• Title/Summary/Keyword: 아동 사용자

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Children's Perception of Generative AI : Focusing on Type and Attribute Classification (생성형 AI에 대한 아동들의 인식 연구 : 유형과 속성 분류를 중심으로)

  • Suyong Jang;Jisu Han;Hyorim Shin;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.591-601
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    • 2024
  • As generative AI-based educational content and services targeting child users rapidly increase, the need for research related to children's perception of generative AI is increasing. Accordingly, this study sought to determine the type of generative AI recognized by children and whether cognitive, behavioral, and emotional properties were assigned to it. To understand this, we collected responses through workshop activities to create storybooks with children, semi-structured interviews, and drawing. As a result, children viewed generative AI as an artifact with a high cognitive level, but it was not a type of existing artifact.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Development of virtual interior system based on the psychology analysis of children (아동의 심리분석을 통한 가상 인테리어 시스템의 개발)

  • Kim, Dong-yun;Park, Se-jin;Oh, Jung-kyu;Jun, Joong-hyun;Jung, Doo-yong;Jung, Jae-hwan;Cho, Dae-joon;Kim, Jong-hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.825-827
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    • 2012
  • 본 논문에서는 아동의 심리를 분석하여 효과적인 인테리어를 제공하고자 한다. 심리를 분석하는 방법으로 그림 검사를 선택하여 아동의 심리상태를 진단하였다. 진단한 결과를 기반으로 컬러테라피와 Mesh up 하여 색을 추천하고 그 색을 이용하여 가상 인테리어를 적용함으로써 아동에게 보다 안정적인 심리상태를 유도할 수 있었다. 또한 Android Application 을 이용하여 사용자에게 보다 쉽게 사용할 수 있는 기능을 제공하였다.

Effects of Psychological Variances in Internet Addiction of 4th, 5th, and 6th Graders from Low Income Families (심리적 변인이 저소득층 초등학교 고학년 아동의 인터넷 중독에 미치는 영향)

  • Hong, Yeon-Ran;Do, Eun-Young
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.67-74
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    • 2014
  • Purpose: The purpose of this study was to investigate factors contributing to internet addiction in 4th, 5th, and 6th graders from low income families. Methods: Participants for this study were 201 4th, 5th, and 6th graders from low income families living in Taegu. Data were collected from March, 2 to May, 29, 2013 using self-report structured questionnaires. Data were analyzed using SPSS/Win 20.0 programme. Results: Among the students, 78.6% were regular users, 14.4% were potential users, and 7.0% were high-risk users. The factors influencing internet addiction, in order of importance, were; conversation with family, followed by depression. Conclusion: These results suggest that efforts should make to monitor use of internet by elementary school children from low income families, and preventive strategies should be developed taking into consideration factors that influence internet addiction.

A Study on Utilize of Mini-Game in Educational Game - a subject of educational game for children - (교육용 게임에서 미니게임의 활용에 대한 연구 - 아동용 게임을 대상으로 -)

  • Yoon, Sun-Jung;Im, Choong-Jae
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.814-816
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    • 2005
  • 게임의 스토리텔링 관점에서 보면 사용자가 스토리 라인을 따라 게임을 진행하면 그 게임의 목표를 달성하는데 효과적이지만 오늘날 대부분의 게임들이 사용자의 상호작용을 높게 허용하므로 초기 기획되었던 대로 스토리라인을 따라 진행되기가 어려운 경우가 많다. 이런 게임 환경에서 특별히 교육용 게임은 초기에 의도하였던 학습 목표를 달성하는데 어려움이 있다. 본 논문은 교육용 게임에 미니게임을 삽입한 경우의 스토리텔링 구조를 살펴보고 아동용 게임 속에 포함된 미니게임이 학습 목표 달성에 어떤 역할을 하는지 사례를 통해 분석하였다. 또한 효과적인 학습목표 달성을 위해 미니게임의 활용 방안을 제안하였다.

