• Title/Summary/Keyword: 통합감각환경

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Occupational Therapy Intervention for Improving Play of Children : A Systematic Review (아동의 놀이 향상을 위한 작업치료 중재에 관한 체계적 고찰)

  • Lee, Sun-Hee;Park, Hae Yean
    • The Journal of Korean Academy of Sensory Integration
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    • v.15 no.2
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    • pp.93-106
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    • 2017
  • Objective : The purpose of this study is to provide an evidence for clinical practice by systemic analysis on occupational therapy interventions for improvement of children's play. Methods : Articles used in this study were collected from database of Pubmed, ProQuest, EBSCOhost, Scopus, RISS, KISS, and National Library of Korea. The key words used in the search were "Play AND Occupational Therapy AND (Intervention OR Treatment)" and the publication period was limited from January 2007 to April 2017. 11 articles in total were selected for the systematic review analysis. Results : The results revealed that the majority of studies was one-group non-randomized study and the majority of intervention used was play-based intervention in case of that play itself was the intervention goal. The most frequently used environment for the intervention was parallel setting of home and treatment room. The majority of studies was for children with ADHD and the most commonly used assessment tool was Test of Playfulness (ToP). Dependent variables measured along with play were language skills, social interactive skills, communication and pragmatic skills, problem-solving skills, caregiver responsiveness, and parent-child interaction. Conclusion : This study help to understand the current state of occupational therapy intervention for improvement of children's play. Starting with the understanding, it is expected that various studies on play of children will be done in the future.

The Phenomenological Study on Work Experience of School-Based Occupational Therapists (학교 작업치료사의 근무 경험에 관한 현상학적 연구)

  • Bae, Wonjin;Jung, Nam-Hae
    • The Journal of Korean Academy of Sensory Integration
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    • v.20 no.2
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    • pp.46-55
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    • 2022
  • Objective : This study aimed to explore the meaning of work experience of school-based occupatioanl therapists. Methods : This study was a phenomenological study. The participants were 7 school-based occupational therapists, all of whom were female with working experience of 5 years. One-on-One interviews were conducted with them about their work experience as school-based occupational therapists, and additional interview details were confirmed by e-mail. The interviews were recorded with the consent of the subjects. The researcher listened to the recordings several times prior to transcribing and analyzed the interviews according to Colaizzi's research method. Results : A total of 2 themes and 10 sub-themes were derived. Challenges and hopes were drawn as themes. The challenges theme included sub-themes administrative work burden, restriction of physical environment, lack of awareness of teachers, unstable employment, and legal restrictions. There were sub-themes such as sense of mission for children, team members with the same goal, children who want school-based occupational therapy, teacher' satisfaction, and responsibility for the development of school-based occupational therapy. Conclusion : Institutional improvement and policy support for school-based occupational therapy should be prepared to provide qualitatively improved school-based occupational therapy for special education subjects.

AUTISTIC DISORDER - AN OVERVIEW OF THE NATURE AND THE CHANGING CONCEPTS IN COMMEMORATION OF KANNER'S ORIGINAL PUBLICATION - (자폐장애 - 자폐장애의 본질과 개념변천에 관한 고찰 -)

  • Hong, Kang-E.M.
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.4 no.1
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    • pp.3-26
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    • 1993
  • Leo Kanner (1943)의 자폐증에 관한 획기적 논문발표 50주년을 맞아, 자폐증의 개념변천, 분류, 의학, 원인설 및 자폐증의 본질을 문헌고찰을 통해 살펴 보았다. 초기에 자폐증을 정신병의 아형으로 보다가 1980년 (DMS-III)을 기점으로 전반적 발달장애로의 개념 변천이 일어났다 원인설도, 초기의 심리${\cdot}$환경설은 지지 받지 못하고 1960년대에는 신경${\cdot}$생물학적 이상이 자폐병리의 기저를 이룸이 분명해 졌고 1970년대에는 지각과 운동, 감각과 인지 통합의 결함, 심각한 언어, 인지의 장해가 일차적인 결함으로 생각 되었다 최근 1980년 후반기 부터 상징적${\cdot}$표상적 인지의 결함, 타인의 감정과 생각의 이해 결함, 사회적${\cdot}$정감적 표현의 결함등 사회${\cdot}$정서발달의 이상이 자폐의 근본적 결함이라는 비교 관찰 연구가 많이 보고되어, 자폐증의 근본적이고 일차적인 결함이 정감적 접촉의 선천적 장애라는 Kanner의 놀라운 임상적 통찰을 증명해 주고 있다. 저자는 이상의 광범위한 문헌 고찰을 통해 자폐장애를 일차성 애착장애로 개념화하고 앞으로 치료, 교육의 방향도 일차적으로 사회${\cdot}$정서발달에 촛점을 두어야 하며, 특히 어머니와의 애착증진 치료가 필요함을 제안하고 있다.

