Social psychological researches on fitness of human organizations for development of high-technology
Project/Area Number |
60301015
|
Research Category |
Grant-in-Aid for Co-operative Research (A)
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Allocation Type | Single-year Grants |
Research Field |
Psychology
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Research Institution | Kyushu University |
Principal Investigator |
KANO Soro Kyushu Universtiy:Professor, 教育学部, 教授 (50037032)
|
Co-Investigator(Kenkyū-buntansha) |
YAMAUCHI Takahisa Seika Women's Junior College:Associate Professor, 助教授 (00158065)
TAZAKI Toshiaki Saga University:Professor, 教育学部, 教授 (80039205)
SIRAKASHI Sanshiro Naruto University of Teacher Education:Professor, 教授 (10069693)
SATO Seiichi Kumamoto University:Professor, 教育学部, 教授 (10040031)
FURUKAWA Hisataka Kyushu University: Associate Professor, 教育学部, 助教授 (30190143)
原田 純治 長崎大学, 教育学部, 講師
|
Project Period (FY) |
1985 – 1987
|
Project Status |
Completed (Fiscal Year 1987)
|
Budget Amount *help |
¥8,600,000 (Direct Cost: ¥8,600,000)
Fiscal Year 1987: ¥900,000 (Direct Cost: ¥900,000)
Fiscal Year 1986: ¥2,700,000 (Direct Cost: ¥2,700,000)
Fiscal Year 1985: ¥5,000,000 (Direct Cost: ¥5,000,000)
|
Keywords | Informational society / High Tecknological society / Tecknostress / Organization development in high tecknological society / Computer and human beings / Man-machine-interfece / 情報化社会と人間 / コンピュータ適応 / コンピューターゲーム症侯群 / マンマシンシステム / 高度技術化と人間 / 高度情報化社会適応 |
Research Abstract |
The aims of the project was to find psychological influences of hightecknological jobs and to find important factors to develop well-mached organizations between man and hi-tecnological jobs. The project was comporsed of 3 areas. The lst was the research for psychological influences of hi-tech for firm workers. The 2nd was survey and experimental studies on the psychological influenses of computer-games for children and yourth. And the 3rd was to find the factors which increase the effects of computer-aimed-education and child development. As to high-tech work spaces,some important human-relational factors were found which relate to efficiency and worker's stress. In the view point of leader's motivational type, leader-match hypothesis wad verified. And perceputual biases of time duration under computer work was verified by laboratuy experiments. As to the influencies of computer-games, some surveies which compare the enorgh game-experienced group to no game experiences. The suvey indicated that hi-experienced groups showed aggressive-violent tendency non-realistic attitude, superiority of machines, dominance, and biases of time-perception. As the result of laboratory experiments computer-game froup compare with direct-personal-contactplay condition, showed high tention, silence, dimly, irritated, and few converstion between peers. As to utilization on education, the survey indicated some points which were important for improvement of educational efficiences and child development. Another these studies, some opinion surveies were conducted. That is an opinion survey for company managers who were highly intended to introduce hi-tech systems, and attitude test of students on hi-tech were conducted.
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Report
(2 results)
Research Products
(12 results)