전의식과 행위에 미치는 영향)

  • Seo, Nam-Kyu;Lee, Yong-Gab;Kim, Wang-Bae;Lee, Kyeong-Yong
    • Journal of the Korea Safety Management & Science
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    • v.12 no.2
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    • pp.9-16
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    • 2010
  • A major purpose of management or occupational safety is a significant decrease in safety accidents. With this view, the establishment of occupational safety culture and the building of occupational communication network stand out as being more important than the past. This study has analysed the positive effects of occupational safety communication on safety consciousness and action of the employees in workplace. And it is confirmed that the occupational safety communication in workplace is the essential mechanism, through which the workers internalize safety consciousness and act safely. The safety consciousness and action of the employees are formed in safety culture, which is not only legal regulations, but a daily communication network in workplace. In these sense, the building of the occupational safety communication network is decisive for the establishment of safety culture. For these reasons, this study makes the proposition that a firm promotion of occupational communication network is necessary, which connects the safety culture and a effective safety management in workplace.

Why do We Share Information? Explaining Information Sharing Behavior through a New Conceptual Model between Sharer to Receiver within SNS

  • Seok Noh
    • Asia pacific journal of information systems
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    • v.31 no.3
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    • pp.392-414
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    • 2021
  • Social networking services (SNS) is an indispensable method in order to obtain information of the Internet participants. The study identified three variables of social media communication, sharing culture, and online trust in terms of social capital theory (SCT) and reviewed intention& behavior variables in terms of theory of planned behavior (TPB). The data were collected from 330 samples of SNS user, and were involved, and the research model uses AMOS to make confirmatory factor analysis. The findings confirmed our hypothesis that social media communication, sharing culture, and online trust affect individuals' behaviors to sharing information. This study emphasizes that not only social media communication but also sharing culture to SNS can stimulate information sharing. while previous research has predominately focused on personal cognition or social network, the study examines the integrated influence of communication, culture and trust on information sharing in SNS. In sum, by explicating the unique role of social capital, this paper aims at contributing to the continued development and success of SNS in general.

An Empirical Analysis of the Role of Social Media in Korean Media and Product Consumption

  • LEE, Hye Eun;GAO, Quan;YU, Sae Kyung;CHUNG, Yoon Kyung
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.179-189
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    • 2018
  • In the era of the Korean Wave 4.0, it is essential to investigate how social media usage influences Korean media consumption and then affects the future intention to consume K-Culture products. This study showed that the path of social media usage- Korea-related knowledge- Korean media consumption- the future intention to consume K-Culture products did not exist, and that the path of social media usage- Korea-related knowledge- the future intention to consume K-Culture products occurred. The implications and limitations were discussed.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Ancient Sino-Korea Sea Communication and Ship-cultural Exchange (고대중조해상교왕일\ulcorner반문화교류)

  • ou, Xin-Yuan
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.06a
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    • pp.171-183
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    • 2000
  • Regarding the ancient Sino-Kroea sea communication as the main theme, the propagation of the China-culture in Koran Peninsula and he influence of Chinese ancient shipbuilding technique for Korea are described in the paper. Frequent sea trade resulted in the flourishing of Chinese and Korean harbours on both side of Yellow Sea. Sino-Koran sea communication is of long-standing. Korean Peninsula (KP) is just as the large arm extended to the great sea from the North-east China. It is the Chinese mainland plate-lump's extended part in the Yellow Sea. In the ancient time, the land communication between China and Korea was often not unimpeded, the contact between China and KP, such as the South-Korea, depended on the sea communication mainly, Although the friendly relationship between China and Korea rose one after another in the various historical period, but considering from the great background of people's historical development, just as the modern people benefited fro the Europe-American culture, the people of ancient time also benefited from the China-culture. All China, KP and Japan obtained the development by propagating the ancient China-culture. The seagoing ships which carried out the Sino-Korea sea communication and trade, as the friendly envoys, finished the mission linked u and developed the Sino-Korea culture contact.

