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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

母親教養方式與發展遲緩幼兒學習行為及人際互動之相關研究

鍾佩諭 Unknown Date (has links)
本研究旨在探討:(1)發展遲緩幼兒的學習行為及人際互動;(2)發展遲緩幼兒母親的教養方式,採立意取樣的方式選取研究園所及早療機構,請發展遲緩幼兒的母親填寫「母親教養方式問卷量表」,以及帶班教師或負責老師填寫該生的「幼兒學習行為及人際互動問卷量表」,共得有效問卷96組。 本研究問卷回收後使用裝軟體程式SPSS/PC 10.0進行信度分析、T考驗、單因子變異數分析、積差相關及多元逐步迴歸法。本研究結果如下: 一、發展遲緩幼兒在學習行為自主性、專注性和整體學習行為、人際互動 規範性、互動性、自主性和整體人際互動,均較差於一般幼兒。 二、性別不同的發展遲緩幼兒在學習行為及人際互動方面,並無顯著差異。 三、家庭社經地位為中上的發展遲緩幼兒,學習行為自主性方面,顯著優於家庭社經地位為中等及中下者。母親教育程度為高中職之發展遲緩幼兒,人際互動自主性,顯著優於母親教育程度為國中以下者。母親教育程度為高中職的發展遲緩幼兒,人際互動規範性、互動性和整體人際互動方面,顯著優於母親教育程度為大專以上者和國中以下者。 四、發展遲緩幼兒的母親比一般幼兒的母親明顯採用較多過度保護、忽視的教養方式,較少採用民主的教養方式。 五、性別不同的發展遲緩幼兒,母親的教養方式,並無顯著差異。 六、發展遲緩幼兒母親的教養方式,不會因家庭社經地位不同,而有顯著差異存在。 七、發展遲緩幼兒的母親教育程度不同,在過度保護、忽視、權威的教養方式方面,並無顯著差異,但發展遲緩幼兒的母親教育程度為高中職者,比母親教育程度為大專以上者,採用較多民主的教養方式。 八、母親越常採用忽視的教養方式,發展遲緩幼兒的學習行為在學習自主性、專注性和整體學習行為方面的表現皆越差。母親越常採用過度保護、忽視的教養方式,發展遲緩幼兒在人際互動的規範性、自主性或整體人際互動表現均越差。母親越常採用民主的教養方式,發展遲緩幼兒人際互動的規範性、自主性和整體人際互動均越好。 本研究根據上述研究結果加以討論,並提出數點建議,以供後續相關實務工作及研究參考。
2

《人形終端機》劇本創作論述 / 無

陳亞孜, Chen, Ya tzu Unknown Date (has links)
本劇作以一則自殺為事件為開頭,藉由主角追尋姊姊自殺死因,揭開姊姊在自殺前備受期待、倍感壓力且無法溝通的情境。藉此企圖討論在科技中介的人際互動中,人們如何被科技形塑成繭縛的自我,及如何在科技中介的人際互動中,找到最佳的溝通模式。      本文共分《人形終端機》劇本、創作論述及附錄三部分。在創作論述中說明《人形終端機》劇本之創作背景與歷程,探討科技介入社會後如何影響人的思維;科技介入溝通後如何改變人際關係網絡的建立與維繫方式;其次為劇本之人物與情節研究,講述《人形終端機》中緘默的現代人,及刻意交錯補敘的故事線及其隱含。附錄則為本劇之分場大綱。
3

