• Title/Summary/Keyword: 아동 사용자

Search Result 89, Processing Time 0.027 seconds

A Study on Development of Application Model for Prevention and Management of Obesity in Children with Disabilities (장애아동 비만 예방·관리를 위한 애플리케이션 모형 개발에 관한 연구)

  • Kang, Seungae
    • Convergence Security Journal
    • /
    • v.20 no.2
    • /
    • pp.85-90
    • /
    • 2020
  • The purpose of this study was to provide information necessary for development of the applications that could facilitate the prevention and management of obesity in children with intellectual disabilities and to present improvement measure for development of practical applications. Mobile applications for prevention and management of obesity for children with intellectual disabilities need to be configured to enable effective flow of information and services delivered between parents and children with disabilities through applications. This configuration is expected to allow effective obesity control to be derived through parental involvement in the process of motivation.. The composition of contents consists of three parts: nutrition, exercise(physical activity), and lifestyle. It is desirable for each content to be applied in a simple but easy-to-understand method, reflecting the characteristics of an intellectually disabled child. In addition, this study presented the user expansion and their continuous involvement through interface simplification, alert function, reward, voice recognition and subtitle support strategies in consideration of the characteristics of the children with intellectual disabilities.

The Design and Implementation of Digital Library for Young Children (아동을 위한 디지털 도서실 설계와 구현)

  • Son, Chang-Ik;Seol, Moon-Gyu
    • Journal of The Korean Association of Information Education
    • /
    • v.9 no.3
    • /
    • pp.439-452
    • /
    • 2005
  • This system can perform efficient administration in a searching, lending and returning books. And also with this system, many styles of reading education is possible by considering properties of Elementary School. Using the system teachers and children can exchange a information about books or reading together. We organized the system to aid teachers in administration and assistance to children by joining the admittance of use, and to manage a library efficiently in consideration of understanding one another and several conditions in use of library. Besides, children can be appraised their reading process, so with the result that they will be a good reader.

  • PDF

Analysis on the Use of Picture and Letter Used in the Books of English Vocabulary for Children (아동영문어휘책에 제시된 그림과 문자의 사용에 대한 분석)

  • Lee, Mi-Young
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.1
    • /
    • pp.150-157
    • /
    • 2014
  • This thesis intends to grasp the degree of utilization of visual images by understanding the relational properties between picture and letter and considering the children as users, through the analysis of currently published books of English vocabulary for children. Accordingly, the types of picture used in the books of English vocabulary for children, the degree of utilization of picture, combination types of picture and letter, and semantic consistency of picture and letter are reviewed. As a result of analysis, the degree of utilization of picture is high in general, in order of illustration, cartoon, and the mix of illustration and cartoon. In the combination form of picture and letter, the degree of utilization appears in order of picture plus vocabulary, letters without illustration, and pictorial symbol. In particular, the higher semantic consistency of picture and letter, it is effective in learning, however, semantic consistency is low, generally. Pictorial symbol type shows the frequency of the highest combination type in the five groups of higher semantic consistency. In conclusion, the presented types of picture and letter, shown in the currently published books of English vocabulary for children, are similar types by the publishing companies, thus, effective design research should be required based on diverse levels of children.

Information acquisition and searching in hypertext: Comparison Between adults and children (하이퍼텍스트상의 정보획득과 성인과 아동의 정보탐색)

  • 최순희;조경자;이승복
    • Korean Journal of Cognitive Science
    • /
    • v.11 no.3_4
    • /
    • pp.1-11
    • /
    • 2000
  • This study investigated information acquisition from hypertext and the difference of searching behavior between adults and children. In experiment 1. we compared the amount of information acquisition from the hypertext to that of the printed text. The result showed that the performance in printed text was better than in hypertext. However. the performance of experienced (in the internet) participant showed no difference between the hypertext and the printed text. Experiment 2 compared the information-searching behavior of the adults and children in the hypertext environment. The results showed that adults performed the information-searching faster than children, yet there was no difference in the proportion of correct responses of the two groups. However. children who were more experienced in the internet and produced right answers to the 7th level questions in depth performed better and faster than the adults who were not. These results suggest that the experience in the internet is the most important factor in the searching of the wanted information.

  • PDF

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.103-110
    • /
    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

  • PDF

Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.2
    • /
    • pp.228-234
    • /
    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

A study on context of children's library considering user behavior (아동의 독서 및 놀이 행태를 반영한 어린이 도서관 CONTEXT 분석 (아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로))

