• Title/Summary/Keyword: 아동 사용자

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Children with Disabilities on the Basis of Characteristics and Ease Usability Testing of the Stroller (장애아동 특성과 편리성을 바탕으로 디자인된 유모차의 사용성 평가)

  • Oh, D.Y.;An, N.Y.;Kong, J.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.4
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    • pp.267-273
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    • 2014
  • The purpose of this study is to figure out the stroller for baby with physical disability and to suggest improvement by using the usability test. Usability evaluation is separated by the user and the expert evaluation was conducted. Strollers for disabled users to analyze the evaluation of this experience using a guardian of a child with a disability was conducted targeting 30 people. The function and structure of the stroller easy to evaluate whether the five-point scale. Professional 10 strollers for disabled users with the problems of the design and structure were looking to make a suggestion. In this study, to obtain foreign products and differentiation, functionality, and ease of analyzing the conditions of satisfaction and competitiveness of domestic products will be able to contribute.

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Artificial intelligence application UX/UI study for language learning of children with articulation disorder (조음장애 아동의 언어학습을 위한 인공지능 애플리케이션 UX/UI 연구)

  • Yang, Eun-mi;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.174-176
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    • 2022
  • In this paper, we present a mobile application for 'personalized customized learning' for children with articulation disorders using an artificial intelligence (AI) algorithm. A dataset (Data Set) to analyze, judge, and predict the learner's articulation situation and degree. In particular, we designed a prototype model by looking at how AI can be improved and advanced compared to existing applications from the UX/UI (GUI) aspect. So far, the focus has been on visual experience, but now it is an important time to process data and provide a UX/UI (GUI) experience to users. The UX/UI (GUI) of the proposed mobile application was to be provided according to the learner's articulation level and situation by using CRNN (Convolution Recurrent Neural Network) of DeepLearning and Auto Encoder GPT-3 (Generative Pretrained Transformer). The use of artificial intelligence algorithms will provide a learning environment with a high degree of perfection to children with articulation disorders, thereby enhancing the learning effect. I hope that you do not have any fear or discomfort in conversation by improving the perfection of articulation with 'personalized and customized learning'.

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Effect of Postural Support with a Custom Seating System on Upper Extremity Access to Mouse for Children with Cerebral Palsy: a Single Subject Research (맞춤형 착석장치를 통한 자세지지가 뇌성마비 아동의 상지 마우스 사용에 미치는 영향: 단일대상연구)

  • Jeong, Dong Hoon
    • 재활복지
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    • v.16 no.2
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    • pp.287-309
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    • 2012
  • The purpose of this study was to determine the effect of custom seating system on upper extremity access to mouse for a child with cerebral palsy. A single-subject ABAB design was used with one 13years old participant. The measurements were response time and accuracy of mouse click in the participant's typical position and in an intervention position. The intervention position was taken by using current clinical guideline and research on promoting upper extremity movement. The intervention position was achieved through hands-on postural support to the participant's typical seating. The results of this study were as follow: first, response time was decreased in the intervention position compared with the typical seating. Second, accuracy of mouse click was highly in every phases. So further analyses were not conducted on these data. The results of this study provide empirical evidence of the positive effects of functional seating on access to mouse for children with cerebral palsy. Further research is required to confirm the positive effect of the custom seating system across other disabilities type and more subjects.

Graphical User Interface in a Web-based Application System for Primary School Children -Application for the Creative Group Thinking System(CGTS)- (초등학생용 웹 기반 응용프로그램의 GUI에 관한 연구 -창의성 개발 지원 시스템(CGTS)의 적용을 중심으로-)

  • Han Kyung Don;Kim Mi Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.53-58
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    • 2005
  • Interfaces comprising menu and icons of web-based application programs should comply pertinently with user's cognitive system. In Particular, since the application Program's specific function in this study aimed at the purpose of child's effective idea, with respect to that, it is necessary to constitute a rational web use environment through careful research and analysis of user interface. The purpose of this study was to enhance elementary students to modify the CGTS with the menu arrangement. icon types and preferable terms for their use of professionally letter-based screen structure of CGTS developed to help the designer's idea.