國中生電腦網路沈迷現象之研究

王秀燕 Unknown Date (has links)
本研究旨在探討國中生電腦網路沈迷現象,研究之主要目的是要瞭解國中生使用網路的動機及網路沈迷的因素、國中生網路沈迷對自我概念、人際互動、學習時間分配管理和學業成績的影響,並企盼根據研究結果提出教育輔導上的建議。研究主要係透過問卷調查、焦點訪談與深度訪談等研究方法進行,問卷調查抽樣台北縣十所學校963個樣本點,焦點團體訪談選擇四個焦點團體共25位網路沈迷受訪者。另外,深度訪談5位網路沈迷學生及其導師。經問卷調查、焦點訪談與深度訪談蒐集到有關國中生網路沈迷現象資料,並透過統計分析、資料整理及討論後,得到如下結論: 壹、國中生使用網路的動機及網路沈迷的因素:學生上網的主要動機及原因是(1)無聊打發時間(2)能多結交網友(3)能與同儕相聚在一起(4)同儕嘲諷及刺激(5)耳濡目染。上網對學生最大的影響是(1)不想再接觸功課(2)與家人關係惡化。學生上網的主要時間是放學後、晚上及週休二日。學生上網的地方主要是網咖或家中,也有在朋友或親友家中。 貳、國中生網路沈迷對自我概念的影響:大部份網路沈迷國中學生對自我概念抱持著負面的態度,包括認為自己「不是有出息的人」、「不是值得信任的人」及「不是個不錯的人」;甚至於「會想一些不可告人的壞事」及「想做一些不道德的壞事」,而且「做任何事不會事先考慮」、「會在背後說別人的閒話」及「不能滿足家人的期望」。網路沈迷對生理上也有負面影響,包括上課時會覺得頭昏且沒精神及睡眠不足等。 參、國中生網路沈迷對人際互動的影響:大部份網路沈迷的學生與家人的互動會有負面的影響。包括「曾受家人責罵」、「與家人互動減少」、及「與父母相處時間減少」;甚至於「會與家人反目成仇」。而且大部份網路沈迷學生相對的與同好網路同學及網路朋友相處時間變得更多,但與網友大部份處於虛擬實境。整體而言,網路沈迷對人際互動有負面的影響。 肆、國中生網路沈迷對學習時間分配管理和學業成績的影響:大部份網路沈迷學生對學習時間分配及管理較差,因為上網總覺得時間太短,若有時間會優先考慮上網,並不擔心為上網時間太長影響課業,對時間也根本沒有控制。研究結果也發現大部份網路沈迷學生覺得上網會影響功課,而且現在的課業比以前差。此外,並對網路沈迷學生之輔導提出一些相關的建議。
4

網路使用對人際互動的影響-不同文化環境的比較研究 / The influence of internet use on interpersonal interaction-a comparative study of different cultural environments

吳佩儒, Wu, Pei-Ju Unknown Date (has links)
隨著資訊與通訊科技的快速發展與廣泛應用,網際網路日益普及,使得民眾在日常生活中諸多事務越來越依靠網路,進而帶來數位化的生活模式及互動型態,近年來,社群網站、即時通訊軟體等社交平台的大量出現,使得許多民眾開始利用網路來拓展其人際關係與管理其友誼網絡。此外,過去在探討網路使用與人際互動的文獻中,鮮少針對網路使用者所處的國家文化與環境背景加以分析,然而,人類所從事的行為會受到其生存的環境脈絡與文化價值觀所影響。以此為前提,本研究的主要目的在於檢視網路使用對人際互動的影響,以及探討不同文化環境下的民眾對於起網路使用行為有何差異。   本研究經由文獻檢閱,整理出網路使用行為與友誼網絡發展的相關文獻,以及國家文化的相關概念與構面,包括文化差異與人際關係的關聯性、國家文化與網路使用行為的關係等理論。本研究的分析方法為次級資料分析,資料蒐集自世界網路計畫之社會調查,分析中國與美國當前網路發展與使用行為的現況與趨勢,接著利用階層邏輯迴歸分析,比較不同國家文化環境下,民眾網路使用與人際互動之關聯性。   整體結果顯示,網路使用動機可以分為工具性、社交性及娛樂性三種類型,其中社交性網路使用動機對於人際互動具有正向顯著相關,意即網路使用與社交網絡的興起,提供民眾更多進行互動的平台與管道,增強了人際互動的聯繫;此外,在國家文化的影響因素下,根據分析結果,發現當國家文化屬於東方文化時,其社交性網路使動機為對於人際互動會產生較強烈的影響,換言之,國家文化作為調節變相對於網路使用行為與人際互動間確實會產生不一樣的效應。 / With the rapid development of information and communication technology, people are getting more and more rely on the Internet in daily life, which contribute to the digital lifestyle and interactive patterns. In recent years, large numbers of Online Socializing Platform, such as community sites, instant messenger, etcare making people begin to use the Internet to expand their relationships and manage their friendship network. In the past, the literatures on the use of Internet and interpersonal interaction were rarely analyzed for the national culture and environmental background of Internet users. However, the behavior of human beings will be affected by the context and cultural values that they live on. In this premise, the main objective of this study is to examine the impact of Internet use on interpersonal interaction and to explore the differences in behavior between people from different cultural environment.  The study, with literature review, has sorted out the internet using behaviors and friendship network development of the relevant literature, as well as the relevant concepts of national culture and aspect, including the relationship between cultural differences and interpersonal relationships, the relationship between national culture and internet using behaviors. The method of this study is secondary data analysis, data were collected from the survey of World Internet Project. Class-based logistic regression analysis was then proceeded to to discuss correlation between internet using behaviors and interpersonal interaction with the comparison of cultures from different countries.  Overall results show that Internet use motivation can be divided into three types, including instrumental motivation, social motivation and entertaining motivation. While social motivation has significant positive correlation on interpersonal interaction, it means the use of the network and the rise of social networks provide people with more interactive platform and pipeline, and enhance the interpersonal interaction. Based on the analytical results, when the national culture belongs to the oriental culture, social motivation will have a stronger impact on interpersonal interaction under the influence of national culture. In other words, national culture as a moderator variable has different effects on internet using behaviors and interpersonal interaction.
5

