CAS 283: Exam 1

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Components of communication : Dynamic

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Components of communication : Dynamic

Over time the meaning of word can change with the actual word itself staying the same

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Components of communication: Symbolic

ideas must be expressed in our own terms and in our own way

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Components of communication: Transactional

it is an ongoing process that happens at the same time for all parties involved

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Components of communication: Multimodal

it can use more than one medium to relay a message

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Components of communication: Multifunctional

has many purposes at the same time

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Axioms of communication definition

Rules and assumptions that are true about communication

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What are the axioms of communication

One cannot not communicate

Every message has a content & relational dimension

Communication is contingent upon how we punctuate interactions( order of events)  

Digital(exact) vs. analog( rough) communication 

Symmetrical ( similar) vs. complementary( different)  communication

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Verbal communication denotative

common definition of the word

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Verbal communication connotative

Different words but same meanings

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Sapir-Whorf hypothesis

The world is perceived differently by members of different communities and this perception is transmitted and sustained by language 

Language is a primary vehicle of culture 

Example: Colors like the red sea is actually purple 

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Nonverbal cues: Chronemics

study of time

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Nonverbal cues: Vocalics

Quality of voice; low or high pitch

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Nonverbal cues: Proxemics

use of space

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Nonverbal cues: Haptics

use of touch

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Nonverbal cues: Kinesics

study of movement and gestures

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Nonverbal cues: Oculesics

study of eye movement

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Nonverbal cues: Olfactics

study of smell

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Nonverbal cues: Artifacts

study of the stuff you have with you

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Nonverbal cues: Physical appearance

what you look like

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What is CMC

Computer Mediated Communication: Transmission of meaning between two or more humans via digital technologies and emphasizing the effects of mediation on human communication processes over specific technology processes. 

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What is not CMC

communication that doesn't involve digital devices, like face-to-face conversations, handwritten letters, or non-digital forms of communication.

Interpersonal communication

  • Mass communication 

  • HMC( human machine communication)  or HRI( human robot interaction)

  • Machines talking to each other

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How has technology changed communication

Speed, distance, interpretation 

Easier to spread messages to larger groups 

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Competing views of CMC: Displacement hypothesis

So many hours in a day and we replace time with friends and family with  scrolling on our phones. 

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Competing views of CMC: Increase of hypothesis

The internet increases social interaction/ relationships 

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Competing views of CMC: Rich-get-richer hypothesis

The internet only benefit those with strong social skill or large networks 

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Competing views of CMC: Social compensations

The internet only benefits people who trouble with face to face interaction( social anxiety) 

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Competing views of CMC: Hype vs Hysteria

Individual people actions to technology

  • Positive perspective in response to new technology(HYPE)

  • the negative perspective in response to new technology(HYSTERIA)

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Competing views of CMC: Utopia vs Dystopian

Society actions to technology for better/or worse 

  • technology will change society for the better( UTOPIA)

  • technology will destroy society ( DYSTOPIAN)

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Competing views of CMC: Invisible technology

technology that has become so common that we forget that its considered technology and we dont pay attention to it

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Competing views of CMC: Digital natives vs Digital immigrants

Digital natives: Technology has always been around

Digital immigrants : Technology came around later in life

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Defining Qualities of the Internet: Packet Switching

Cuts all data ( regardless of type) into packets 

  • Labeled with origin , destination, and place within file 

  • Each pack travels separately 

  • Assembled at the destination( Buffering) 

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Defining Qualities of the Internet: Multimedia

Display multiple cues 

  • Converge multiple different media 

  • Add human elements to interaction ( is this always a good thing?)

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Defining Qualities of the Internet: Hypertextuality

Interlinking of information/ text

  • Use of hyperlinks

  • Moving away from static text

  • Information chunking  

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Defining Qualities of the Internet: Interactivity

The extent to which source and receiver interchange roles and exhibit reciprocal influence 

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Defining Qualities of the Internet: Synchronicity

Real-time rather than delayed message exchange 

  • Chat rooms 

  • E-mailing 

  • Online gaming 

  • Texting 

  • Face-to-face 

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Defining Qualities of the Internet: Customization

Tailor content to fit your interests , needs, goals, desires 

  • Provides organization 

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Defining Qualities of the Internet: Anonymity

