• 제목/요약/키워드: Child User

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

  • 원혜민;이경미
    • 한국콘텐츠학회논문지
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    • 제11권3호
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    • pp.116-127
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    • 2011
  • 본 논문에서는 유아를 위한 체감형 게임 개발에 필요한 요소로 콘텐츠, 디자인, 음향, 동작인식, 음성인식 기술을 제안하였다. 유아용 체감형 게임은 유아의 감성에 맞춘 교육적 요구가 반영된 콘텐츠와 밝고 친근감 있으면서 사용이 편리한 디자인 요소들이 반영되어야 하고 유아가 친숙하고도 쉽게 게임을 할 수 있게 유도할 수 있는 배경음악과 설명 대사가 사용되는 것이 좋다. 만약 동작 인식과 음성인식 시스템을 유아용 체감형 게임에 사용할 경우 게임 사용자의 연령에 맞는 동작 데이터와 음성 데이터를 사용해 인식률을 높여야 한다. 특히, 본 논문에서는 피부색과 유아 신체 모델을 사용하여 유아의 얼굴과 손을 인식한 후 그 위치를 고려하여 유아의 동작을 인식하였고 유아의 음성 데이터를 수집해 신경망을 이용한 음성인식 기술을 게임에 적용해 신체 놀이 중심 활동의 줄넘기 게임인 '신나게 폴짝'을 개발하였다.

천식 아동 간호에 대한 가상현실 시뮬레이션과 블렌디드 시뮬레이션 교육 효과 (Effects of a Virtual Reality Simulation and a Blended Simulation of Care for Pediatric Patient with Asthma)

  • 김미강;김성희;이우숙
    • Child Health Nursing Research
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    • 제25권4호
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    • pp.496-506
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    • 2019
  • Purpose: The purpose of this study was to examine the effects of a virtual reality simulation and a blended simulation on nursing care for children with asthma through an evaluation of critical thinking, problem-solving processes, and clinical performance in both education groups before and after the educational intervention. Methods: The participants were 48 nursing students. The experimental group (n=22) received a blended simulation, combining a virtual reality simulation and a high-fidelity simulation, while the control group (n=26) received only a virtual reality simulation. Data were collected from February 25 to 28, 2019 and analyzed using SPSS version 25 for Windows. Results: The pretest and posttest results of each group showed statistically significant improvements in critical thinking, problem-solving processes, and clinical performance. In a comparison of the results of the two education groups, the only statistically significant difference was found for critical thinking. Conclusion: Simulation-based education in child nursing has continued to involve high-fidelity simulations that are currently run in many programs. However, incorporating a new type of blended simulation, combining a virtual reality simulation and a high-fidelity simulation, into the nursing curriculum may contribute to the further development of nursing education.

급성 질환으로 입원한 아동의 간호의 질 향상을 위한 서비스 디자인 (Design of Services for Improving the Quality of Care of Hospitalized Children with Acute Diseases)

  • 구현영;이경민;구영은
    • Child Health Nursing Research
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    • 제25권4호
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    • pp.528-540
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    • 2019
  • Purpose: This study was conducted to design services for improving the quality of care of hospitalized children with acute diseases. Methods: The service design process had four phases: discovery, definition, development, and delivery. The participants were 23 mothers of hospitalized children with an acute disease, and seven nurses and three doctors working at a pediatric hospital. Data were collected through self-report questionnaires, in-depth interviews, and observations. The data were analyzed using content analysis and descriptive statistics. Results: The participants reported needs for explanations about the treatment, skillful nursing, and environmental improvements. The concept of the services was familiarity and enjoyment, aimed at solving the problems of unfamiliarity and boredom. A six-guideline was presented for improving the quality of care of hospitalized children with acute diseases: improvement of awareness, development of educational materials, improvement of skills, environmental improvements, play activities, and evaluations of user satisfaction. Conclusion: These findings indicate that nursing services should deliver familiarity and enjoyment to hospitalized children and their families. The findings of this study emphasize that the service design methodology can be used to improve the quality of care of hospitalized children with acute diseases.

