• Title/Summary/Keyword: 아동 사용자

Search Result 89, Processing Time 0.028 seconds

Usage and Analysis on Readability of Korean Typography in WBI for Children (효과적인 아동용 WBI를 위한 한글 타이포그래피의 가해성 분석과 활용)

  • Han, Jeong-Hye;Kim, Yong-Dae
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.3
    • /
    • pp.328-337
    • /
    • 2002
  • Looking at multimedia education contents from a design point of view, the instructor's design model may differ from the child's understanding model due to gap of the instructor's and child's knowledge. This fact implies it impacts the effectiveness of the education contents. The learning efficiency of Korean typography in WBI for children depends on the font-family, line space, font-size, the age of user, the output device such as the monitor, and other various factors. In this paper, we measured and analyzed on readability of Korean typography in WBI for children by reading speed method. The results of experiments show that readability depends on the font-family of typography, age(grade), and sex of children. In detail, "Goolymche" has the shortest time to be read, and girl and the highest grade students of elementary school have shorter time than boy and the lower grade students. Moreover, we consider the elegance of typography in WBI for holding children's interests because they prefer "Yopseoche". We provide some CSSs in WBI for children based on the experimental results, to used in school fields.

  • PDF

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

Case Study: Children's Participatory Design associated with the Kindergarten (사례: 유아 교육 기관과 연계한 어린이의 참여적 디자인 방법)

  • Park, Hyun-Mi;Choi, Seung-Eok;Jin, Young-Gyu;Cho, Soo-Ho;Park, Sang-Hyun;Woo, Joo-Kyung
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.246-251
    • /
    • 2006
  • 참여적 디자인은 사용자의 경험을 디자인 하기 위한 방법으로, 사용자 자신이 디자인의 주체가 되어 자신의 아이디어를 적극적으로 제안하고 반영하는 방법을 말한다. 우리는 만 3~5 세의 미취학 아동을 참여 디자인의 사용자 대상으로 하였으나, 이 연령대의 어린이는 자신의 의사를 제대로 표현할 수 있는 능력이 부족하여 자신의 느낌과 생각을 정확히 전달하기 어려우므로 전통적인 참여적 디자인 방법을 그대로 사용하는 것은 어렵다. 본 논문에서는 사례를 통하여 실제 어린이 사용자를 대상으로 한 참여적 디자인 방법을 소개한다. 실제 유치원과의 긴밀한 연계를 통해 진행하였으며 현직 유치원 교사가 전체 디자인 프로세스에 참여하였다. 디자인 아이디어를 도출하고 검증하는 단계와 프로토타입의 파일럿 테스트 단계에서 어린이들이 직접 참여하였으며, 그들의 반응과 의견이 디자인에 적극적으로 반영되었다. 본 연구는, 어린이 제품의 디자인을 위해 실제 어린이 교육 기관과 연계한 새로운 형태의 참여적 디자인 방법의 개발과 적용에 대한 사례를 보여준다.

  • PDF

A study on context of children's library and user behavior modeling (어린이 도서관 CONTEXT 분석 및 사용자 행태정보 모델링 아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로)

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • Journal of the HCI Society of Korea
    • /
    • v.3 no.1
    • /
    • pp.33-38
    • /
    • 2008
  • The major users of children's library are children and housewives. Recent increasing frequency of their visit to the library expands the function of it from the place where they borrow and read books further to the cultural space where each family unit can enjoy leisure activities. Though the children's library basically is a quiet place for reading books, peers' establishing friendship and emotional bond with the parents, and such plays as small scale muscular movements take place in addition to reading activities because the major users are infants under six or children in the lower grades in elementary school. Thus, in order to study the features and requirements that are inherent in the various behaviors of the children who use furniture, understanding of the particular factors in the physical environment of the children's library and the user context must precede. In reality, though the fixed form of the desks and chairs in the library was made by a small number of designers, a large number of children are using them in tremendously various ways beyond the ways that the designers had intended, adapting themselves to the environmental context. Therefore, the purpose of this study is to find out the children's using way of seats when they do reading and playing activities based on the way of interaction between children and parents, and, after modeling of the children's behavior data, to understand the demands inherent inside the various behaviors of children who use furniture.