Extent to which a website includes personally identifiable information

  • Whether it can connect postings to a particular real-life individual 

How much information you know about the people you interact with online

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Features vs Affordances

Both seek to understand why technology produces outcomes 

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Affordances

Action possibilities 

Emerge because of 

  • 1.some using technology 

  • 2.features of technology

  • 3.Contextual nature of use

Relational view 

Dynamic

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Features

Objective properties of a technology 

Tools or attributes of technology 

  • E.g. camera on a phone 

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Criteria Affordances

Not a feature 

Not an Outcome 

Must vary 

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Social affordances of the internet: Accessibility

 easy to access, convenient, simple to communicate with others 

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Social affordances of the internet: Bandwidth

convey/express emotion , receive cues about how a partner is feeling 

  • Examples: Snapchat, FaceTime, Zoom, Facebook reactions 

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Social affordances of the internet: Social Presence

Makes it feel like the other person is “ there” , “with you”, or close by 

  • Examples: Live Streaming, Facetime, Zoom, Vibrating bracelets for couples, BeReal 

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Social affordances of the internet: Privacy

 Expect/keep personal information private 

  • Examples: Banking apps , My eyes only, password vaults 

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Social affordances of the internet: Network Associations

 Network members can join/interrupt an interaction, makes connects apparent/visible , allows many people to interact

  • Example: Linkedin, and Twitter threads 

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Social affordances of the internet: Personalization

 focus messages on a particular person adapt/address messages to particular 

  • Direct messages on social media

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Social affordances of the internet: Persistence

keeps a record , can. Retrieve past messages , communication can last for a long time 

  • Facebook memories, snapchat lacks this because snaps disappear, but once saved to snapchat story will appear in your memories, instagram archive

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Social affordances of the internet: Editability

Edit/carefully craft messages , create and delete messages before sending , can change mistakes

  • Examples: texting , canvas discussion post, editing social media posts.

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Social affordances of the internet: Conversation control

Can control the duration of a conversation can end a conversation, can regulate the flow of communication to others 

  • Examples: Ghosting people on most dating apps 

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Social affordances of the internet: Anonymity

allows people to remain unidentifiable , can take on another identity , cant say for sure whos communicating

  • Reddit , 4chat, , yikyak 

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Social affordances of the internet: Information control

control how much info you are conveying verbally and nonverbally , avoid topics, filter out info, control how much info you receive from others 

  • Pinterest (HIGH) find topics you like , Tiktok can filter out content , New version of yik yak choose communities, streaming on Netflix gives suggestions , Youtube recommendations 

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Social affordances of the internet: Synchronicity

Receiver can observe you while you're communicating, instant communication , expect the other person to respond right away

  • Text bubbles 

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Social affordances of the internet: Flow

Being in the zone” online

  • Fully concentrate on a limited field 

    • Great for people with social anxiety  

    • Video games , scrolling on tiktok, reading articles 

 

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Pascaline Calculator( Blaise Pascal)

1642

  • Manual calculator 

  • Calculator that used manual gears 

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First working digital computer

  • 1944: The ENIAC( U of Penn.) 

    • Filled 1800 square feet of floor space 

    • You have to stand inside the computer

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First commercially successful computer

  • 1951: The UNIVAC 

    • Could buy it 

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Why was the internet first created

The internet was initially created for military and scientific purposes, with the primary goal of establishing a robust and decentralized communication network that could withstand disruptions, such as those caused by war or natural disasters. T

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What was the first internet called / who controlled it

1969 ARPANET

Part of Department of Defense 

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Internet vs .wwww

Internet = many different systems/protocols 

WWW or Web is one of it

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Web 2.0

Increases what was possible in “Web 1.0”

  • Architecture of participation

    • Users provide data and exercise control over what’s on a Web 2.0 site

  • Search

  • Links

  • Authoring

  • Tags

  • Extensions

  • Signals

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Five phases of digital eras

Internet Era ( Mid 90s) 

Social Media Age ( Mid 2000s) or web 2.0 

Collaborative Economy Age ( Now) 

Autonomous World Age ( Testing) 

Modern Wellbeing ( Emerging) 

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The internet of things

Interlinking of objects to the internet 

  • For communication , Interaction , & facilitation

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Technology determinism

Technology is the primary cause of major social transformations at : 

  • Individual cognition 

  • Social interaction

  • The level of institutions

Technology dictates the construction of society and the way we think  

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Social constructivism

Technology is subordinate to : 

  • The way it is used 

  • Its socio-historical and culturally specific context 

What is technology designed to versus what people actually do with it 

  • The application of technology brings about social change 


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Adaptive structuration theory

Faithfully or Ironically 

  • Use how it supposed to be used or used not in way it's supposed to be

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Cues filtered out perspective

