• Title/Summary/Keyword: 놀이 환경

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A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.

Impacts of traffic of residential street on the social interactions among urban residents (주택가 길의 차량통행이 도시 주민들의 사회적 교류에 미치는 영향)

  • 최유선;노시학
    • Journal of Korean Society of Transportation
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    • v.18 no.6
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    • pp.33-43
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    • 2000
  • Residential streets play an important role not only as a Place for moving but also as a place for social interactions among urban residents. Social interactions among urban residents are critical factor to draw sense of confidence and communality, and community spirit from the residents. Social interactions among community residents, however, are getting restricted severely by automobile traffic in the residential area. This study shows that the level of social interactions among the residents decreases substantially as traffic volume increases in the area. Other daily activities such as relaxing. playing with children, exercising, and doing small works in the street which can caused social interactions among the residents are also decreased as the volume of automobile traffic increases. Residents living in the area of heavier traffic volume perceive more strongly that automobile traffic is the major reason which deters them from interacting socially each other.

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Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Job Analysis of Early Childhood Special Education Teachers Using DACUM Technique (DACUM 기법을 활용한 유치원 특수학급 교사의 직무분석)

  • Kim, Kyoung-Min
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.305-316
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    • 2022
  • This study attempted to analyze the jobs of early childhood special education teachers working in kindergarten's special classes using the DACUM technique. To this end, the DACUM Committee was formed with six early childhood special education teachers with extensive field experience. A total of six DACUM workshops were conducted to derive job definition, job descriptions, and job specifications. As a result, the job description of early childhood special education teachers consisted of 9 duties and 53 tasks, and the job specification consisted of 80 knowledge, 98 skills, and 22 attitudes. Early childhood special education teachers working in kindergarten's special classes were tasks differentiated from special education teachers working in elementary and secondary school including home-linked guidance, health and safety management, elementary school transfer guidance, environmental composition according to play topics, and indoor and outdoor play activities guidance. In the case of knowledge, the Special Education Act on the Disabled, etc. and knowledge on behavioral modification took precedence. Skill showed high frequency of observation-record, parental interviews and parental education skills. Attitudes as experts and administrators took priority. The results of this job analysis can help organize a curriculum to train early childhood special education teachers with high job competency in universities.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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The study on the consumer behavior pattern in digital environment (디지털 환경에서의 소비자 유형 구분과 그 특성에 대한 탐색 -디지털 라이프스타일에 대한 코드의 발견-)

  • Whang, Sang-Min;Kim, Jee-Yeon;Ryu, Ki-Tae
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.624-628
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    • 2008
  • The purpose of this study is to investigate the "map of mind" or subjectivity regarding consumption behaviors of consumers in the digital environment. This study investigated the values and psychological and behavioral characteristics that motivate consumption for each types of consumers in digital environment. 76 Statements were selected from literature review and popular press articles that introduced consumption related phenomena. A total of 33 participants included experts on digital consumption and lay person, The results indicated that there are 6 groups representing Korean consumption patterns in digital environment: Digital Modernist, Digital Boomer, Digital Chic, Digital Ludens, Digital Conservative, and Digital Renaissance. This research is meaningful in that it provides a framework to view the diverse consumption behaviors in a more holistic rather than independent perspective, considering psychological aspects such as personal values and lifestyles.

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GoF design patterns based object-oriented Total Maximum Daily Load software design (GoF 디자인 패턴기반 객체지향 오염총량제 소프트웨어 설계)

  • Kim Hyung-Moo;Kwak Hoon-Seong
    • The KIPS Transactions:PartD
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    • v.12D no.1 s.97
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    • pp.73-80
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    • 2005
  • The purpose of using CBD in the object-oriented modeling is to improve the software capability by reducing iterative time and space complexity. Despites many achievements of CBD, it is needed to study about design patterns and it's standardization for the increment of CBD design reusability. However, it is rather possible that impetuous constructing meta-pattern languages and pattern repositories make adapting patterns to software development more complicate and difficult. By applying GoF design patterns to the design of the TMDL(Total Maximum Daily Load) environmental software discipline, this study suggests a method which specifies Pattern names at class names for retrieving, exploring the adapted patterns on the stage of software design without meta-pattern language which is a redundant abstraction, nor additional pattern repositories. Thus, this study can contribute on the reducing iterations and repetitions that are frequently occurred in the process of the environmental software developments.

