• Title/Summary/Keyword: 성인의 놀이성

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A Meta- Analysis on the Effectiveness Research of Drama Program for the People With Developmental Disabilities in Korea (발달장애인을 위한 연극프로그램의 효과성에 관한 메타분석연구)

  • Shin, Dong-In
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.361-369
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    • 2022
  • The purpose of this study was to review the effectiveness of drama program for the people with developmental disabilities in Korea by using method of meta-analysis. At first, master's theses, doctoral dissertations, and journal articles published in Korea up to January, 2022 were reviewed. Resultingly a total of 13 studies were eligible base upon the inclusion criteria. The mean effect sizes and test for homogeneity of effect size (Q-statistic) were analyzed by using Comprehensive Meta-Analysis Software 2.0. The main findings of this study are as follows. First, the average effect sizes for drama program for people with developmental disabilities were ES= 0.8335 for sociality, ES= 0.6512 of self-expression. Second, by analysing the moderate variables of the effect size for drama program for people with developmental disabilities, 'age', 'the number of session' 'the type of drama program', 'the major of drama director' were statistically significant. The research and practice implications of drama programs for people with developmental disabilities in Korea were suggested.

Trends in the Workday Leisure-Time of Dual-Income Parents with Preschool Children(2004-2019) (미취학자녀를 둔 맞벌이부모의 평일여가에서 나타난 변화(2004-2019))

  • Seo, Jiwon;Lee, Jung-eun
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.4
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    • pp.39-52
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    • 2022
  • The purpose of this study was to examine the workday leisure time of dual-income fathers and mothers with preschool children. Data were gathered from the Statistics Korea Life Time Surveys from 2004(y1) and 2019(y2) (n=2,697). Life time was composed of three types(inevitable time, compulsory time, and leisure time) and leisure time was categorized into 11 activities(voluntarism, participation, social relationships, religion, rituals, culture and tourism, sports, game and play, media, rest, and others) to investigate gender differences and time effects. The major results were as follows: First, both working fathers and mothers with preschool children spent less inevitable time, more compulsory time, and less leisure time, than other adult group. Second, fathers spent more time on 10 leisure activities except religion in y1, and on all activities than mothers in y2. In y2, less time on three activities(social relationships, rituals, and media) for both fathers and mothers, less time on religion for mothers only, more time on two activities(participation, game and play) for both groups were spent than y1. Third, in the regression analysis of fathers' and mothers' leisure time on three leisure activities(sports, game and play, and media) with a distinct pattern from leisure time for adult group between y1 and y2, socioeconomic variables and lifetime variables showed different effects by gender and waves. Based on the results, family policy and programs to improve the work-life balances of working fathers and mothers discussed.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Risk Factors of Childhood Obesity II (소아 비만의 위험요소에 관한 연구 II)

  • Lim, Weon-Jeong
    • Korean Journal of Psychosomatic Medicine
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    • v.7 no.2
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    • pp.213-225
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    • 1999
  • Objectives : The purpose of this study was to investigate how the play habits, temperament, and environmental factors might affect childhood obesity. Methods : Two hundred sixty children, aged 4 through 6 years living in Seoul & Cheonan were surveyed by a questionnaire about the children's play habit and the parent's related factors such as weight, height, education, income. In addition the Korean version of the Parent Temperament Questionnaire for Children and the Korean version of the Family Environment Scale were also administered to parents of those children. The height and weight of those children were measured and the percentage of body fat was measured by Bioelectrical Impedance Fatness Analyzer. Result : 1) Among 260 children, 25 children were considered to be obese on the basis of both obesity index and percentage of body fat. 2) Parents of obese children showed a significantly higher educational level(p<0.05) and mothers of obese children had significantly more jobs(p<0.05) and showed higher body mass index(p<0.05) than those of nonobese children. 3) By observing play habits of children, obese children spent significantly longer time in watching TV and video(p<0.05), while nonobese children showed a trend to play outside(p<0.1). 4) On the Korean version of the Parent Temperament Questionnaire for Children, obese children showed significantly less activity than nonobese ones(p <0.05). 5) Family of obese children had significantly higher point on subscale of Achievement orientation, Intellectual-cultural orientation and Moral-religious emphasis of the Korean version of the Family Environment Scale(p<0.05). 6) Percentage of body fat of obese children was correlated with children's watching TV time, activity level, scores of Achievement orientation, Intellectual-cultural orientation of the Korean version of the Family Environment Scale and the both parent's education levels(p<0.05). Conclusion : Obese children showed hypoactivity and more watching TV time. And obese children's both parent had higher educational level and their mother had higher Body Mass Index and more jobs. Family of obese children had higher point on items of Achievement orientation, Intellectual-cultural orientation and Moral-religious emphasis. Family environmental factors influence on children's obesity through interaction of genetic and behavioral-psychological factors concomittently.