사용자 중심설계를 이용한 임산모 건강관리 교육프로그램 개발 연구 (Development of a Health Educational Program for Maternal Health)

  • 배정이
    • 부모자녀건강학회지
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    • 제9권2호
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    • pp.101-115
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    • 2006
  • Purpose: The purpose of this paper is to describe the development of health educational program for maternity using principle of user centered design. Method: Research process includes five distinct phases: needs assessment, analysis, design, development/testing/revision, and application release. Results: This program includes an introduction, pregnancy test and fetal assessment, maternal and fetal change during pregnancy, self-care methods during pregnancy, complication of postpartum period, process of labor, complication of pregnancy, self care during the postpartum period, information for parenting skill, father page, FAQ, helping resources and institutions. Conclusion: The program will be distributed to health centers for maternal health education. The second phase of this project was evaluation this program for further development of the program. The end result of this program will be pregnant women with a high degree of usability. Author believe this program have true potential in helping maternal health promotion and successful parenting.

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사물인터넷 서비스 접근제어를 위한 리소스 서비스 관리 모델 구현 (Resource management service model implemented for the Internet of Things services access control)

  • 김진보;김미선;서재현
    • 스마트미디어저널
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    • 제5권3호
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    • pp.9-16
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    • 2016
  • 사물인터넷 기술을 이용한 서비스 형태는 셀 수 없이 많으며, 현재도 여러 기관에서 다양한 서비스를 제공하기 위해 새로운 기술이나 프로토콜을 만들어 내고 있다. 본 논문은 사물인터넷 서비스 접근제어를 위한 시스템에서 효율적인 서비스 제공을 위한 리소스 서비스 모델을 설계하고 구현한다. 사용자가 접근하고자 하는 리소스 서비스를 LCRS(Left Child-Right Sibling) 트리를 이용하여 모델링하고, 리소스 서비스 토큰을 이용하여 서비스에 대한 접근 제어를 수행할 수 있다.

사용자 선호도 기반 인터랙티브 팝업북 시스템 (Interactive Popup Book System Based on User Preference)

  • 이정숙;변혜원
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.469-474
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    • 2008
  • 최근에 사용자의 상호작용에 따라 내용이 변하는 인터랙티브 콘텐츠는 컴퓨터 그래픽스 및 멀티미디어 분야에서 사람들에게 널리 각광 받고 있다. 그런데, 기존의 책이라는 미디어는 고정된 내용을 일방적으로 전달하는 지루한 측면이 있어서, 책 속의 주인공이 되어 직접 참여하고 싶어하는 요즘의 컴퓨터 세대 아이들의 욕구를 충족시키는 데에는 한계가 있다. 이러한 점에 착안하여, 본 논문에서는 팝업북을 매개체로 컴퓨터 속 동화 애니메이션을 사용자가 직접 제어하는 인터랙티브 팝업북 시스템을 제안한다. 이 시스템은 기존의 팝업북이 가지고 있는 선형적인 스토리를 인터랙티브 스토리텔링으로 변환하는 스토리 그래프를 제시하고, 그래프상의 다양한 경로를 따라서 인터랙티브 스토리를 완성한다. 사용자가 친숙하고 흥미로운 상호작용을 경험할 수 있도록 물리적 인터페이스로서 특수제작한 팝업북 인터페이스와 윈드 블로잉 인터페이스를 제시하고 사용자 반응을 조사한다. 또한, 완성된 인터랙티브 스토리 그래프상의 다양한 경로에 대한 사용자 선호도를 조사하여 과도한 인터랙션을 제거함으로써, 인터랙티브 팝업북 시스템에 연령별, 특성별, 사용자 선호도 개념을 도입한다.

