• Title/Summary/Keyword: 놀이 환경

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An Index for Querying Current and Future Location and Dynamic Histogram Method in Indoor Environment (실내 환경에서의 현재 및 미래 위치 질의를 위한 색인과 동적 히스토그램 기법)

  • Kim Mikyung;Park Hyun-Ju
    • Annual Conference of KIPS
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    • 2004.11a
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    • pp.59-62
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    • 2004
  • 이동객체 색인에 관한 기존 연구는 실외 환경의 빠른 속도로 이동하는 많은 이동객체들을 대상으로 과거 궤적과 현재 위치 및 미래 위치를 검색하는 색인 기법들이었다. 그러나 쇼핑몰이나 대형 박물관과 같은 건물의 실내나 놀이동산과 같은 한정된 영역의 이동객체들은 실외 환경에서처럼 빠른 이동속도를 가지고 있지 않다. 또한 이동객체들의 이동하는 영역이 한정되어 있을 뿐만 아니라 최대 수용인원 등이 정해져 있다. 본 논문에서는 이러한 특성을 갖는 실내 환경에 적합한 색인 기법으로 현재 그리고 미래 위치 질의 처리를 위한 공간색인과 시간 색인을 분리한 두 개의 색인 구조를 갖는 새로운 색인 기법과 가까운 미래 시간의 특정 영역에 있는 이동객체들의 수에 대한 질의응답을 위한 시공간 히스토그램을 구성하고, 적용하는 방법을 제안한다.

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Exploratory Behavior in Early Childhood (아동의 탐색활동)

  • Suh, Young Sook
    • Korean Journal of Child Studies
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    • v.3
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    • pp.17-33
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    • 1982
  • 본 연구는 아동의 탐색활동에 관한 연구에 지침이 되고 자극을 주고자, 또한 실제 지도에 있어 시사점을 발견하고자 이 분야에 관한 주요연구문헌을 고찰하였다. 그리하여 탐색활동을 놀이와 호기심과 비교하여 그 정의를 내리고 탐색활동의 기능과 특징, 그리고 이 활동에 영향을 주는 제 요인을 살펴보았다. 그 결과 아동의 탐색활동에 관한 연구자간의 의견차이를 보이는 것이나 연구공백이 있는 것이 여러부분이 됨이 드러났다. 즉 놀이와 탐색활동과의 구별, 탐색활동과 호기심과의 관계, 탐색활동의 동기, 상황에 따른 탐색활동의 유형변화, 탐색활동을 유발시키는 자극물의 특성-특히 공간적 특성, 탐색활동과 아동의 년령, 성별, 인지적 발달단계와의 관계, 그리고 탐색활동에 있어서의 개인차 등에 관해 더 많은 연구가 요구됨을 알 수 있었다. 특히, 아동의 탐색활동과 지적발달 또는 사회성 발달과의 관계나 아동의 발달과정에 따른 훈련이나 교육을 동한 탐색활동의 증진방안 등은 시사성 있는 중요한 연구테마로 보여진다. 또한 이 탐색활동에 관한 연구에서도 실험실에서 이루어진 연구가 자연적인 상황에 얼마나 일반화 될 수 있는지, 한 번의 관찰이나 실험이 계속적인 의미를 지닐 수 있는지에 대해 연구자들이 더욱 신중해야 할 필요성이 있음이 드러났다. 물론, 한 가지 이론이나 연구로서 탐색활동의 전부를 설명할 수는 없다. 유아교육자들이나 아동학자들은 아동이 그 자신의 환경에 적응하고, 사회적 유능성을 함양시키고, 진정한 의미에서의 지능발달에 중요한 것으로 드러난 이 아동의 탐색활동에 관해 더욱 관심을 가지고 여러 가지 이론과 연구를 빌어 연구나 실제 지도에 필요한 아이디어를 삼아야 할 것이다.

