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semantic interference
When the receiver does not attribute the same meaning to the verbal signal that the sender intended
Pygmalion effect
One's development (and behavior) can be influenced by others' expectations
looking glass self
Evaluating yourself based on how you think others see you
frog pond effect
When we purposely compare ourselves to others who will make us "look good"
selective attention
Ability to process some of the stimuli available to us while filtering out others
Symbol
Something which represents something else. Words are symbols.
Ritual Language
When someone gives you an automated or conventionalized response
Kinesic slip
When the verbal and nonverbal communication contradict one another
Sapir-Whorf hypothesis
Claims the world is perceived differently by members of different linguistic communities and these differences are sustained by language
Implicit personality theory
a theory the represents behaviors and traits that a person think go together
Convergence
When computing, telecommunications and media merge in a digital environment
Speech communication process model
Situation (setting), channel (medium), interference (internal and external), message & feedback
Filters
Physiological filters: built into humans by their limitations (like hearing ability)
Psychological sets: expectations or predispositions which affect what we perceive (i.e. culture sets expectations for appropriate behavior)
perceptual process
self concept/self esteem
self concept: how you think and feel about yourself, develops from feedback and looking glass self
self esteem: measure of self concept, your feelings of self worth
stereotypes
generalized assumptions about somebody because of their identity or presentation
denotative vs. connotative
deno: dicitionary definition
conno: personal, emotional, cultural assn. with word
distance zones
how much comm is nonverbal?
93%, majority gesture and posture, rest is tone
types of nonverbal comm
paralanguage: variation in speech (vol., tone, pitch)
kinesics: facial expression, eye mvmt, gestures
haptics: having to do with touch (like a handshake)
proxemics: interpersonal space
chronemics: time-based (late, early, absent, etc.)
Iconics: object interpretation (bald eagle = freedom, etc)
oculesics: having to do with eyes
olfactics: having to do with smell
emblems, regulators, adaptors, illustrators
emblems: body movements that translate directly into words
illustrators: accent, emphasize, or reinforce words
regulators: control back and forth flow of speaking
adaptors: NV ways of adapting to a situation (rolling up sleeves from heat, etc)
how many recognizable emotions in the face?
17
listening process
Listening = process of attending to, hearing, understanding, and remembering
listening vs. hearing
listening is psychological, hearing is physiological
listening levels
appeasement
refers to the sacrifice of one's own goals for the
sake of harmony
ethics
The study of the general nature of morals
and of the specific moral choices
to be made by a person.
Second level effects (relating to tech)
subsequent, unforeseen effects (i.e. blue light damage, shoulder/neck pain from hunching, etc.)
8 elements of a news story
Impact: story has significant impact to people
Timeliness: story covering event at specific time/date (like a notice)
Prominence: covers an important person's actions
Proximity: story covering something close to your home
Bizarre: story covering something unique or strange
Conflict: story covering any kind of conflict
Currency: something happening now (live broadcast)
Human interest: feelgood story about something positive
implicit personality theory
we judge people based on what traits we think someone in their position should have
primacy effect
first info we receive about someone is most decisive in forming our impression
men vs. women language use
men: report facts, not probing
women: rapport talk, based on establishing relationship
4 categories of speech
verbal/vocal (spoken)
verbal/non-vocal (writing)
nonverbal/vocal (noises)
nonverbal/non-vocal (gesture, appearance, etc.)
3 functions of NVC
mass communication
More limited sensory input for receivers
Receivers have little or no control over the source, don't play an active feedback role
Sources relatively unknown
Not direct
Mass comm goes through gatekeepers
hypodermic needle model
media is so strong in its ability to influence that it is almost like a direct injection of information into the receiver