• Title/Summary/Keyword: 아동 미디어 사용

Search Result 38, Processing Time 0.024 seconds

Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.10
    • /
    • pp.1547-1556
    • /
    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

Longitudinal effects of media use in early childhood on grit in middle childhood: Mediating role of attention problems (유아기 미디어 사용이 주의집중 문제를 매개로 아동 중기 그릿에 미치는 종단적 영향)

  • Sujeong, Kang
    • Korean Journal of Childcare and Education
    • /
    • v.18 no.6
    • /
    • pp.21-36
    • /
    • 2022
  • Objective: The present study examined long-term effects of media use during early childhood on grit in middle childhood, focusing on the mediating role of attention problems. Methods: For statistical analysis, the 6th, 7th, and 11th data sets from the Panel Study on Korean Children were used. A total of 1,352 cases were finally selected. Descriptive statistics analysis, correlation analysis, path analysis, and bootstrapping were conducted. Results: The results showed that the use of media for educational purposes in early childhood did not have a significant effect on attention problems and grit. However, when the media use time for play in early childhood was longer, levels of attention problems in early childhood were higher and levels of grit in middle childhood were lower. The mediating effect of attention problems on the relationship between media use time for play of young children and grit of middle childhood was significant. Conclusion/Implications: Findings of the present study suggest that the use of media for play during early childhood needs to be carefully monitored because it can have a negative effect on attention and grit development.

Utilization Deficiency in The Use of Spontaneous Elaboration Strategy (자발적 정교화 책략 사용에서의 이용결여 현상)

  • Lee, Ji-Hyun;Choi, Kyeong-Sook;Cho, Jeung-Ryeul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.5 no.2
    • /
    • pp.183-190
    • /
    • 2015
  • This study investigated a utilization deficiency phase in the situation of children's acquiring mnemonic strategies in which children successfully execute a strategy but the strategy does not facilitate memory performance. This study examined spontaneous acquisition of elaboration strategy among 5th grade children in the learning of noun pairs for 5 sessions. Participants were tested in memory task using different list of word pairs in each session. Results showed that children increased the use of elaboration strategy significantly in 5 sessions but they did not gain benefit in recall. When the word pairs were associated, the use of elaboration strategy was significantly increased but children did not gain benefit in recall. This results were discussed in terms of utilization deficiency.

An Emotional-Shadow Playing Tool for Casual Environment (기본환경에서의 그림자 놀이 도구 연구)

  • Lim, Yang-Mi;Hwang, Ji-Yeon;Park, Jin-Wan
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.513-518
    • /
    • 2006
  • 본 논문에서는 특별한 스튜디오 조명이 아닌 가정용 혹은 학교용 조명 하에서 동작하는 감정 표현이 가능한 그림자 놀이 도구를 소개한다. 이 놀이는 사용자의 실사로부터 추출된 가상 그림자에 사용자의 동작에 따라 실시간으로 반응하는 가상 표정 애니메이션 캐릭터를 투영한다. 이 놀이 도구는 행위전시 등의 공연 환경뿐만 아니라 가정, 학교 등의 일상 환경에서도 동작이 가능하도록 설계되었다. 따라서 가장 일반적인 조명의 하나인 가정용 형광등과 백열등 환경을 가정하였고, 배경에 대해서는 어떤 제약도 가정하지 않았다. 사용자의 실사를 구분하는 과정에는 배경 차분화 기법을 사용하였고, 빛의 산란 및 실제 그림자의 영향 등으로 인한 잡음을 최소화하기 위해 몇 가지 잡음 제거 알고리즘을 결합하여 적용하였다. 이 도구에서 가상 그림자의 표정 애니메이션은 사용자의 손동작에 따라 변화하며, 손동작 및 머리 위치의 추적을 위해 새로이 고안한 자질 기반 추적 기법을 적용하였다. 이 도구는 공연장에서의 인터렉티브 미디어 아트 전시 또는 공연, 아동 대상의 미술 교육, 예술치료 등의 분야에 활용될 수 있을 것으로 판단된다.