人際與人機互動經驗沈浸的前因、狀態及後果之研究 / The study of antecedents, states, and consequences of flow in person-interactivity and machine-interactivity environments

黃增隆, Huang, Tseng Lung Unknown Date (has links)
Woodruff (1997) 認為企業若沒有由建構滿意度的顧客價值 (customer value) 中做更為深入的了解,則顧客的意見將無法完全引導管理者研擬競爭策略。因此Woodruff (1997) 進而主張顧客價值才是企業當前最主要競爭優勢的來源,而非滿意度而已。Peterson (1995) 的研究指出,透過經驗所給予顧客的價值,是促使顧客願意與廠商進一步建立起長久關係的驅動因子。Spiegelman (2000) 也建議:「廠商若希望能夠將第一次消費的造訪者,進而轉變成為重複購買的顧客,則廠商必須在消費體驗的過程中不斷的傳遞價值」。換言之,體驗價值 (experiential value) 可視為提高顧客忠誠的最佳利器 (Stoel, Wickliffe and Lee, 2004)。再者,Babin, Darden, and Griffin (1994) 認為體驗價值是消費經驗後的主要結果,若研究者沒有確實掌握所知覺的體驗價值為何,則無法清楚了解消費者的消費經驗全貌。然而體驗價值雖然對於行銷研究與管理者相當重要,但有關消費者體驗價值的探討,主要都限制在網路購物的人機互動情境。關於線上人際互動情境中,將可能產生何種體驗價值,學者就較少進行探究 (Mathwick, 2002)。 Pine and Gilmore (1999) 在體驗經濟《Experiential Economics》一書中曾指出,消費者之所以能夠形成難忘且有價值的體驗,關鍵乃在於廠商是否能夠設計一個使消費者完全融入,且如同身歷其境的感受。換言之,引發消費者沈浸當下的消費情境,成為企業傳遞體驗價值給消費者的關鍵因素所在。但很遺憾的,沈浸與體驗價值的關係,過去研究較少深入的分析與探討,而且先前的研究情境卻也僅限於線上搜尋的人機互動經驗 (Mathwick and Rigdon, 2004),忽略了人際互動的體驗才是消費者最為渴望的經驗 (Spiegelman, 2000)。因此在今日人們相當渴望透過網路進行人際接觸的同時,研究更應深入討論與分析,在線上人際互動情境中,沈浸 (flow) 與各種體驗價值 (experiential value) 的關係。 基於上述,研究將選擇以同時具有人際與人機互動的線上遊戲為主要研究情境,藉此以補足缺乏探討人際與人機互動共有的沈浸經驗之缺口,同時也進一步將沈浸概念擴大其應用的範疇,不在只限於人與特定事物間的沈浸研究。 在研究方法方面,有鑑於人際與人機互動的沈浸概念必須重新被審視並釐清 (Huang, 2006),並且考量消費者的沈浸狀態是具有動態且連續發生一段時間的特性,同時也由於沈浸本身是一種內心深處的感受,若訪談過程中沒有任何憑據可提供受訪者作事後的回憶,則受訪者將很難描述沈浸當時發生的所有感受與心路歷程 (Csikszentmihalyi and Csikszentmihalyi, 1988),基於此,本研究選擇能夠幫助受訪者回憶起所有心路歷程的自發性導引法 (auto-driving) (Belk and Kozinets, 2005),為探討沈浸的質化研究方法,如此才能藉此重新釐清在人際與人機互動情境中,消費者沈浸的定義與構面。更進一步的,由於能夠更清楚掌握沈浸的本質,也才能夠使得研究者可以更為明確的探究出引發沈浸產生的人際與人機互動因子以及在沈浸歷程中消費者所知覺體驗價值類型。 經訪談17位受訪者後,不僅探究出在人際與人機互動媒體情境下的沈浸成份,同時也依據沈浸所包含的特質,對沈浸下了如下的定義:「所謂沈浸是指消費者產生情境推想、整合思維、具象化、情緒感染與情緒激發的狀態。」其中「情境推想」,是消費者猜想線上其他消費者的想法、意圖與動向所釀成;「整合思維」是來自消費者多方思索回應他人策略與執行策略效果所促成;「具象化」則是消費者將線上他人的表情或揣摩想像內容予以圖像化所形塑而成的狀態;「情緒感染」的狀態則源自消費者感同他人情緒的效果;「情緒激發」是來自消費者將個人內心的情緒,藉由肢體或表情予以宣洩的狀態。另外,從消費者的自我沈浸描述內容中,研究得知,前述這五種沈浸成份,其彼此間存有因果關係,而這樣的研究結果,是先前沈浸研究未能確實發現的。 其中,情緒激發的形成深受情緒感染與整合思維兩元素直接影響,又具象化分別會直接影響情緒感染與整合思維兩成份的產生。最後情境推想也會分別引發具象化、整合思維、情緒感染等沈浸成份的產生。 更進一步,研究也根據訪談內容結果得知,影響沈浸的前置因子可分為人際與人機互動兩種類型的因素,其中在人際因素方面,包含具有二元對立目標設定的競玩,以及源自環境成份所營造出探索趣味的嬉玩。同時人際與人機互動情境中所引發的人際互動競爭性與親和性,可營造出競玩氣氛。而人際互動中的不確定性與嘲弄則是構成嬉玩的主要成份。最後影響消費者沈浸經驗的人機互動因子包括驚奇性、因果性、生動性等三種因素。因此這將可以給予研究者與管理者,在設計吸引消費者融入購買或消費情境時的重要參考。 另外,訪談內容的結果也顯示,人際與人機互動的沈浸經驗不只是一種最佳互動消費經驗 (Novak and Hoffman, 1996; Privette and Bundrick, 1987),同時它包含了許多豐富且多元的體驗價值 (Mathwick, et al., 2001)。換言之,當消費者全心投入在情境推想、整合思維、具象化、情緒感染與情緒激發等任一種活動時,都可以知覺到成就感、尊重、趣味性等這三種價值類型。隨著沈浸經驗本身具有多元且豐富的體驗價值,使得參與線上人際互動的消費者,更因此希望再次透過如此的經驗獲取價值。也因此,沈浸經驗提高了消費者願意再次經歷的意圖。 在經過第二階段研究中一系列沈浸量表的發展與檢測分析後,研究結果顯示,所發展的沈浸量表與體驗量表不論是在探索性因素分析、一階驗證性因素分析與二階驗證性因素分析都具備很好的信度與效度。不僅如此,藉由結構方程式模式的統計分析,研究進一步驗證五種沈浸成份間、沈浸與體驗價值間、五種沈浸成份與體驗價值間、沈浸與持續消費行為間以及五種沈浸成份與持續消費行為間的因果關係。而研究結果顯示,不僅整體模式的配適度達評鑑要求的水準,同時每一個變數彼此間的因果關係也都達顯著。 / Woodruff (1977) maintains that customers’ opinions can lead managers to plan competitive strategies if enterprises can have a profound understanding and analysis of customer value, which influences on the formation of customer satisfaction. Accordingly, it’s Woodruff’s contention that the primary source of competitive edge among present-day enterprises isn’t just concerned with “customer satisfaction”, but with “customer value” as well. According to Peterson’s research (1995), the experience-based value bestowed upon customers is an impetus to customers’ desire to develop a long-term relationship with enterprises. Furthermore, Spiegelman (2000) also suggests that enterprises have to incessantly deliver value to customers in their consumption process if enterprises expect to turn customers purchasing