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A Design and Implementation of Improving Children's Memory Application Based on Kinect Sensor (Kinect Sensor 기반의 아동 기억력 향상 애플리케이션 설계 및 구현)

  • Won Joo Lee;Gyeong Min Kim;Gi Jae Sin;Su Ji Kim;Seo Yeong Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.53-54
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    • 2023
  • 본 논문에서는 키넥트 센서 기반의 아동 기억력 향상 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 유아층의 기억력을 향상시키고 팔 동작으로 소근육 발달에 도움을 주는 카드 짝 맞추기 게임의 기능을 구현한다. 카드 짝 맞추기 게임은 키넥트 센서에서 인식한 사용자의 스켈레톤, 뎁스스트림, 조인트, 음성 정보를 활용하여 플레이어의 오른손을 인식하여 카드를 뒤집고 짝이 맞는 경우는 그대로 두고 짝이 맞지 않는 경우에는 다시 뒤집는다. 사용자는 카드의 위치와 그림을 기억하며 16장의 카드를 모두 맞출때까지 계속 진행한다. 이 게임은 유아들이 재미있게 게임을 즐기면서 기억력을 향상시킬 수 있다.

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Implementation of a Personal Exercise System for Growing Children using Kinect (키넥트를 이용한 성장기 아동을 위한 개인 운동 시스템 구현)

  • Kim, Yeon-Jun;Kim, Hyo-bin;Yeom, Yu-jin;Choi, Ye-jin;Lee, Sang-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.127-132
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    • 2019
  • Exercising and stretching are essential for the growth of children, but recently, children's outdoor activities are limited due to social risks such as fine dust and child crime. It has increased the need for children's programs that can be safely and easily followed indoors. In this paper, we developed a system to induce and manage children's voluntary stretching to support growth. The system developed in this paper recognizes the child's stretching motions in real-time using Kinect to evaluate the match rate with the standard motions. The system gives users the results with a calendar and check stamp to provide voluntary motivation for the child and to provide parents with systematic management of the child's progress.

Analysis of User Interface (UI) Color Design of Children's Education Game (아동 교육용 게임의 사용자 인터페이스(UI) 색채 디자인 분석)

  • Zheng, LingJing;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.577-583
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    • 2020
  • The learning and cognition of preschool children begins with the color of the object, and the game interface is the child's first impression of the game, so reasonable color design is needed. This article selects 10 educational mobile game for preschool children, extracts colors from the game interface and startup icons, and puts them into Photoshop to analyze the three elements of color hue, lightness, and saturation. Finally, three suggestions are put forward for the color design of game UI. 1.Choose a color similar to the actual color of the thing. 2. Choose warm colors according to your child's preferences. 3. When using contrasting colors, please reduce the brightness or purity of the colors. It is hoped that the research conclusions can provide reference materials for the color design of educational game UI for preschool children.

A Vibrotactile, Kinesthetic, and Thermal device for Developmental Disorder Children (발달장애아동을 위한 진동감, 굳기감, 온열감 장치)

  • Im, Tami;Yoon, Inho;Kim, Sang-Youn;Jeong, Goo-cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1435-1441
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    • 2017
  • The primary goals of this paper are to design an interactive education platform conveying a variety of haptic sensations to developmental disorder children when they touch the education platform. The proposed interactive education platform is composed of a kinesthetic module, a vibrotactile module, a thermal module. and a controller. The design focuses of the proposed education platform were to create sufficiently large kinesthetic forces, vibrations, and temperatures and to convey them to users. We have conducted experiments for evaluating the proposed system and found out three modules function safely and effectively as an educational platform.

A Design and Implementation of Fall Detection Application based on Samrt Phone Sensor (스마트 폰 센서를 활용한 낙상 감지 애플리케이션 설계 및 구현)

  • Lee, Won Joo;Lim, Ji-Seoup;Kim, Jun Ho;Kim, Yeon Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.207-208
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    • 2021
  • 본 논문에서는 스마트 폰의 가속도(Accelerometer) 센서와 GPS 센서 및 Kakao Map, Kakao OPEN API 기반을 이용하여 아동, 기저질환자 및 노약자 등의 사용자들이 위험한 상황에 노출되었을 때 자동으로 구조 요청 서비스를 제공하는 낙상 감지 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 사용자의 낙상, 넘어짐 등을 감지하여 보호자에게 SMS 및 카카오톡으로 구조 요청 메시지를 자동으로 전송한다. 안드로이드의 가속도 센서는 사용자의 가속도 및 각도를 계산하여 낙상 및 넘어짐을 감지하고, GPS 센서를 통해 사용자의 현재 위치를 카카오 맵에 표시하고, 구조 요청 메시지를 자동으로 전송함으로써 사용자가 긴급한 상황에서 구출되도록 한다.

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