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스마트 메카트로닉스 창조인력양성 사업단 - 창원대학교 지방대학 특성화 사업

  • Bae, Dong-Sik
    • Ceramist
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    • v.19 no.4
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    • pp.74-79
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    • 2016
  • 창원대학교 스마트융합 메카트로닉스 인력양성 사업단의 교육 목표는 1) 창조적 교육과정을 통한 지역거점 특성화, 2) 세계적인 수준의 경쟁력을 갖춘 기술 인력 양성, 3) 분석력, 창의력, 적응력 및 설계능력을 갖춘 능동적 기술인력 양성, 4) 시대의 환경변화를 선도하는 진취적 기술인력 양성, 5) 인재공급 및 취업률향상으로 정하였다. 이를 달성하기 위한 교육전략은 1) Major전문성(메카트로닉스심화, 공통실험교육 강화), 2) Global국제적감각(팀기반능력, 근접학문이해능력), 3) Creative지속성장 (Capstone Design, 현장적응교육)으로 정하였다. 따라서 메카트로닉스공통융합심화트랙 교육과정으로 기계, 전기전자제어, 신소재분야의 공통트랙으로 이론 30학점, 실험 6학점(16과목, 36학점)을 신설하여 운영하였다. 수강지도를 통한 교차이수권장 학생들의 자율선택기반을 조성하고, 현장적응교육, 캡스톤 디자인 2과목 7학점을 수강하도록 하였다. 학생의 본인주도 학습권을 인정하여 2학년 진학 시 학생본인직접 100% 자기 전공 선택 기회 제공하는 구조조정을 실하고, 타 전공 관련정보 상호교류, 학문간 통합교육, 조직의 유연성확보가 가능하도록 하였다. 교과목(정규/비정규)개편을 통해 개선된 현장 실무 형 내실화 교육의 실시하여 취업률을 향상시켰다. 따라서 창원대학교 신소재공학부는 기계, 전기전자에 관련된 기본소양을 의무적으로 학습하기 때문에 메카트로닉스 분야에서 필요한 신소재공학도를 육성하는 기반을 마련하였다.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.

A Comparative Study on the Spatial Sense of Interior and Exterior Spaces (실내와 실외의 공간감 비교 연구)

  • Yoo, Mi-Kyoung;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.5
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    • pp.63-72
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    • 2012
  • In contemporary times, "environmental designers" need to consider both exterior and interior aspects because of the growing trend in dissolution between exterior and interior spaces. To quantify "spatial sense" which serves as the standard for environmental design, this study has asked 63 subjects to evaluate 15 interior and 14 exterior spaces. The "spaciousness (small-large)", "openness(closed-open)", "warmness(warm-cold)", "brightness(bright-dark)", "softness(soft-hard)", "spatial intimacy" and "frequency of visit" were adopted as variables of spatial sense. Through the analysis of these variables, this study could gain the difference between spatial sense for exterior and interior environments, quantify the spatial sense that physically and psychologically appropriates to human beings. The result of this study can be summarized as follows: Twice the amount of spaciousness was observed between the interior and exterior spaces. And the standard on intimate space is established with W/H ratio of 5.71 and high Window/Wall Area ratio in the interior and an area of 3,800m2 and a W/H ratio of 5.57 in exterior. The difference between the spatial sense in the interior and exterior space is mostly dependent on the psychological sense. The increase of physical size caused by the interior space to be perceived as cold, dark and hard psychologically, but exterior space to be perceived as warm, bright and soft. Psychological senses, especially softness, affect spatial intimacy to the greatest extent among the given variables. As the psychological senses for interior spaces were largely independent from the given space's size and perceptive senses, the size of the interior space, which exhibited spatial intimacy, could not be deduced. In comparison to this, due to the high dependency between the psychological senses for exterior spaces and the given space's size and perceptive senses. The study also showed that interior and exterior spaces have relatively different spatial sense and physical standards. Such research results are predicted to provide applicable standards for environmental designers for exterior and interior spaces in the future.

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.457-466
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    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.

A Study on Design and Development of a VR-Tangible Interaction Therapy System for Autism Children (VR-Tangible Interaction을 이용한 발달장애 아동의 치료 시스템 디자인 개발 연구)

  • Lee, Hyun-Jin;Suh, Dong-Soo;Choi, Min-Young
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.215-224
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    • 2007
  • A VR-Tangible Interaction therapy system for autistic children has been designed and implemented. The purpose of this system is to provide a virtual interactive experience for autistic children to check their performances in various tasks and to provide them with the effect of a medical treatment. An interdisciplinary study was deployed by a group of designers, doctors, psychologists and engineers. 14 interaction scenarios were designed and developed. Scenarios include such tasks as to guess a person's feeling by watching his facial expressions, to choose what a person is gazing at, and to pop virtual balloons with a stick. A prototype system was developed and a pilot study made with 11 autistic children. The test showed that autistic children easily understood and enjoyed the virtual environment, and promising theraphy results were also found.

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