Affect and Cognition Interface in Aesthetic Experiences of Landscapes (경관의 미학적 경험에 있어서 감정과 인지의 상호작용)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.11-20
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    • 1992
  • 본 논문에서는 사람이 환경을 통해 경험하는 미학적 경험(aesthetic experience)을 체계화시킨 이론적 모델(a conceptual model of affect and cognition interface in aesthetic experiences of landscapes)이 간단히 소개 되며, 이 모델을 검증하기 위한 연구가 중점적으로 다루어진다. 제시된 모 델은 경관의 미학적 경험을 감정(affect)과 인지(cognition)와의 상호작용 (interface)으로 설명하고 있으며, 세 가지 요소(사람이 환경에 대하여 갖고 있는 목적 : tasks, 사람의 모든 과거경험에 근거한 지식일체 : schematic knowledge, 환경의 독특한 상황 : environmental situation)를 미학적 경험 의 주요인자로 제시한다. 이 모델을 검증하기 위한 연구에서는 앞에서 소 개된 미학적 경험의 세 가지 요소(사람의 목적, 지식, 환경상황)를 과학적 이고 계량적이고 처리할 수 있도록 세부요소로 분류정의 (operationalization)하였다. 구체적으로, 사람의 목적은 환경을 평가하는 세 가지 목적, 즉 경치평가(scenic beauty judgment), 들놀이 목적으로서의 평가(picnic preference judgment), 주거목적으로서의 평가(living preference judgment)로 분류되었고, 이 세 가지 환경평가는 미학적 경험의 지표로 사용되었다. 사람의 지식은 국적에 근거한 문화적인 지식(cultural schema : 한국인과 텍사스인)과 직업에 근거한 사회적인 지식(social schema : 농부, 비농부, 조경학과 학생)으로 분류되었으며, 환경상황은 환 경의 아름다움(beauty : 아름다운 경관과 아름답지않은 경관)과 환경의 의 미(meaning : 긍정적인 의미가 있는 한국경관, 긍정적인 의미가 없는 한국 경관, 긍정적인 의미가 있는 미국 텍사스경관)로 분류되었다. 연구결과를 보면, 이론적 모델에서 소개된 세 가지 요소들 (사람의 목적, 지식, 환경상 황) 모두가 경관의 미학적 경험에(경치평가, 들놀이 선호도, 주거지 선호 도) 중요한 역할을 하는 것으로 밝혀졌으며, 이 연구결과는 제시된 이론적 모델을 뒷받침하고 있다. 특히, 가장 흥미로운 연구결과를 요약하면 첫째, 사람의 문화적인 지식은 단독으로 미학적 경험에 영향을 주는 것이 아니라 다른 요소들(특히 사회적인 지식과 목적)과의 상호작용을 통해 미학적 경 험을 형성한다는 것으로 밝혀졌다. 둘째, 환경의 아름다움은 다른 세부요소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.

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The Effect of Roleplaying-Centered STS Approach in "Environment" Unit of High School Science (고등학교 과학 "환경" 단원에서 역할놀이를 중심으로 한 STS 수업 효과)

  • Ji, Jae-Hwa;Woo, Ae-Ja
    • Hwankyungkyoyuk
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    • v.21 no.4
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    • pp.111-122
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    • 2008
  • This study is to evaluate the effect of roleplaying-centered STS program on the science-related attitude, the academic achievement, and the problem solving ability in "Environment" unit of high school Science. 90 students in grade 10 were divided into two groups, the experimental group applied the roleplaying-centered STS program and the control group applied the traditional lecture-centered class. The pretest was implemented to measure the science-related attitude, and the posttest was implemented to measure the science-related attitude, the academic achievement, and problem solving ability. The collected data were analyzed by ANCOVA and Correlation Analysis with SPSS program. The results are as follows: First, the experimental group was not significantly different from the control group in the science-related attitude and in the academic achievement(p>.05). Second, the experimental group significantly showed much better problem solving ability than the control group(p<.05). Third, a significant correlation was recognized between the academic achievement and the problem solving ability(p<.01).

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