Abstract: Although it is known that interpersonal skills are essential for personal development, the debate however continues as to how to measure those skills, especially in youths. This study was conducted to develop a measurement model of interpersonal skills by suggesting three construct namely personal, skills and relationship; six function namely self, perception, listening, conversation, emotion and conflict management; and 30 behaviours as indicators. This cross-sectional survey by questionnaires was applied in east side of peninsula of Malaysia for 150 respondents, and analyzed by structural equation modelling (SEM) by AMOS. The suggested constructs, functions and indicators were consider accepted as measurement elements by observing on regression weight for standard loading, average variance extracted (AVE) for convergent validity, square root of AVE for discriminant validity, composite reliability (CR), and at least three fit indexes for model fitness. Finally, a measurement model of interpersonal skill for youth was successfully developed.
Abstract: The haptic modality has brought a new dimension to human computer interaction by engaging the human sense of touch. However, designing appropriate haptic stimuli, and in particular tactile stimuli, for various applications is still challenging. To tackle this issue, we present an intuitive system that facilitates the authoring of tactile gestures for various applications. The system transforms a hand gesture into a tactile gesture that can be rendering using a home-made haptic jacket. A case study is presented to demonstrate the ability of the system to develop tactile gestures that are recognizable by human subjects. Four tactile gestures are identified and tested to intensify the following four emotional responses: high valence – high arousal, high valence – low arousal, low valence – high arousal, and low valence – low arousal. A usability study with 20 participants demonstrated high correlation between the selected tactile gestures and the intended emotional reaction. Results from this study can be used in a wide spectrum of applications ranging from gaming to interpersonal communication and multimodal simulations.
Abstract: Face and facial expressions play essential roles in
interpersonal communication. Most of the current works on the facial
expression recognition attempt to recognize a small set of the
prototypic expressions such as happy, surprise, anger, sad, disgust
and fear. However the most of the human emotions are
communicated by changes in one or two of discrete features. In this
paper, we develop a facial expressions synthesis system, based on the
facial characteristic points (FCP's) tracking in the frontal image
sequences. Selected FCP's are automatically tracked using a crosscorrelation
based optical flow. The proposed synthesis system uses a
simple deformable facial features model with a few set of control
points that can be tracked in original facial image sequences.
Abstract: Student-s movements have been going increasing in
last decades. International students can have different psychological
and sociological problems in their adaptation process. Depression is
one of the most important problems in this procedure. This research
purposed to reveal level of foreign students- depression, kinds of
interpersonal communication networks (host/ethnic interpersonal
communication) and media usage (host/ethnic media usage).
Additionally study aimed to display the relationship between
depression and communication (host/ethnic interpersonal
communication and host/ethnic media usage) among foreign
university students. A field research was performed among 283
foreign university students who have been attending 8 different
universities in Turkey. A purposeful sampling technique was used in
this research cause of data collect facilities. Results indicated that
58.3% of foreign students- depression stage was “intermediate" while
33.2% of foreign students- depression level was “low". Add to this,
host interpersonal communication behaviors and Turkish web sites
usages were negatively and significantly correlated with depression.
Abstract: The purpose of this study was to assess the value of Second Life among post-secondary instructors with experience using Second Life as an educational tool. Using Everett Rogers-s diffusion of innovations theory, survey respondents (N = 162), were divided into three adopter categories: innovators, early adopters and the early majority. Respondents were from 15 countries and 25 academic disciplines, indicating the considerable potential this innovation has to be adopted across many different borders and in many areas of academe. Nearly 94% of respondents said they plan to use Second Life again as an educational tool. However, no significant differences were found in instructors- levels of satisfaction with Second Life as an educational tool or their perceived effect on student learning across adopter categories. On the other hand, instructors who conducted class fully in Second Life were significantly more satisfied than those who used Second Life as only a small supplement to a real-world class. Overall, personal interest factors, rather than interpersonal communication factors, most influenced respondents- decision to adopt Second Life as an educational tool. In light of these findings, theoretical implications are discussed and practical suggestions are provided.
Abstract: Sharing motivations of viral advertisements by
consumers and the impacts of these advertisements on the
perceptions for brand will be questioned in this study. Three
fundamental questions are answered in the study. These are
advertisement watching and sharing motivations of individuals,
criteria of liking viral advertisement and the impact of individual
attitudes for viral advertisement on brand perception respectively.
This study will be carried out via a viral advertisement which was
practiced in Turkey. The data will be collected by survey method and
the sample of the study consists of individuals who experienced the
practice of sample advertisement. Data will be collected by online
survey method and will be analyzed by using SPSS statistical
package program.
Recently traditional advertisement mind have been changing. New
advertising approaches which have significant impacts on consumers
have been argued. Viral advertising is a modernist advertisement
mind which offers significant advantages to brands apart from
traditional advertising channels such as television, radio and
magazines. Viral advertising also known as Electronic Word-of-
Mouth (eWOM) consists of free spread of convincing messages sent
by brands among interpersonal communication. When compared to
the traditional advertising, a more provocative thematic approach is
argued.
The foundation of this approach is to create advertisements that
are worth sharing with others by consumers. When that fact is taken
into consideration, in a manner of speaking it can also be stated that
viral advertising is media engineering.
The content worth sharing makes people being a volunteer
spokesman of a brand and strengthens the emotional bonds among
brand and consumer. Especially for some sectors in countries which
are having traditional advertising channel limitations, viral
advertising creates vital advantages.