for the first time into those making purchase over and over again afterwards. In other words, experiential value can be seen as the best way to enhance customer loyalty (Stoel, Wickliffe, and Lee 2004). What’s more, Babin, Darden, and Griffin (1994) think that experiential value is the major result of consumption experience, and that observers won’t get a clear, and panoramic picture of the consumption experience in case they can’t tell exactly what the perceived experiential value is. However, though experiential value plays an integral part between managers and marketing research, discussions on customer’s experiential value are primarily confined to the online-shopping machine-interactivity context. As for online person-interactivity context, scholars are to put less emphasis on what experiential value can be generated and delivered to customers under such a context (Mathwick 2002). According to the book Experiential Economics, written by Pine and Gilmore (1999), Pine and Gilmore indicate that whether enterprises can create a context for customers to fully engage themselves in and live vicarious with is the key to the formation of customer’s unforgettable and valuable experience. To put it differently, the consumption environment which can prompt customer’s flow in the present plays a pivotal role in helping enterprises deliver experiential value to their customers. However, it’s a pity that in-depth discussions and analyses of the relationship between experiential value and flow are usually overlooked by previous researchers. Besides, previous research context is limited to online-searching machine-interactivity experience (Mathwick and Rigdon 2004), neglecting that person-interactivity experience is the one that customers yearn for the most (Spiegelman 2000). Therefore, in-depth discussions and analyses of the relationship between various experiential values and flow in online person-interactivity context should be made, especially in modern times when people are desperate for personal exposure through the Internet. As aforementioned, by choosing online games with both person-interactivity and machine-interactivity as the primary research context, the research aims to make up for the lack of discussions on flow experience shared by person-interactivity and machine-interactivity contexts. In the meanwhile, the research puts concepts of flow to a wide range of use, not just in the flow research between people and specific things. As far as the research method is concerned, the research takes the facts into consideration that concepts of flow in person-interactivity and machine-interactivity contexts need re-examining and clarifying (Huang 2006), and that customer’s flow conditions are dynamic and capable of lasting for a period of time consecutively. Moreover, since the flow is a feeling in the recesses of mind, interviewees might have a hard time delineating the course of thought developments and feelings in the flow experience if there are no reminders in the interview process for them to recall afterwards (Csikszentmihalyi and Csikszentmihalyi 1988). Considering the above-mentioned factors, the research chooses a method called “auto-driving”, able to help interviewees recall their courses of thought developments and feelings in their consumption process (Belk and Kozinets 2005), as the qualitative research method for exploring what flow is. In this way, the definition and dimensions of customer flow experience in person-interactivity and machine-interactivity contexts are likely to be clarified. What’s more, researchers can get a more explicit