Culnan & Markus ( 1987)

  • Social presence theory 

  • Lack of social context cues theory 

  • Media richness theory 

All CMC is less personal than FtF 

Relational info is derived from NV cues that are absent in CMC 

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Social presence theory

Social presence= involvement with the target of a conversation 

  • Few cues → less social presence 

Less presence= more impersonal , less warmth 

Emphasizes the quality/ connection of an interaction experience 

More social presences better communication

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Lack of social context cues theory

NV cues in FtF establish the social context of an interaction 

The absence of these cues deters impression information 

  • Does 1 of 2 things 

    • Without cues , people are self-focused and don't care about others hostile 

    • Opens up a world where everyone is able to communicate openly , regardless of position in society 

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Media richness theory

More cues=more richness

Rich media are good for equivocal( complex) tasks 

Appropriate match of the richness of a medium task= optimal effectiveness/ satisfaction

  • Criteria for rich medium 

    • 1. Ability to personalize messages 

    • 2. Capacity for natural language

    • 3. Potential for immediate feedback 

    • Multiplicity of cues 

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Uses and gratifications approach

Traditional theory of mass media thats re-used with CMC technology 

  • Assumptions: 

    • Functionalist perspective

    •  Media choice is rational and directed to specific goals/satisfactions

    •  People actively engage in goal-seeking behavior

    •  People are conscious of their media-related needs

    •  People make choices based on personal utility

    •  Researchers should refrain from making value-judgements about media & choices

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From where are gratifications developed

developed from various sources, and they are often influenced by individual preferences, needs, and societal factors.

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3 broad classes

Content gratifications 

Process gratifications 

Social environment gratifications

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Content gratifications

refer to the satisfaction or pleasure derived from the substance or subject matter of a particular media content or information.

  • Example: Enjoying a news article because it provides insightful and relevant information on a topic of personal interest.

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Process gratifications

Pertain to the satisfaction derived from the way in which information is presented or the process of engaging with media rather than the actual content.

  • Example: Feeling satisfied by the interactive features of a website, such as user-friendly navigation or engaging multimedia elements.

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Social gratifications

involve the satisfaction gained from social interactions and the social aspects of media consumption.

  • Example: Using social media platforms to connect with friends and experiencing satisfaction from the social interactions, comments, and sharing of content.

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Ritualized uses of technology

High regard for media , frequent users , use media as diversion 

  • Escaping, not paying attention, background noise 

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Instrumental uses of technology

Use for a specific purpose( i.e. info) develop liking for particular media , selective use

  • Goal driven  and paying attention

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Preactivity

 deliberately seeks certain media to gratify specific needs 

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Duractvity

psychological involvement/ attentiveness people exhibit while watching

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Post activity

 behavior or use of a message after exposure to it

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Desmassification

Individuals have more control over what they experience 

Similar to customization 

  • Example: Chinese buffet you pick what you want 

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Tired communication system

Some messages reach the masses 

Others reach small, special interest groups 

  • Example: Chinese buffet but everyone eats the same thing 

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Example gratifications

  • Diversion: Escape from normal problems, emotional release 

  • Personal relationships: Establish/maintain social bonds, companionship 

  • Personal Identity: Self-reference , reality exploration 

  • Surveillance: Information seeking 

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Functional altneratives

  • Convenience 

    • Easy to use 

  • Content management 

    • Helps you organize information

  • Social presence 

    • With people through social media 

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Media dependence

The more we rely on a medium to fulfill our needs, the more important that medium becomes 

  • Media use → media dependency 

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Reinforcing spirals model

The use of a particular media reinforces the needs and preferences that led to its use 

  • This helps to sustain those needs and gratifications 

  • Like a self-fulfilling prophecy of media use 

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Traditional identity

We each have one true, fixed, stable identity

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Contemporary view on identity

Flexible , multidimensional, and social constructed sense of self 

  • Multiple identities

    • People take on different identities throughout life 

    • We find ways to represent them in the world 

    • Protean

Changes throughout our lives , depending on our moods, plans, who we hangout with. 

Enacting different roles

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ideal self:

Things you wish about yourself

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actual self

Who think you are 

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Ought self

Characteristic  you think you should  possess because someone else has them

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Technologies of the self

People talking or writing themselves into being 

  • Social networking profiles 

  • Blogs 

  • Dating sites 

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Identity disembodiment

Free from constraints

  • separation or dissociation of one's identity from their physical body, particularly in the context of interactions within digital spaces.

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