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A RFID-based Location Monitoring System for Moveable Object (RFID기반 이동객체 위치 모니터링 시스템)

  • Park, Kyu-Hyun;Moon, Mi-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.414-418
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    • 2010
  • 일반적으로 넓은 공간상에서 시간의 흐름에 따라 변화하는 이동객체의 '위치 정보'를 기반으로 사용자의 작업과 관련 있는 적절한 정보 또는 서비스를 제공하는 경우 이를 위치 추적(인식) 시스템으로 정의한다. RFID, USN, RTLS, GPS는 위치 인식 시스템의 대표적인 기술이며 해양, 농촌, 병원, 건축 등의 다양한 분야에서 적용 확산이 빠르게 진행되고 있다. 이러한 기술은 유비쿼터스 컴퓨팅의 핵심 기술로서 현대사회의 관심이 집중되고 있는 아동실종, 도난, 학교폭력 등의 문제를 해결하는데 적용될 수 있다. 본 논문에서는 이동객체를 모니터링하기 위한 접근법을 분석하고 이를 기반으로 RFID를 이용한 학생 이동 관리 시스템의 구축 내용을 기술한다. 이 시스템은 RFID로부터 획득되는 이동객체(학생)에 대한 실시간 데이터를 업무에 적절한 정보로 변환하여 사용자에게 알려준다. 이 시스템을 구축함으로써 관리자는 학교내부의 학생 위치를 실시간으로 식별 할 수 있고 미리 설정된 제한구역에 접근하는 학생을 신속하게 인지 할 수 있다. 또한 과거의 이력정보를 검색 할 수 있음으로써 실종, 도난 등에 대한 사후예측이 가능해짐에 따라 수동적이었던 학생 관리에 비해 융통적인 관리의 효과가 있고 안전한 학교생활을 학생들에게 제공해 줄 수 있게 된다.

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소아의 음성장애 및 치료 : 사례연구

  • 정옥란
    • Journal of the Korean Society of Laryngology, Phoniatrics and Logopedics
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    • v.7 no.1
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    • pp.128-131
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    • 1996
  • 소아들의 음성장애의 대부분은 음성과 기능에 의한 성대의 오용 및 남용으로부터 기인한다. 그러나 음성장애에 대한 인식의 부족으로 인하여 소아의 음성장애 발견율은 극히 낮은 수준에 머므르고 있다. 치료에 있어서도 행동의 통제가 그다지 쉽지 않기 때문에 많은 어려움이 따른다. 본 연구는 소아의 음성장애의 발생경위와 문제의 설명과 차팅에 의한 남용의 감소에 초점을 둔 치료사례이다. 5세 아동의 심한 음성장애로 의뢰되어졌다. 음성증후는 목쉰소리, 기식화된 소리, 일시적인 발성일탈(phonation break) 등이 두드러졌다. 이비인후과 전문의의 스트로보스코프(stroboscope) 검진결과 초기 양측성 성대결절이 성대 앞쪽으로부터 1/3 지점에서 발견되었으며 비지피치(Visi-Pitch)로 측정된 퍼터베이션(perturbation 수치가 16.8이었다. 사례사 조사 과정에서 아동이 활동적이며 자주 고함을 지르고 자동차놀이를 주로하며 많은 시간을 보낸다는 것이 밝혀졌다. 중재 프로그램은 우선 문제를 설명하고 인식시키는 것과 고함을 지르거나 자동차놀이를 하면서 자동차 소음을 흉내내는 등의 음성남용 회수를 감소시키는 것에 초점을 두었다 17회의 치료로 성대결절이 감소되었고 퍼터베이션은 3.8로 저하되었으며 아동 스스로 음성남용을 통제할 수 있다는 임상적 판단하에 치료를 종결하였다. 1개월 후 추후 검사에서 남용적인 습관이 여전히 나타나지 않았으며 음성상태도 양호하였다. 소아 음성장애의 치료는 소아가 이해할 수 있는 용어로 문제의 인식을 확실히 시키고 행동을 체계적으로 통제할 수 있는 치료프로그램을 실행시키는 임상가의 자질이 대단히 중요하다. 그러나 그에 못지 않게, 많은 시간을 아동과 함께 보내는 부모나 교사의 협력이 치료의 성패를 좌우할 수 있다.조구와 처리구간에 차이가 없었다. 그러나 유지방 함량의 경우 대조구가 3.22%, 처리구가 3.37%로 처리구가 0.15% point 증가했으나 유의차는 없었다. Fan + sprinkler가 설치된 시설에서 사육된 젖소에서 생산된 우유내 체세포수는 대조구에 비해 26.63%가 감소되었으나 유의차는 발견할 수 없었다. 이상의 시험 결과에서 볼 때 fan + sprinkler를 이용한 방서 방법은 고온 stress를 완화시켜 유생산성의 증가에 기여할 수 있는 하나의 방법이라고 본다.을 알 수가 있었다.없다. 본 논문의 대상은 바로 이러한 합성 동사성명사의 논항구조와 동사성명사에 의해 하위범주화된 논항들의 문법적 실현양상이다..그 결과 심리적 특성과 사용자 수용 특성은 아바타 수용도에 부분적으로 영향을 미친다는 것 결과가 나타났다.웨어 프로세스 평가와 개선 모델의 개발을 위한 기초적인 자료를 제공할 것으로 예상된다 또한, 본 연구 결과는, 우리나라 소프트웨어 조직들이 실제로 무엇을 필요로 하는지를 밝힘으로써, 우리나라의 소프트웨어 산업을 육성하기 위한 실효성 있는 정책 입안을 위한 기초 자료를 제공할 것으로 예상된다.다.를 검증하려고 한다. 협력체계 확립, ${\circled}3$ 전문인력 확보 및 인력구성 조정, 그리고 ${\circled}4$ 방문보건사업의 강화 등이다., 대사(代謝)와 관계(關係)있음을 시사(示唆)해 주고 있다.ble nutrient (TDN) was highest in booting stage (59.7%); however no significant difference was found among other stages. The concentrations of Ca and P were not