picture of what types of experiential value that customers would perceive in the process of flow are due to the fact that such a method will better the understanding of the essence of flow. Furthermore, once the elements of the flow have been confirmed, the researcher may also clearly ascertain what kinds of the person-interactivity and machine-interactivity factors triggering flow. After the first phase interviews, the present study not only finds out components of flow, but also defines flow as consumers’ state of inferring thinking, integrated thinking, visualization, emotional contagion and emotional arousal. Besides, according to the content of consumers’ self-description about flow experience, the study also found that causal relationships among the five elements of flow which were not found in the previous flow studies. For example, emotional contagion and integrated thinking influenced simultaneously emotional arousal and visualization influenced simultaneously emotional contagion and integrated thinking. Finally, inferring thinking directly influenced visualization, integrated thinking, and emotional contagion. Furthermore, the researcher identifies both person-interactivity and machine-interactivity factors that influence flow in base on the result of interviewees’ description about flow experience. Also, there are ludus which comes from the design of winning or losing and paidia which comes from exploring interesting content in person-interactivity factors. At the same time, the elements of ludus are competition and affiliation, and the elements of paidia are uncertainty and teasing. Finally, the machine-interactivity factors which influence flow include surprise, causality, and vividness. These findings would be practical implications for design consumers’ flow experience in further for the researcher and the management in service marketing. The result of the interviews also proves that flow experience with both person-interactivity and machine-interactivity is not only the optimal interactive consuming experience (Novak and Hoffman, 1996; Privette and Bundrick, 1987), but also delivers the multiple and rich experiential value to consumers. (Mathwick, et al., 2001). On the other word, consumers would perceive experiential value of achievement, reputation, and playfulness when they act with total involvement in one of the inferring thinking, integrated thinking, visualization, emotional contagion, or emotional arousal. Because of flow experience including multiple and rich experiential value, consumers in online person-interactivity would like to have the same flow experience in order to perceive these experiential value again. Therefore, flow experience positively influences re-patronage intention. The result of flow scale development and detection and analysis in the second step of this study shows flow scale is validity and reliability base on the exploratory factor analysis, the first confirmatory factor analysis and the second confirmatory factor analysis. The study further confirms causal relationships among the five elements of flow, causal relationships between flow and experiential value, causal relationships among the five elements of flow and experiential values, causal relationships between flow and re-patronage intention, and causal relationships among the five elements of flow and re-patronage intention by the statistic analysis of structure equation modeling.
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底片交換遊戲所展示的攝影趣味— 以交換重曝新影像敘事為例 / The playfulness of photography in filmswap: exploring a new image narrative