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Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A survey on awareness of children's woodworking activity among children and adults (유아 목공놀이활동에 대한 성인 및 유아의 인식도 조사)

  • Byun, Young-Man;Kang, Ho-Yang;Han, Gyu-Seong
    • Korean Journal of Agricultural Science
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    • v.39 no.2
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    • pp.189-194
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    • 2012
  • It is well-known fact that woodworking activity could contribute in enhancing creativity, scientific problem-solving ability, spatial perception ability and prosocial behavior of children. However, there is little chance that children experience woodworking at home or in kindergarten. This study was conducted to know how much children and adults have done woodworking in there daily life and how they perceived children's woodworking activity. Woodworking activities for children (N=207, 5 and 6 year old kids) with adults (N=271, only fathers) were carried out in 10 kindergartens of Cheongju. Actually, the survey result shows that very few children and adults experienced woodworking in their daily life. 62.8% of children and 34.3% of adults surveyed responded that they had never done woodworking. However, the greater part of children and adults evaluated the woodworking activity positively. Over 95% of children surveyed responded that their woodworking activity was fun and they want to play woodworking again. Over 73% of adults surveyed responded that children's woodworking activity was safe, and over 99% of adults surveyed responded that they can recommend children's woodworking activity to others. In conclusion, the development of safe tools and programs for children's woodworking activity helps its spread and activation.

Analysis of Research Trend on Cognitive Orientation to daily Occupational Performance (CO-OP) in Korea: A Systematic Review (국내 인지기반 작업수행(Cognitive Orientation to daily Occupational Performance; CO-OP) 중재의 연구 동향 분석: 체계적 고찰)

  • Yoo, Yung-Mee;Choi, Yoo-Im
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.7-22
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    • 2022
  • Objective : This study aims to provide clinical evidence by systematically reviewing domestic CO-OP intervention studies. Methods : 13 papers suitable for selection criteria were finally selected and conducted. The analysis was divided into general characteristics and qualitative levels. Results : As a result of analyzing the contents of study, research has been conducted continuously since 2015, and the level of evidence for CO-OP intervention study was mainly single subject design. The subjects of the study were applied to both children and adults, and as the target activity areas of CO-OP intervention, children were shown to be play and leisure, and adults were instrumental daily living. COPM/PQRS were frequently used for evaluation to examine effectiveness of interventions. For domain specific strategies, children used body position, attention to doing, task specification, and verbal motor mnemonic. For adults, body position, attention to doing, task specification, and feeling to movement, verbal motor mnemonic, verbal rote script were used. Conclusion : It was found that CO-OP intervention is continuously being applied in occupational therapy, and age and diagnosis group are expanding. It is significant in that it provided evidence for implementing CO-OP interventions in clinical practice through a systematic review of domestic CO-OP intervention studies.