  • PDF

Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.253-260
    • /
    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

  • PDF

The Effect of Digital Technologies on Adolescent Mental Health: The Role of Parenting Style and Peer Attachment (청소년의 컴퓨터 및 인터넷 이용이 정신건강에 미치는 영향: 양육방식과 또래애착의 조절효과)

  • Park, Jaeyoung;Han, Chihun;Oh, Joohyun
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.1-13
    • /
    • 2019
  • This study examined the effect of digital technologies on adolescent mental health; attention deficit, aggression, depression. Furthermore, we investigated the role of parenting style and peer attachment as they might have effects on digital technologies. Using two-wave longitudinal data, we conducted longitudinal analysis from the Korean Children and Youth Panel Survey done in 2015 and 2016. Results showed that computer and internet usage for learning purpose has a positive effect on mental health, while computer games and social media have negative effects. Also, the positive effects of learning on depression indicated stronger in adolescents who felt less affection from their parents. On the other hand, the negative effects of computer games and social media could be moderated by both parenting style and peer attachment. Implications of these results and directions for future research are discussed.

A Study of Longitudinal Changes in Mother-Child Interaction and its Effect on Media Device Addiction (모-자녀 상호작용 변화 양상에 따른 자녀의 미디어 기기 중독 차이)

  • Yeon, Eun Mo;Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.12
    • /
    • pp.346-353
    • /
    • 2020
  • The purpose of this study was to explore types of longitudinal changes in interactions between mothers and 4-year-old children in primary school as well as the effects on media device addiction. To explore interaction types between mothers and children, latent class growth modeling (LCGM) and BCH were used in a three-step approach. Data from the 6-10th wave of the Panel Study of Korea Children were used. First, the trajectory of the mother-child interactions was linear and decreased across time. This linear decrease was classified into the following three trajectories: high-decreasing, average-deceasing, and low-decreasing. Second, BCH was performed to examine media device addiction in each trajectory, and the findings show that children who had low initial mother-child interactions over time were more likely to experience daily disturbances in adaptive functions such as withdraw or tolerance than other groups of children. The results indicate that maximizing the quality of mother-child interactions in childhood through primary school can lower media device addiction in children.

Establishing Design Directions for Nutrition Education Materials for Early Elementary Students in South Korea (초등학교 저학년 영양교육 학습 자료의 디자인 방향 설정에 관한 연구)

  • Park, YuBin;Paik, JinKyung
    • Design Convergence Study
    • /
    • v.14 no.2
    • /
    • pp.1-16
    • /
    • 2015
  • As childhood obesity and nutrition imbalance emerge as social issues in South Korea today, the development of education materials on diets and nutrition has become important and has been attempted in diverse ways. The present study was conducted on early elementary school students with the objective of establishing directions for the design of personalized nutrition education materials that can promote a proper, balanced diet for children through application in daily life of knowledge acquired from self-learning linked to nutrition education that is taking place in their schools. For this purpose, a review of previous theoretical literature on nutrition education for early elementary students was performed. Survey questions were formulated based on the advice of field experts in medicine, education, and design and the survey was conducted among 110 children from 1st and 2nd grade in two elementary schools, one in Seoul and the other in Changwon. The results obtained from the user evaluation suggested that the early elementary school students showed positive reaction to nutrition education, had preference for the type of learning using multimedia-based contents and quiz activities, were willing to learn about calorie-adjusted meals, preferred the Gothic typeface and orange and green colors. Furthermore, they showed positive opinion on the use of numerical surveying method and pictorial style similar to actual appearance in connection with nutrition-related information representation. and preferences regarding learning styles and design elements

A Study on Sentiment Analysis of Media and SNS response to National Policy: focusing on policy of Child allowance, Childbirth grant (국가 정책에 대한 언론과 SNS 반응의 감성 분석 연구 -아동 수당, 출산 장려금 정책을 중심으로-)

  • Yun, Hye Min;Choi, Eun Jung
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.195-200
    • /
    • 2019
  • Nowadays as the use of mobile communication devices such as smart phones and tablets and the use of Computer is expanded, data is being collected exponentially on the Internet. In addition, due to the development of SNS, users can freely communicate with each other and share information in various fields, so various opinions are accumulated in the from of big data. Accordingly, big data analysis techniques are being used to find out the difference between the response of the general public and the response of the media. In this paper, we analyzed the public response in SNS about child allowance and childbirth grant and analyzed the response of the media. Therefore we gathered articles and comments of users which were posted on Twitter for a certain period of time and crawling the news articles and applied sentiment analysis. From these data, we compared the opinion of the public posted on SNS with the response of the media expressed in news articles. As a result, we found that there is a different response to some national policy between the public and the media.

A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.143-152
    • /
    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

  • PDF