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Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

The Effect of Teacher-Infant Interaction and the Multiple Mediation of Classroom Environment on the Effect of Infant Teacher Expertise, Teaching Creativity, and Play Beliefs on Play Teaching Efficacy (영유아 교사의 전문성, 교수창의성, 놀이신념이 놀이교수효능감에 미치는 영향에 있어 교사-영유아 상호작용과 교실환경의 다중매개효과)

  • Lee, Misun;Hwang, Hye Jung
    • Human Ecology Research
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    • v.60 no.1
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    • pp.87-98
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    • 2022
  • This study examined the relationships between teacher variables that improve the efficacy of the play teaching of infants and toddlers following a play-oriented curriculum. The participants were 287 infant teachers. The results were as follows. First, the independent variables had a significant effect on the efficacy of play teaching, teacher-infant interaction, and classroom environment. Second, the mediating effects of teacher-infant interaction and classroom environment on the effect of independent variables on the efficacy of play teaching were as follows. The interaction mediating effect between professionalism and play belief was significant, but teaching creativity was found to be significant. In the mediating effect of the classroom environment, expertise, play belief, and teaching creativity were found to be significant. Third, both teacher-infant interaction and the multimedia effect of the classroom environment were statistically significant in mediating the effect of independent variables on the efficacy of play teaching. These results provide basic data on the necessity for teacher education to explore ways to improve teachers' sense of efficacy in teaching play and their teaching skills.

Mothers' Play Beliefs and Preschoolers' Happiness: The Mediating Role of Creative Home Environment and Preschoolers' Playfulness (어머니의 놀이신념과 유아의 행복: 창의적 가정환경과 유아 놀이성의 매개효과)

  • Hyein Oh;Nana Shin
    • Korean Journal of Childcare and Education
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    • v.19 no.2
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    • pp.1-20
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    • 2023
  • Objective: The present study aimed to investigate the sequential mediation effects of creative home environment and preschoolers' playfulness on the relationship between mothers' play beliefs and preschoolers' happiness. Methods: The subjects of this study were 233 preschoolers between the ages of 3 and 5 and their mothers. Mothers were asked to complete a questionnaire that assessed their beliefs about play, the creative home environment they provided, as well as their child's playfulness and happiness. The data collected were analyzed using the SPSS Process Macro program to investigate the sequential mediating effects. Results: The study found that the mothers' play support beliefs were directly associated with their preschoolers' happiness. Additionally, the creative home environment was found to mediate the relationship between the mother's play beliefs and their preschooler's happiness. The children's playfulness was also identified as a mediator in the relationship between the mother's play beliefs and their preschooler's happiness. Furthermore, the findings of this study indicated that the relationship between the mother's play beliefs and preschoolers' happiness was sequentially mediated by the creative home environment and preschoolers' playfulness. Conclusion/Implications: Findings of this study provide insights into the potential development of a parent education program aimed at modifying mothers' play beliefs and the home environment.

Development of Artificial Intelligence Education Program for Elementary Education Using Advance Organizer (선행조직자를 활용한 초등 인공지능 교육 프로그램 개발)

  • Lee, Dagyeom;Kim, Seong-won;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.219-221
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    • 2022
  • 초등학교 인공지능(Artificial Intelligence, AI) 교육은 학교급별 특성과 수준을 고려하여 놀이 및 체험 활동 중심으로 계획되고 있다. 그러나 교육 현장의 수요 및 AI 리터러시 연구에서 AI 개념의 지도 필요성이 제시되고 있다. 초등학생에게 어렵고 생소한 AI 개념을 교육하기 위해 학습자의 발달 특성을 고려한 교수학습 전략이 필요하다. 선행조직자는 개념 지도 시 학습자의 인지적 부하를 줄일 수 있는 효과적인 교수학습 전략 중 하나로 이미 초등학생을 위한 인공지능 교재에 널리 사용되고 있다. 그러나 교재 분석 결과 선행조직자는 학생별 경험과 양육환경의 차이로 인해 선행조직자로서 기능하지 못할 가능성이 있다. 이를 해결하기 위해 본 연구는 초등학교에 널리 활용될 수 있는 선행조직자를 초등 교육과정에서 추출하여 AI 교육 프로그램을 개발하였다. 본 프로그램은 초등학교 5~6학년 AI 교육 내용 기준에서 AI 개념 요소를 추출하여 초등학교 1~4학년 교과 교육과정에서 선행조직자를 선정하였고 4차시의 교육 프로그램을 개발하였다. 본 연구를 통해 개발된 프로그램이 초등학생의 효과적인 AI 개념을 학습과 AI 리터러시 향상에 도움이 될 것으로 기대된다.