錢怡安, Chien, Yi An Unknown Date (has links)
交換重曝是一種兩人交換已拍攝底片的活動。透過交換,底片經由重複曝光使同一張底片出現兩個人所攝之重疊影像。交換重曝這種新近的網路及人際互動現象,說明了傳統的攝影方式與底片使用在攝影數位化的浪潮中並未消逝。 近來底片攝影與玩具相機的興起,使研究者觀察到現今的交換重曝攝影蘊含著情感與趣味的分享。從文獻探討過程發現,參與交換重曝的動機與目的來自於遊戲的樂趣,且交換重曝是一種特殊的人際互動過程,交換過程中因缺乏交換雙方的溝通與交流,竟產生人際傳播間類同「噪音」現象所致的「影像醬」。 本研究經由問卷調查與深度訪談,從參與交換重曝活動者所發佈分享影像的情形,了解交換重曝一般行為。其次,分析沖洗完成的底片所帶來的出乎意料的影像驚喜元素,以探察交換重曝活動在攝影數位化時代中新的影像敘事方法。 本研究結果歸納如下:交換重曝結合了遊戲與生活,開創新的人際交流與互動。交換重曝的影像由出乎意料的內涵與驚喜元素,描繪影像的故事場景,帶來的窺視感內含多種可能,建立陌生文化的交集並型塑影像自我敘事。 / “Filmswap” is an activity that two people take photos and exchange their own films and then take photos again. By exchanging films, two different images will overlap and simultaneously be developed at one film through double exposure. The arising of “Filmswap” as a new way of communication reflects that analog photography has not disappeared in digital trends. Recently, analog photography and toy cameras have become popular. One important fact needs to be discovered that analog photography is related to emotion and fun sharing. As revealed in literature review, the motivation and purpose of Filmswap come from the playfulness of playing games. The process of Filmswap is actually a kind of particular interpersonal interaction: Filmswap brings “photo jam” instead of “noise” due to the lack of adequate communication between people. In this study, I use in‐depth interviews and questionnaire surveys to collect the on-line information of displaying photos from the people doing Filmswap and to generalize the elements of surprise in Filmswap. Through the research and the understanding of the context from Filmswap players, this study tries to construct a new method of photo narrative in digital era. There are three conclusions of this research can be addressed as follow: First of all, Filmswap combines play and daily life. Secondly, Filmswap brings a new way of interpersonal interaction. Moreover, those unexpected and surprising image elements depict stories of those Filmswap images and create new ways of photo narratives.
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社交網站與組織內人際關係改變之關聯性研究─以Facebook為例 / A study of how social networking sites change interpersonal relationships in business organizations: an example of Facebook