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Proposal of Collaborative Sharing Services and Applications for the Treatment of Children with Developmental Disabilities (발달장애 아동의 치료를 위한 협업 공유 서비스 및 애플리케이션 제안)

  • Han, Ji-won;Kang, Jeannie
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.22-38
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    • 2022
  • Recently, due to the temporary closure and isolation of facilities for developmental disabilities due to the prolonged COVID-19, the pain suffered by consumers is getting worse, and there is no clear solution due to the lack of information on inpatient services. Therefore, there is a need for a service system that can prevent institutional and psychological problems for consumers. The purpose of this study is to provide systematic inpatient treatment guides, post-discharge management, and correct education for children with developmental disabilities and their guardians. After deriving the needs and improvement factors of consumers through domestic service case analysis, we conducted co-creation with end-users using the double diamond methodology. A possible service concept was derived. Accordingly, a collaborative sharing app service was proposed, and the usefulness of the service was confirmed through the usability evaluation and verification of various stakeholders. It is expected that the results of this study will be utilized in the development of an assistance system for the developmental disability ward based on user experience.

Design and Implementation of Location Information System and User Mapping System using DSDV Routing Algorithm in Ad-hoc Network Environment (Ad-hoc 네트워크 환경에서 DSDV 라우팅 알고리즘을 이용한 위치 정보 시스템 및 사용자 맵핑 시스템의 설계 및 구현)

  • Kwak, Jong Wook
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.3
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    • pp.1-9
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    • 2014
  • In this paper, we design and implement location information system and user mapping system using DSDV(Destination Sequenced Distance Vector) routing algorithm in ad-hoc network environment to efficient manage a number of mobile devices. The software part in proposed system construct ad-hoc network using DSDV routing algorithm and it activate alarm system, such as vibration, when one of devices disappears in the network. The hardware system, called u_LIN (User Location Information Node) construct ad-hoc network and it helps to find a disappeared device by using warning system. When we evaluate the performance of our prototype system, we have checked a correct operation, within the range of 250m in case of 1:1 communication and within the range of 100m in case of 1:N communication. The implemented system in this paper is highly expected to flexibly use in juvenile protection system, stray-child protection system, tourist guide system and so on.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

A Study on the Users' Post-Occupancy Evaluation of the 'A' Kindergarten's Playground Design ('A' 유치원 실외놀이터 계획 사례에 대한 사용자 사후평가)

  • Choi Mock-Wha;Choi Byoung-Sook;Byun Hea-Ryung
    • Journal of the Korean housing association
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    • v.16 no.3
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    • pp.109-117
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    • 2005
  • The purpose of this study is to suggest a basic data of playground design that can arouse various curiosities and interests of children. The 13play areas 'A' kindergartem's playground that parent, music, play equipment, soccer field, water, sand, tunnel, maze, animal, plant, ground hill, bike road, and inner court were evaluated by 16 teachers and 165 children between the age of 4 and 5. POE data of teachers were collected by questionnaire. And children chose and rated very fun and interesting 5 play areas of 13 ones based on the photos. The results were as following. 1) 13 play areas were generally used evenly with diverse purpose. 2) the environment of the play areas was deemed very appropriate. 3) maze area and play equipment area were recognized as the most favored play areas by children. 4) teachers recommended soccer field, plants, maze, tunnel, music area as the most favorable play areas.