The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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A Study on 'Seungininsangmu' of Haejugwonbeon (<성인인상무>에 대한 연구)

  • Kim, Young-Hee;Kim, Kyung-Sook
    • (The) Research of the performance art and culture
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    • no.35
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    • pp.93-123
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    • 2017
  • The Buddhist dance, which is considered to be the essence of Korean folk dance, has changed and developed over many years, having profound influential relations with Buddhism in terms of its origin, source, title, and costumes. Today the Buddhist dance is performed in two fixed types, Jangsam dance and Buk dance, but it is estimated that there must have been various forms of Buddhist dance during the Japanese rule based on the its historicity and various origination theories. It was around 1940 that Jang Yang-seon, the master of Haejugwonbeon, turned 'Seungininsangmu' into a work through Yang So-woon. The present study analyzed the video of 'Seungininsangmu' performed at the 'Performance in the Memory of Yang So-woon' in 2010, and the analysis results were as follows: first, the dance has a clear message to be delivered in its title and connotes an origination theory of Buddhist dance, which argues that the Buddhist dance was created by a Buddhist that underwent agony and corruption during his ascetic practice and later returned to Buddhism. Secondly, the process of Jangsam dance - Buknori - Bara dance - Heoteun dance - Hoisimgok - Guiui shows the thematic consciousness of the dance clearly in a sequential manner. Finally, the dance was in a form of combining various expressive methods according to the story and its development including the Bara dance, a dance performed in a Buddhist ceremony, the Heoteun dance, which is strongly characterized by individuality and spontaneity that are folk features, and Hoisimgok, the Buddhist music. Those findings indicate that the dance reflected well the flow of putting the Buddhist dance on the stage or turning it into a work in the early 20th century. Compared with the types of Buddhist dance in a strong form including the Jangsam dance and Buk dance, 'Seungininsangmu' conveys the meanings that the original Buddhist dance tried to express in terms of content and reflects on the diversity of combined Akgamu and theatrical elements in terms of form. The present study is significant in that it offers many implications for the Buddhist dance capable of future-oriented development.

Smoking Investigation of the Sixth Year Grade-Students of Elementary School in the Rural and Small Sized Urban Area (농어촌과 중소도시 초등 학교 6년생의 흡연 실태)

  • Kim, Sang-Young;Jung, Moon-Sook
    • Journal of agricultural medicine and community health
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    • v.20 no.1
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    • pp.61-72
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    • 1995
  • To investigate the rate of smoking of 6th year grade students of elementary School by general characteristics in rural and small sized urban area, the survey was conducted during the period of Feb. 1, 1994 to Fed. 28, 1994 to 778 respondents of sixth year students of elementary school in rural area and 649 students in the small sized urban area, and also it was based on the questionnaire method. The sample consisted of 22 questions for general features of the respondents and 19 questions of smoking-ideas, totally 41 questions, which were related to the general features and the smoking oriented-factors, the real smoking fact of students, their ideas on smoking influences, and these questionnaires were statistically analysed by percentage and ${\chi}^2$-test. The results are as follows : The total respondents were 1427 students. 54.5% of respondents was of the farming, fishing area-students and 45.5% was of small, medium-sized city. Talking about the statistics of smoking, the present smoking boy-students in the farming, fishing area was marked to 14.6% ; the present smoking-boy students was marked 5.7% in the small, medium sized-city. From the viewpoint of smoking experience, 13.8% of students in farming, fishing area was shown to be experienced ; 9.7% of students in the small, medium sized-city was shown to be experienced. This indicated that there were significant difference of p<0.01 between two compared areas. From the viewpoint of family scale, in the family with many brothers, the younger brothers have a higher rate of p<0.001 of smoking-oriented than elder brother, and the students with a single parent or without parents have a higher rate of smoking on. In addition, the motivation of their smoking indicated that they had the most curiosity in smoking. From the viewpoint of academic grade, the low-level group has a higher smoking rate. Talking about the smoking knowledge of students, the present smoking students has less ideas about the smoking influences the than non-smoking students. More than 70% of the smoking-student group agreed that the education on the smoking influences was required to the elementary school students.

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