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사용자중심 디자인 관점에서의 국내 코하우징 공동생활시설 활용에 대한 연구 - 소행주(소통이 있어 행복한 주택) 1, 2, 3호 사례를 중심으로 - (A Study on the Utilization of Co-Housing Community Facilities in the User-Oriented Design Perspective - Focusing on the Case of So-Haeng-Ju No.1, No.2, and No.3 -)

  • 이진우;이주영;마문호;황연숙
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.80-90
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    • 2015
  • This study aims to improve plans by analyzing spatial compositions of cohousing common houses, their role depending on the types of users and spaces, and satisfaction from the user-oriented design perspective. For this study, a basic concept was examined based on previous studies and literature reviews. So-Haeng-Ju(Happy House with Communication) Houses 1, 2, and 3 in Seongmisan Village was analyzed. As well, interviews with residents of these houses were conducted to analyze the role of user behavior in common house depending on the types of users and spaces. As a result, it was found that there were common characteristics of roles in an exchange with neighbors, cooperative child-care, and residents' meetings. The time and behavioral types were different depending on the living patterns, characteristics, and family members of residents. User satisfaction with the locations of community facilities including communal kitchen and communal living room, the composition of rooms, communication with residents, and the connection between communal living space and personal living space, was above the average. However, user satisfaction with storage facilities, or defect repair and facility maintenance was low. Most of cohousing common house users were satisfied with the use and size of spaces, and a sense of community, including communication with neighbors beyond the environment and Seongmisan Village. In conclusion, a realistic alternative is required for future cohousing by developing a system regarding human resources networks and cost bearing issues.

유아도서관의 공간구성과 가구배치 유형 계획을 위한 연구 (A Study on the Space Composition and Furniture Arrangement of Preschooler's Library)

  • 박지민;윤정숙
    • 한국주거학회논문집
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    • 제14권3호
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    • pp.127-136
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    • 2003
  • The purpose of this study is to establish concept about a plan direction of preschooler's library, and provide a design type of preschooler's library. As a result, the following findings were obtained: 1) For the preschooler's reading area, it should be segregated between schooler and preschooler. Because there is a difference between a library use action and a development characteristic, it needs to be segregated to avoid conflict using library for both of those groups. 2) The space composition of preschooler's library stands up, and of a tube considers a traffic line of a user according to the function and systematizes a child, and to cause an interest of preschoolers. 3) Furnitures and equipment of preschooler's library must arrange in consideration of human body size of a user in a tube.

초고층 주상복합아파트 커뮤니티시설의 공간실태 및 평가에 관한 연구 (A Space Usage and User Evaluation of Community Facility in High rise Mixed-use Apartment)

  • 노이경;황연숙
    • 한국주거학회논문집
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    • 제18권2호
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    • pp.39-47
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    • 2007
  • The objective of this study is to analyze the space usage and user evaluation of community facility in High rise Mixed-use Apartment. This study was conducted case study and questionnaire survey. Four High rise Mixed-use Apartments built since 2000 were chosen for case study and 166 residents were collected for questionnaire survey. The frequency, percentage, mean, t-test and F-test were executed through SPSS for Win 12.0 statistics package program. The types of community facilities of High rise Mixed-use Apartments were consisted of sports, child care/study, information sharing, leisure/cultural facilities. The usage percentage of community facilities increased since the residents have moved to their current residence of High rise Mixed-use Apartments from their previous residence. The most satisfactory facility was sports facilities. The satisfaction of community facilities showed high in general. The satisfaction of community facilities was significant with gender and age.

수요계층별 특성에 맞는 원룸주택 계획지침에 관한 연구 - 서울시 강남 및 신촌지역을 중심으로 - (A Study of planning guide on the one-room housing by user characteristics - Focused on Kangnam & Sinchon area, Seoul -)

  • 최은실;최상헌
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.29-34
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    • 2001
  • The purpose of this study is to provide a practical planning guide for the actual conditions and the preference by user characteristics in one-room housing. The data collected through questionnaire surveys from the residents of one-room housing in kangnam & sinchon. 259 samples we collected and are analyzed by using SPSS-PC. The results are follows : 1) Students: Students prefer monthly rent, down town, of officetel type, 8-l0py room size, and semi-furnished 2)Business men: They prefer multi function housing mixed office and residence, down town, officetel type, 11-l5py, and fully furnished housing. 3)Newly marriged couples: Ordinary habitation site, apt type, 16-l8py ,and 5: 5 division of space(bedroom:others) 4) Old age: normal habitation site, residence-commerce complex building type, middle corridor type, and 11-l5py. 5)Couple+child: lease of deposit basis, apt complex site, and 16-l8py.

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