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The Development of a Communication Model for Teaching-Learning in Culinary Practical Education - A Constructivism Point of View - (조리 실기 교육을 위한 교수-학습 의사 소통 모형 개발 - 구성주의 관점에서 -)

  • Kim, Tae-Hyeong;Na, Jeng-Ki
    • Culinary science and hospitality research
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    • v.14 no.4
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    • pp.14-26
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    • 2008
  • The purpose of this study is to develop a communication model of teaching-learning at culinary practical learning class in school. Statistically, the organizational culture of culinary schools was influenced by the nature of hierarchical culture, task outcomes, and the conservative culture of organizations in companies. First, in basic skill class, teaching and learning methods are based on a teacher who leads students according to his plans and decisions. Second, in a higher skill course, teaching and learning methods are based on students who take an active part by injecting some fresh ideas into their class. Third, the model of three courses for culinary skill development has an effect on processing into a modeling-scaffolding-fading method by teaching and learning in school. It was ascertained that organizational culture directly or indirectly influenced organizational effectiveness and organizational culture in culinary schools. Moreover, it was found that organizational culture was the biggest influencing concept for communication effectiveness between teachers and students.

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Organizational Effectiveness of Korean Information and Communication Industry Employees : Focus on Organization Culture, Job Satisfaction, Organizational Commitment and Turnover Intention

  • KIM, Boine
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.11-22
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    • 2021
  • Purpose- The purpose of this study is to give implications on how to decrease employee turnover intention of Korean information and communication industry employees using organization culture, job satisfaction and organizational commitment. To do that this study analyzes relationships among variables and analyses mediating effect of job satisfaction and organizational commitment. Research design, data, and methodology- To analyze relationships among organization culture, job satisfaction, organizational commitment and turnover intention of employees, this study used the 7th KRIVET's HCCP employee data especially employees working in the information and communication industry who has more than university degree education. The analysis is conducted by using SPSS 21 and frequency analysis correlation analysis, regression analysis and mediating effect are analyzed by using MACRO PROCESS procedure for SPSS. Result- According to the empirical results, organization culture of innovation, relation and rational directed significantly affect both job satisfaction and organizational commitment. And job satisfaction and organizational commitment significantly affect each other. Turnover intention is significantly affected by job satisfaction, organizational commitment, innovation directed and hierarchy directed. However, the influence of innovation and hierarchy showed conflicting results. Conclusion- Based on this study result, implications to manage the turnover intention of Korean employees in the information and communication industry are discussed. Especially, the effect of organization culture, job satisfaction and organizational commitment is discussed. And the mediating role of job satisfaction and organizational commitment is also analyzed. Result implicates that cautious approach is needed in managing organization culture to employee attitude of job and organization is needed

Information Technologies in Higher Education Institutions: Experience of Leading Countries of the World

  • Bachynska, Nadiia;Novalska, Tetiana;Kuchnarov, Valerii;Kasian, Vladyslav;Salata, Halyna;Larysa, Grinberg
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.47-51
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    • 2021
  • The article analyzes and studies that pedagogical design of the educational process using information and communication technologies in educational institutions of higher education based on the development of a model and methodology personalization of training will improve the quality of the educational process at the university and solve the identified contradiction. A qualitative analysis of foreign countries in the possibility of using information and communication technologies in educational institutions of higher education is carried out.

Methods of Organization of Information And Communication Technologies In Institutions of Higher Education

  • Popova, Alla;Sinenko, Oksana;Prokopenko, liudmyla;Dorofieieva Veronika;Broiako, Nadiia;Danylenko, Olha;Vitkalov, Serhii
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.140-144
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    • 2021
  • The article considers aspects of improving the quality of training of specialists based on the use of modern information and communication technologies in the educational process; the use of teaching methods and, as a result, an increase in the creative and intellectual components of educational activities; integration of various types of educational activities (educational, research, etc.); adaptation of information technology training to individual the characteristics of the student; ensuring continuity and consistency in learning; development of information technologies for distance learning; improving the software and methodological support of educational process.