許慈雅, Hsu, Tzu Ya Unknown Date (has links)
社交網站,尤其是Facebook,在近幾年使用人口日趨增加,變得非常熱門。本研究觀察到在組織內,許多人運用Facebook這類社交網站與同事維繫人際關係。有趣的是,當Facebook進入組織情境後,這種以電腦中介傳播為基礎的人際互動方式,與實體人際關係模式不同,也迥異於全然線上的人際互動模式,其特殊性進一步帶來組織內人際關係的重要改變。   本研究共分三方面來探討Facebook進入組織情境後,對組織內人際關係所造成的改變。首先,受Facebook科技屬性影響,組織成員在Facebook上人際關係樣態根基於「虛實交錯」此一概念。由於同事間相互認識,其人際關係發展歷程從線下的實體互動開始,蔓延到Facebook的線上互動,而眾人在線上互動結果又會再度影響實體關係。換句話說,組織成員在「虛擬」和「實體」不同場域來回擺盪,造成「虛實交錯」情形,也讓組織內人際關係模式產生改變。   在這基礎上,本研究進一步發現Facebook「虛實交錯」的人際關係模式展現在兩個層面上。從整體角度來看,當Facebook出現後,在組織內形成另一個人際關係場域,彷彿是辦公室內的「線上茶水間」,組織成員在該場域互動、維繫人際關係的方式與實體茶水間有所不同,有其獨特性,因此我們用「線上茶水間」來描繪Facebook「虛實交錯」下的人際關係場域特性。在線上茶水間,組織成員以大量且多樣化資訊做為連結人際關係基礎,達到不同於實體茶水間的社交功能,如大量且速成的安慰與支持、跨越時空的陪伴感等,也使得線上茶水間的人際關係具有一定特色,例如淺層情感交流等。從個人層次來探討,組織成員的形象在此人際關係場域內也有不同展現方式,當Facebook出現後,它的科技屬性提供組織成員「另一個舞台」,讓個人得以展現出在正式組織場域中難以呈現的某種形象,因此我們用「另一個舞台」來描繪其轉變與特性。然而Facebook終究位於組織體系內,因此組織成員無法扮演一個全新或不真實形象,在舞台上的「演出」難免受到束縛。儘管如此,組織成員仍可透過Facebook調節自己在實體組織場域予人的形象,展現出欲呈現面貌。 / This study discusses the impact and influence of Facebook on interpersonal relationships at the work place. Social networking sites (SNS), Facebook in particular, have grown in popularity in recent years. In addition to personal usage, many use Facebook as a tool to interact with their colleagues in corporate settings. When used in this manner, the mode of interaction is based on computer-mediated communication (CMC), which is distinct from physical interactions or from virtual online interactions. This study focuses on three aspects of Facebook that influence and shape the relationships among employees in a corporation. Firstly, the members of a business organization know each other, so the process of interaction begins with physical acquaintance. The interaction then migrates online through Facebook, which, in turn, shapes the nature of the physical interaction. In other words, aided by technology, the corporate personnel interact both in "virtual (online)" space and in "physical" space, resulting in a mode of interaction that can be called "virtually and physically interlaced" interaction. On this basis, this study examines the effects of "virtually and physically interlaced" interaction from two perspectives. First, from the overview perspective, the introduction of Facebook in a corporate setting creates a space for a new form of interaction, an "online break room" of sorts, in which the corporate personnel's interaction is experienced differently than in a physical break room. Employees in "online break rooms" communicate with each other in multiple modes and methods such as videos, music, forwarded articles and so on. Unlike in a physical break room where the conversations are limited in number and also limited by the necessity of shared space and time, the online break room offers unconstrained space where employees can readily exchange their thoughts, opinions, as well as their feelings with others. The experience creates a new social dimension to the "online break room" at hand that employees can be accompanied by colleagues anytime and anywhere and also be able to receive much comfort and support from the coworkers. However, the level of communication remains superficial because employees do not interact in person. Second, from the individual perspective, an employee's experience of interaction with others in an "online break room" is changed. The introduction of Facebook in a corporate setting provides its personnel an alternate platform to express themselves more personally, in ways which may have been difficult to do in a rigid and formal business environment. We use the term "alternative stage" to describe the changes in interactions afforded by the addition of another platform. On the "main stage" of a conventional corporate environment, a person may feel compelled to conform to the corporate culture, and the expression of individuality may be limited, which results in a projected image that tends to be formal. In such an environment, Facebook becomes a stage/place where individuals can express and highlight their own personality or hobbies, giving a more personal and informal image to adjust the physical and conventional formal images.

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