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.901-906
    • /
    • 2009
  • 어린이 도서관은 일상생활 가까이에서 지역주민에게 지식정보 서비스를 제공할 뿐 아니라 공공도서관과의 연계를 통해 우리나라 전체 도서관 서비스의 수준을 발전시키고자 하는 생활 친화적 문화기반 시설인 소규모 도서관(혹은 문고)시설이다. 즉 어린이 도서관은 접근성을 가장 큰 장점으로 하여 누구나 쉽고 편리하게 이용할 수 있는 고객중심의 공공도서관 서비스라고 할 수 있다. 어린이 도서관의 주 이용고객은 어린이와 주부로서 최근 이들이 함께 도서관을 이용하는 빈도가 증가하면서 어린이 도서관은 단순히 책을 빌리고 공부를 하는 장소에서 나아가 가족단위의 여가활동이 가능한 문화적 공간으로 변모하여가고 있다. 어린이 도서관은 기본적으로 책을 읽는 조용한 공간이지만 주 이용자가 6세 미만의 유아와 초등학교 저학년 어린이이기에 독서행위와 더불어 또래 친구들과의 친교행위. 부모님과의 정서적 유대감 형성행위, 소규모 근육활동과 같은 놀이행위가 병행된다. 또 어린이 도서관에서 사용되어지는 정형적인 모듈의 서가를 비롯한 입식. 좌식 테이블과 의자들은 소수의 디자이너에 의해 만들어진 것이지만 그것을 이용하는 다수의 어린이들은 디자이너의 의도와 방법에 따라 가구를 사용하는 것 외에도 환경적 컨텍스트에 맞추어 가구의 새로운 쓰임을 발견하며 훨씬 더 다채로운 방법으로 가구를 사용하고 있다. 따라서 본 연구의 목적은 독서 및 놀이 행위 시 아동-부모의 상호작용 방법에 기반하여 아동의 가구사용방법(Way of Seat)을 알아보고 이를 바탕으로 어린이의 행태정보를 모델링하여 가구를 사용하는 어린이의 다양한 행위 이면에 내재된 요구를 파악하는데 있다. 가구를 사용하는 어린이의 다양한 행태 이면에 내재한 어린이만의 특성과 요구를 알아보기 위해서는 먼저 어린이 도서관이라는 특수한 물리적 환경요인 및 사용자 컨텍스트(Context)에 대한 이해가 선행되어야 한다. 이를 위해 기반조사 및 어린이 도서관 방문을 통한 정황조사(Contextual Inquiry)를 실시하였다. 이를 통해 6세 미만의 유아와 초등학생의 가구사용방법(Way of Seat)과 독서 및 놀이 행위 시 행태를 관찰하여 Photo Based Research를 바탕으로 어린이의 행태정보를 모델링 하였다.

  • PDF

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.777-788
    • /
    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

  • PDF

Design and Implementation of User Mapping System using Ad-hoc Network (Ad-hoc 네트워크를 이용한 사용자 맵핑 시스템의 설계 및 구현)

  • Lim, Hyo-Young;Lee, Jeong-Gu;Kwak, Jong-Wook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2011.04a
    • /
    • pp.21-24
    • /
    • 2011
  • Ad-hoc 네트워크란 지정된 이동성 지원 기반 시설의 도움 없이 임시 망을 구성하는 이동 호스트와 무선 인터페이스의 집합이다. Ad-hoc 네트워크는 Access Point 없이 이동성이 지원 된다는 점에서 최근 많은 각광을 받고 있으며, 현재 많은 연구들이 진행되고 있는 기술이다. 본 논문에서는 이러한 Ad-hoc 네트워크의 특징을 이용하여 소수의 관리자가 다수의 이동 가능한 관리 대상들을 효율적으로 제어하기 위한 사용자 맵핑 시스템을 설계 및 구현 한다. 본 논문에서 하드웨어적으로 직접 구현한 사용자 맵핑 시스템은 사용자 위치 정보 노드(u_LIN, User Location Information Node)라 명명된 장치들이 네트워크를 구축하고, 그 네트워크에서 하나 이상의 u_LIN이 사라지면 경고 시스템을 활성화 하여 사라진 u_LIN을 찾도록 도와주는 시스템이다. 본 논문에서 구현한 사용자 맵핑 시스템의 성능 평가 결과 u_LIN 간 1:1 통신을 직선거리에서 수행하였을 때 약 250m까지 정상적으로 통신하였으며, 1:N 통신 역시 100m 이내의 거리에서 안정적으로 정보를 주고받았다. 본 시스템은 미아 방지 시스템, 등산객 조난 방지 시스템, 유치원 아동관리 시스템, 관광 가이드의 관광객 관리 시스템 등 여러 시스템에 유연하게 적용이 가능하여 앞으로도 활용도가 높을 것으로 예상된다.

Analysis on the Usage of Internet Games for Children with Decision Tree Rules (의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석)

  • Kim, Yong-Dae;Jung, Hui-Suk;Choi, Eun-Jeong;Park, Byung-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
    • /
    • v.5 no.3
    • /
    • pp.389-400
    • /
    • 2001
  • The Internet Game is widespreaded quickly on web, and there are many kinds of funny games for users to use easily, so that can be applied to ICT(Information Communication Technology)education. In this paper, we provide the analysis on the usage of Internet games for children and teachers that is conducted by the decision tree algorithm, which is one of the popular data mining techniques. The results show the pattern of children's and teachers' usages of Internet games.

  • PDF