• Title/Summary/Keyword: 놀이 기술

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The Influence of the Peer Play Interaction of Young Children on Peer Competency and Self-Regulation (유아 또래놀이 상호작용이 또래유능성과 자기조절력에 미치는 영향)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.185-193
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    • 2019
  • Young children facilitate their social and emotional development by doing a lot of play activities with their peers. As an empirical survey study, this study is aimed at analyzing how the peer play interaction influences peer competency and self-regulation. To achieve that, a questionnaire survey was conducted with 271 young children aged 5 years who were going to the kindergarten in the G district of Seoul. With the data collected in the survey, frequency analysis, descriptive statistics, reliability test, correlation analysis and regression analysis were conducted by SPSS program. The analysis results are presented as follows: firstly, peer play interaction positively influenced young children's sociability, pro-sociality, and leadership as their peer competency factors; secondly, peer play interaction positively influenced their patience, endurance of waiting, and adaptation as their self-regulation factors. This study drew the conclusion that peer play interaction is a critical variable to predict young children's peer competency and self-regulation. Therefore, it will be necessary to continuously develop a variety of play activity programs which young children can join in the inside and outside of kindergarten in order to helps young children improve their peer competency and self-regulation, and to actively connect the programs with Nuri curriculum.

Proposal of 3D Camera-Based Digital Coordinate Recognition Technology (3D 카메라 기반 디지털 좌표 인식 기술 제안)

  • Koh, Jun-Young;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.229-230
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    • 2022
  • 본 논문에서는 CNN Object Detection과 더불어 3D 카메라 기반 디지털 좌표 인식 기술을 제안한다. 이 기술은 3D Depth Camera인 Intel 사의 Realsense D455를 이용해 대상을 감지하고 분류하며 대상의 위치를 파악한다. 또한 이 기술은 기존의 Depth Camera 내장 거리와는 다르게 좌표를 인식하여 좌표간의 거리까지 계산이 가능하다. 또한 Tensorflow SSD 구조와의 메모리 공유를 통해 시스템의 자원 낭비를 줄이며, 속도를 높이는 멀티쓰레드를 탑재했다. 본 기술을 통해 좌표간의 거리를 계산함으로써 스포츠, 심리, 놀이, 산업 등 다양한 환경에서 활용할 수 있다.

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The effect of group sociality play in sociality of autistic adolescent (집단사회성놀이가 자폐청소년의 사회성에 미치는 효과)

  • Woo, Hee-Soon;Won, Sung-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.98-105
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    • 2016
  • Group play for sociality is a therapeutic method involving a mixture of various factors, such as targeted activities, perceptions, and physical mobility required in daily life, through group activities to encourage self-expression for the purpose of facilitating sociality. This study was conducted in order to verify its effects by applying it to autistic adolescents who lack communicative ability with others and ultimately to improve their interpersonal relationships and sociality. This study applied a single pre- and post-test experiment design to 8 autistic adolescents with lack of sociality who use a daycare center in Daejeon. The group play for sociality program consisted of two sessions a week for 7 weeks from October to December 2013 for a total of 14 sessions. The sociality of the adolescents before and after the intervention was analyzed by the Wilcoxon signed-rank test. As a result of the study, the total grades of the E-CLAC and social maturity test showed significant changes from $39.88{\pm}6.78$ to $47.00{\pm}4.28$ and $49.96{\pm}28.00$ to $61.36{\pm}21.75$, respectively. In detail, there were significant changes in the sub-items, such as adjustment in group, following guidance, and increasing behavioral frequency. In conclusion, it was shown that the combined effect of the group activities, including group play for sociality and play activities taking into consideration the developmental stage of the participants, led to a significant improvement in the sociality of the autistic adolescents.

Exploring the Meaning of Outdoor Play Spaces Perceived by Young Children and Early Childhood Teachers (유아와 교사가 인식하는 유아교육기관 바깥놀이 공간의 의미 탐색)

  • Kwon, Sun-Young;Jung, Ji-Hyun;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.85-94
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    • 2017
  • This study researched the meaning of the outdoor play spaces used by young children, as perceived by them and their teachers. For this purpose, indirect observation, nonformal interviews during the activity of young children and in-depth interviews with teachers were conducted in 3 kindergartens and 1 day care center which operate various programs. As a result, outdoor play spaces were recognized as a psychological space, expanded space and sequential space for the relationships of young children. Meanwhile, early childhood teachers perceived them as a functional space, expanded space and restricted space of the children's daily lives. It was recognized that outdoor play spaces provided the children with good and unstructured environments to reorganize their own daily pattern through expanded play and the chance to naturally form peer relationships. This suggests that the space configuration which is most suitable for child centered development is one that is formed within and by their daily lives, rather than the standardized configuration of outdoor play spaces.