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모바일 서비스의 특성이 모바일 뱅킹 사용의도에 미치는 영향

  • Gu, Ja-Cheol;Kim, Nam-Hui;Seo, Yeong-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2006.11a
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    • pp.3-7
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    • 2006
  • 언제 어디서나 은행 업무를 처리할 수 있는 모바일 뱅킹 서비스는 모바일 환경의 급속한 성장으로 인해 관심이 높아지고 있다. 이에 본 연구에서는 새로운 채널로 부각되는 모바일 뱅킹서비스의 이용을 확대하기 위해서, 모바일 서비스 특성이 모바일 뱅킹 이용의도에 영향을 미치는 요인들을 규명하고자 한다. 이를 위해 정보기술의 수용 요인 분석에 유용한 TAM 모형을 기반으로 모바일 서비스 특성을 나타내는 즉시 연결성, 보안, 놀이성을 추가하였다. 또한, 모바일 서비스에 대한 개인의 신념이 모바일 뱅킹 사용의도에 미치는 영향을 살펴보고자 한다.

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A Study on the Actual Condition and Teachers' Perception of Outdoor Play in Child Care Center (보육시설의 실외놀이 운영실태 및 교사 인식에 관한 연구)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.19 no.1
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    • pp.203-214
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    • 2010
  • This study will examine the current condition of outdoor play in child care centers and the overall perception of teachers on outdoor play in regards to its related programs and children's reaction to them. Through examining such issues, this study will provide the basic data that can be applied in planning appropriate outdoor play activities, programs and environments. For the study, we surveyed teachers and directors of child care centers using a structured questionnaire. The objects of the survey were 22 child care centers in Daejeon and Seoul, who agreed to conduct the survey. The survey was conducted from August 1 to September 30 2006; 220 copies were distributed, and 188 copies were collected. The results of the study can be summarized as follows: 1) The number of outdoor plays per week were on average 1~2 in most cases, although teachers believed the play should be done everyday. Outdoor play time was mostly 21~30 minutes, while teachers thought 31~40 minutes as appropriate. Children's reaction scored the highest when they played outdoors for 30 minutes every day with their teachers involved in the play. As a result, we have concluded that the appropriate outdoor play should be conducted everyday for 30~40 minutes. 2) Outdoor play was mostly conducted as part of the overall educational plan rather than a separate plan. Since outdoor play affects children's development as much as indoor play, there is a need for development of a specific and separate plan for various outdoor play programs. 3) The outdoor play program that was most often conducted was equipment play and sand play. This indicated the monolithic nature of the outdoor program. Given the fact that children enjoy outdoor plays a lot (M=4.71), various programs including adventure play, sensitive play, and carpenter play should be developed. 4) In outdoor play, the teacher's role included supervising and interacting with children. According to the survey, teachers had a good understanding of the importance on safety and supervising issues in outdoor plays. However they seemed to overlook the importance of having better programs and improving teacher's participation to the play. Despite the importance of outdoor play to children's development, the result shows that teachers have tendencies to limit and obstruct outdoor plays by emphasizing supervising and safety issues instead. 5) Children's safety should not be the only consideration for outdoor plays; teachers ought to better understand that children's development can be maximized by the play. Furthermore, there should be emphasis placed on the program development and teacher's participation; teacher's participation should actively encourage the interactions between a child and a teacher, as well as among children.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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