• Title/Summary/Keyword: 유아용

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Coding Game Development for Computational Thinking Education of Kids (컴퓨팅적 사고 교육을 위한 유아 코딩 게임 개발)

  • Choi, Hyo Hyun;Lee, Hye Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.303-304
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    • 2018
  • 본 논문에서는 Unity게임엔진을 이용하여 만든 유아용 코딩게임의 사례와 결과물을 보인다. 대학에서 초, 중학교로 낮아져 가는 소프트웨어 교육의 연령대의 흐름에 맞춰 유아용 게임을 제작했다. 아이들에게 친근한 자동차게임의 모양으로 문제를 논리적으로 푸는 방법을 찾는 컴퓨팅적 사고를 하게끔 도와 스스로 문제를 해결하게 하고, 성취감을 얻게 해준다. 또 문제에 대한 정해진 답이 없고 자신만의 의견을 낼 수 있기 때문에 호기심과, 창의력의 증폭을 기대할 수 있다. 기본적으로 맵을 이용해 스토리 진행이 이루어지는 코딩게임의 알고리즘을 사용했으며, Unity2D 엔진을 이용해 유아용 블록코딩게임과 키보드게임을 제작했다. 자동차 모양의 객체를 목적지에 도달하게 할 방법을 아이들 스스로 생각하는 컴퓨팅적 사고를 돕는다.

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The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

Implementation of 3D contents for Children's Environmental Education (유아대상의 환경교육용 3D 콘텐츠 구현)

  • Lee, Keun-Wang;Cho, Kyung-Mo
    • Proceedings of the KAIS Fall Conference
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    • 2011.05a
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    • pp.217-219
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    • 2011
  • 본 논문에서는 유아의 인지적 발달 능력을 고려하여 유아의 눈높이에 맞는 3D 콘텐츠를 제작하여 유아들이 환경보호를 위한 지식을 습득하여 환경보호 행동을 실천할 수 있도록 구현 하였다. 본 콘텐츠는 환경교육의 실천 방향을 제시하고 유아들의 흥미를 유발하여 환경교육의 효율성을 증대할 수 있는 환경교육용 3D콘텐츠를 구현하고자 한다.

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Smart Notification System for Vehicles for Infant Protection (유아보호를 위한 차량용 스마트 알림 시스템)

  • Choi, Duk-Kyu;Kim, youngdea;Tea, mungu;Cha, sungho;Lee, sungjoong;Ha, yeeji
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.239-240
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    • 2019
  • 본 논문에서는 유아보호를 위한 차량용 스마트 알림 시스템을 설치해야 한다는 것을 제안한다. 여름철 유아들이 차량에 갇혀 숨지는 안타까운 사건이 빈번히 일어났다. 현행 도로교통법에서는 어린이 통학버스를 운전하는 사람은 운행을 마친 후 어린이나 영유아가 모두 하차했는지를 확인 하도록 규정하고 있고 통학차량에 일정 인원 이상의 유아들이 탑승하면 통솔인원교사가 등.하교 길에 동행하도록 의무화 되어 있다. 그럼에도 불구하고 여전히 통학차량에 유아들이 방치되어 사망하는 사건사고가 일어나고 있다. 외국에는 챠량 내부의 모든 버튼을 인식 하여야 차량의 시동이 멈추게 된다. 하지만 유아를 차량에 두고 나오는 사고가 났다. 차량용 스마트 알림 시스템은 기존 버스 내부에 RF카드를 인식하면 유아의 학부모에게 문자가 전송되게 되며 차량 어디에 위치하였는지 표시가 되게 된다. 이로인해 차량에 유아를 두고 내리는 일이 없게 되며 유아가 차량을 언제 탑승하였는지 확인할 수 있게 된다.

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Development of Device Prototypes for Toddler Language Learning using Sensors and TTS API (센서와 tts api를 이용한 유아용 언어 학습용 디바이스 프로토타입 개발)

  • Choi, Hyo Hyun;Yu, Kwang Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.509-510
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    • 2021
  • 본 논문에서는 라즈베리파이, 마이크, 스피커, 버튼센서, 진동센서, TTS(Text-To-Speech) api를 활용하여 유아용 언어 학습용 디바이스를 개발한다. 학습시키고 싶은 단어가 쓰여져 있는 상자를 유아가 건드리면 그 단어의 소리가 나는 것을 가정하였다. 사용자가 버튼을 통해 직접 단어를 녹음을 할 수 있으며 웹페이지를 통해 텍스트(영어)를 입력하면 text-to-speech api를 통해 텍스트(영어)에 맞는 음성파일을 제공받을 수 있다. 저장된 음성파일은 진동센서를 통해 진동이 감지되면 스피커를 통해서 출력이 되는 시스템으로 구성하였다.

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Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

Study on the Amendment of Standard Regulations of Food Additives and Contaminants for Infant Formulas in Korea (우리나라 영.유아용 조제식의 식품첨가물과 오염물질 기준 개선방안 연구)

  • Moon, Ji-Hea;Lee, Heon-Ok;Shim, Jae-Young;Kim, In-Hye;Shin, Hye-Seoung;Won, Sun-Im;Paik, Min-Kyoung;Shin, Hyoung-Soo;Om, Ae-Son
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.37 no.9
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    • pp.1214-1221
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    • 2008
  • The aim of this study is to propose suggestions for establishing Korean regulatory standards of infant formula. Accordingly, the regulatory standards for food contaminants and additives in Korean infant formulas were compared and analyzed with those in CODEX, EU, Australia and New Zealand. Several suggestions for regulations were found from different countries. Firstly, it is advisable that additives for nutrient supplement of infant formula be classified as types of nutrients. Secondly, it is proposed that guidelines should be set on the maximum amount of additives in infant formula. Thirdly, pathogens such as Staphylococci and Salmonella of infant formula should be regulated. Finally, present regulations need to establish the maximum permissible levels of some pesticides, Pb and Al, that other countries are already regulating. These proposed recommendations would broaden the scope of infant formula regulatory standards needed for infants' health.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.