A Study on the content analysis of Remote classes according to COVID-19 : Focusing on Kindergarten [Play ON] (코로나 19에 따른 원격수업 콘텐츠 분석연구 : 유치원 [놀이ON]을 중심으로)

  • Nam, ki-won;Choi, jung-hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.69-75
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    • 2022
  • The purpose of this study is to present the direction of the development and utilization of remote class content for infants in a future educational environment through the analysis of remote class content for childhood. The analysis targets are 148 kindergarten [play ON] contents, and the analysis results according to "easy to use," "interest," "educational," "conformity of content," and "technicality" are as follows. Except for the 'conformity of content', there was a large variation in the score of content for each sub-area. In the case of "conformity of content," almost all of them received high scores for content production by incumbent teachers. With this in mind, we have drawn the following conclusions: First, it should be produced at an appropriate speed in consideration of the induction and understanding of childhoods' participation in play in the search and progress process, and it should be possible to play according to the challenges and levels using various strategies under the theme that all childhoods can be interested in. In addition, it was found that it was necessary to select topics, edit videos, and voice support so that childhoods can participate in the process of discovery and search, supporting childhoods' imagination, curiosity, and creative experiences.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

Smart Top for Fighting Game based on Remote Control of Smart Device (스마트 기기의 원격제어를 기반으로 한 대전게임용 스마트 팽이)

  • An, Sungwoo;Lee, Kyoungyong;Yeom, Changguen
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.106-108
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    • 2017
  • 최근 사물인터넷 기술은 4차 산업혁명을 이끌 차세대 성장기술로 많은 분야에서 기술도입과 융합을 시도하고 있다. 장난감 시장 역시 사물인터넷 기술 도입으로 많은 변화가 일어나고 있다. 특히, 단순한 조작 위주의 장난감을 스마트 기기, 센서 등과 연동하여 원격제어를 하고, 부가 정보를 축적하여 활용함으로써 사장되었던 많은 장난감들이 새로운 놀이도구로 재생산되고 있다. 본 논문에서는 대표적인 놀이기구였던 팽이를 새롭게 사물인터넷 기반 스마트 팽이로 제작하기 위한 방안을 제시한다. 스마트 팽이는 초소형 아두이노 보드를 장착하고 스마트폰과 통신이 가능하도록 하여 회전 및 충돌 정보를 스마트폰으로 전송하도록 한다. 또한, 스마트 팽이에 솔레노이드를 이용한 점핑 모듈을 추가하고 스마트폰에서 점프 명령을 내릴 수 있도록 함으로써 게임 참여자의 직접 제어가 가능한 스마트 팽이 대전 게임을 구현할 수 있도록 한다.

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사물놀이 악기소리와 인간의 목소리 주파수 대역

  • 손정호;배명진
    • The Magazine of the IEIE
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    • v.31 no.6
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    • pp.63-74
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    • 2004
  • 한국의 오랜 역사와 전통속에서 우리 한국인에게 계속해서 사랑 받아오고 있는 전통국악기들이 많이 있다. 이들 가운데 최근에 와서 더욱더 민중들에게 인기 있는 사무놀이 악기가 있다. 즉, 필자는 사물악기인 꽹과리, 징, 장구, 북 에 대해서 이들만이 갖고 있는 고유 특성 주파수를 찾아내어 우리 국악 악기들의 정체성을 밝혀내어 다음 세대에 우리 전통 악기의 제작에 필요한 악기별 기술기준 데이터로 필요한 고유 주파수를 분석하고 있다.(중략)

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불꽃축제의 현황과 향후 발전방향

  • An, Myeong-Seok
    • Proceedings of the KSEE Conference
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    • 2008.10a
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    • pp.119-127
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    • 2008
  • 불꽃놀이는 한국명 연화(煙火), 중국명 폭죽(爆竹), 일본명 하나비(花火), 영어명 파이어웍스 디스플레이(Fireworks display) 표기되며 화약류를 연소 폭발시켜서 빛, 소리, 형태, 연기, 연막, 시간지연, 운동에너지 등을 조합하여 예술적인 감각을 연출시키는 공학으로써 공예술학으로 불랴는 일종의 예술작품이다. 우리나라의 연화기술은 세계적이다. 1980년대에 개발이 완료되었고, 1990년대에 완숙단계흘 거쳐 향후 2010년 이후에는 환경안전을 고려한 최첨단 나노 생명공학으로 발전하여야 할 것이다. 즐거운 불꽃축제 후에 환경오염방지 대책과 비상체제 운영능력, 저장소관리, 불발탄 및 폐기물처리, 시민의식 향상 등이 더욱 요망된다. 본 논문은 올해 제4회를 맞는 부산불꽃축제를 중심으로 현황 및 발전방향과 개선안을 제시하였다.

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Shadow Playing Contents Development by Using Kinect for Interactive Learning (키넥트를 사용한 체감형 학습 그림자 놀이 콘텐츠 개발)

  • Son, Jong-Deok;Lee, Byung-Gook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.464-466
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    • 2011
  • 본 논문에서는 영상 처리 및 컴퓨터 비전 분야의 기술을 마이크로 소프트 사의 키넥트에 적용하여 효과적인 체감형 학습을 위한 콘텐츠를 구성하고자 한다. 일반적으로 사람들이 많이 알고 있는 손 그림자 놀이를 응용하여 참여자들의 움직임을 통해 인터랙션을 발생시킬 수 있도록 하였고, 깊이정보맵으로부터 카메라에서 가장 가까운 거리에 있는 영역을 검출하기 위해 Meanshift segmentation(평균이동분할) 알고리즘을 적용 시켰다. 본 시스템의 체감형 콘텐츠는 문화 콘텐츠의 한 종류로서 이의 확장된 버전이 여러 분야에서 많은 활용이 될 것을 기대한다.