  • PDF

A Qualitative Research of Children's Mental Model on Media Environment and the Use (미디어 환경과 사용에 관한 아동의 심성모형 질적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.601-613
    • /
    • 2016
  • The purpose of this study is to present the mental model of young adolescents' media environment and the use and to provide several educational suggestions drawing on the revealed model. For this, the data were collected through 4 activities such as interview, picture drawings, word association experiment, and sentence completion task with ten 4-5th graders in elementary schools; they were qualitatively analyzed by 2 researchers. First, the meaning components driven by sentence completion task, word association experiment were totally 6 components: media device, connection(alienation), competence(provision), entertainment, adverse effects, ambilaterality. Second, the components of media mental model driven by pictures were 4 components: functions/competence, entertainment, conflict with paper books/sharing, harmfulness/ambilaterality. Third, the components from interview consisted of conflict between paper books and electronic media, communication-centeredness, fear(addiction) and users' qualification. Based on those results, careful examination in cyber talk, necessity of addiction prevention, active development of learning media and their balanced utilization with books, and healthful media literacy education and reinforcement of critical thinking were suggested.

Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.179-181
    • /
    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

  • PDF

Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.274-284
    • /
    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

A Case Study on the Planning Process of ′'A′ Kindergarten′s Playground Applied User Participatory Design (사용자 참여디자인에 의한 ′A′유치원 놀이터 계획과정에 관한 연구)

  • Choi Mock-wha;Choi Byoung-sook
    • Journal of the Korean housing association
    • /
    • v.15 no.4
    • /
    • pp.87-97
    • /
    • 2004
  • The purpose of this study is to introduce the design process for the 'natural-friendly' kindergarten playground using participatory design method. The 'A' kindergarten in Daejon was selected as a case study. The concept of the design was decided by the user's needs which draw out the pictures of children, owner's educational philosophy, and request of the teachers. As a result, the concept approached to 'our neighborhood (Korean traditional village)' image, and was planned with a focus on open space, which allows rich in natural elements(earth ground, trees, flowers vegetable farm, animals, water and sand etc.) and various play activities. And a user participatory design method proved that it was proper to design a kindergarten playground.

SOS brooch keeps your safety (여성 및 치매노인 보호와 미아 방지를 위한 SOS 브로치)

  • Song, Joon-Min;Kim, Soon-Seok
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2011.01a
    • /
    • pp.105-106
    • /
    • 2011
  • 본 논문에서는 귀가길 여성 및 치매노인 보호와 미아장비를 위한 정책을 제안한다. 이 정책은 GPS기능을 가진 작은 칩을 사용자가 원하는 어느 물체에든 부착하여 사용자가 원하는 시간대에 작동하며, 자신의 위치를 집이나 핸드폰에서 확인이 가능하고 유사시 정보를 보내어 가까운 공공기관(경찰서 및 소방서)에서 집으로 귀가하는 그 시간까지 체크가 가능한 시스템이다. SOS브로치는 늘어나는 아동 범죄와 귀가길 여성을 대상으로 하는 범죄 예방 및 치매노인을 대상으로 한 실종 사건 등 각종 사건 사고발생시 빠른 대처와 예방을 위하여 고안되었다.

  • PDF

Prospective User Evaluation of Designed Environment (계획된 환경에 대한 미래의 사용자 평가 연구 - 아동 보육 시설을 대상으로 -)

  • 이수진;이연숙
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 1999.04a
    • /
    • pp.98-101
    • /
    • 1999
  • In the last several decades of 20 century, the user oriented design concept has evolved in more concrete ways, producing POE and UPD(User Participated design). These concepts are ways of achieving the fit between built environments and human needs. These, technique in the digital world has implied and promoted lots of experimental ways to interact with possible users before the construction stages in the design process to reduce the results, stemming from ineffective planning and designing. The purpose of this paper is to show an evaluation technique in the design cycle. An actually designed child care facility was evaluated before construction by potential users. For this purpose, focused group interview was employed.

  • PDF