• Title/Summary/Keyword: Child User

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Managing of Human Resource and Organization in Institutional Household (공공가정의 인력관리 특성과 조직에 관한 연구)

  • 김선희
    • Journal of Family Resource Management and Policy Review
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    • v.1 no.2
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    • pp.149-158
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    • 1997
  • This study identifies characteristics of human resources management in institutional household and the organization of institutional household according to user; child, adolescent and the old. This study suggest that rimited resource and it’s solutions, small group as open system and role of contact person must be considered importantly in management human resources of institutional household. And suggested organization of chile care center, adolscent trainning center and retirement home.

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Co-designing the Library Makerspace with Children: A Case Study of Seoul Children's Library with a Focus on 3D Printing

  • Kung Jin Lee;Min Cho;So Bin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.151-179
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    • 2024
  • This study aimed to discuss the utilization of a makerspace regarding 3D printers in a children's library by conducting co-design sessions targeting the end-users, children. To achieve this, a program utilizing a 3D printer was conducted for seven children at the Seoul Children's Library, followed by interviews with both the children and their parents. The results revealed several key findings: First, during the design sessions, participating children showed interest in the physical realization of ideas through the use of a 3D printer. Researchers adjusted their level of intervention based on each child's tendency, playing a supportive role. Second, children became aware of various limitations associated with 3D printers and public library makerspace. Third, the rapport between children and researchers positively influenced the design sessions, driven by the active communication of children. This study suggests a reevaluation of the value and necessity of library makerspace from the perspective of user autonomy and creativity and emphasizes the need to closely understand the end user's requirements in establishing operational strategies for library makerspace.

Serial Dual Mediating Effects of Preschoolers' Executive Functions and Counterfactual Thinking on Relationship between Maternal Reflective Functioning and Preschoolers' Higher-order Thinking (어머니의 반영기능과 유아의 상위수준 사고 간의 관계에서 유아의 실행기능과 반사실적 사고의 순차적 이중매개효과)

  • Lee, Yoonjeong;Lim, Jiyoung
    • Human Ecology Research
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    • v.58 no.2
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    • pp.131-148
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    • 2020
  • This study examined the dual mediating effects of preschoolers' executive function and counterfactual thinking in the relationship between maternal reflective functioning and preschoolers' higher-order thinking. Participants included 293 preschoolers and their mothers in Daegu city and Gyeongsang province. The mothers completed questionnaires regarding their reflective functioning, preschoolers' executive function, and creative thinking. Teachers completed questionnaires regarding preschoolers' critical thinking and caring thinking. Preschoolers' counterfactual thinking was measured by interviews. Data were analyzed using descriptive statistics and Pearson correlation analysis with SPSS 25.0. Path analysis and bootstrapping were used with AMOS 25.0 program. Also, specific indirect effect were analyzed using AMOS user-defined estimand function. The primary results of this study are as follows. Maternal reflective functioning had an indirect effect on preschoolers' critical thinking and caring thinking through preschoolers' executive function and counterfactual thinking; however, maternal reflective functioning had no indirect effect on preschoolers' creative thinking through preschoolers' executive function and counterfactual thinking. This study revealed that maternal reflective functioning and preschoolers' executive function and counterfactual thinking need to be considered simultaneously to explain the level of preschoolers' higher-order thinking. The results highlight the dual mediating effects of preschoolers' executive function and counterfactual thinking in the relationship between maternal reflective functioning and preschoolers' higher-order thinking.

In a Universal Design Viewpoint Usability Evaluation Research to PET Bottle (유니버설 디자인 관점에서의 PET BOTTLE에 대한 사용성 평가 연구)

  • Kim Sang-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.166-169
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    • 2005
  • While use of a pet bottle with use it is light recently and convenient increases quickly, it is used from the child, also diffusing the user to a pet bottle to people of various classes, such as an old person, a woman, a male, the man in the street, and a disabled person. However, those who are standardized on the basis of the common man with the plan energy of a pet bottle, and cannot attain to the standard, That is, a child and a disabled person may be condemned to the vague situation that a lid cannot be opened or a contents thing cannot be drunk without external help. And the characteristic of a material and production which are called PET Even if convenience is emphasized for the cost reduction of COST, a design is chosen easily, and even if it calls it the man in the street, the point of coming to experience a situation with the difficult time of use can be found well. In research of a book, problem derivation which classifies entering school and a preschool man-and-woman child for a child drink for an object first by the viewpoint of universal design paying attention to such problems, and leads the actual use example of a pet bottle was carried out in true heart, and various notional approach was shown by the solution method.

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A case study on the shooting game using user's location and map information : "Save the village" (사용자의 위치 및 지형 정보를 이용한 슈팅 게임 사례 : "Save the village")

  • Yoon, Taebok
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.121-128
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    • 2017
  • The problem of missing child is a social problem. It became a social problem that all parents must consider. These social and public sector issues need urgent improvement. There are many studies on the problem of preventing missing child worldwide as an area of increasing interest. However, in the past, mainly the method of monitoring the position information of the child depending on the equipment was mainly tried. In addition to this method, a method of learning local information is required. In this paper, we propose the game "Save the village," a flight shooting game based on the player's location information and local information. It is expected that it will be possible to learn local information naturally through this game. It is also expected that children will be able to cope with the situation without embarrassing or confusing even in a strange area.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

A Study on the Information Service and User Activation Plan of Sejong City Library (세종시립도서관의 정보서비스 및 이용자 활성화 방안에 관한 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Oh, Sanghee;Kim, Jeong-Taek;Ro, Ji-Yoon
    • Journal of the Korean Society for information Management
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    • v.37 no.4
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    • pp.27-60
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    • 2020
  • Sejong City Library information services and programs proposed in this study are proposed by combining cases of local representative libraries and overseas libraries. As a feature of the proposal, first, various information services that can be provided by the Sejong City Library are proposed by area, by user, by data type, by media, by partner institution, etc. Second, by reinforcing user programs for each life cycle, various reading programs by age and interest, such as reading discussion, reading experience, and reading events, are provided. Reinforce user-based programs that reflect the characteristics of Sejong City's population, such as adult, child, and family programs. Third, secure and utilize maker space space. Fourth, the reading program developed by the Sejong City Library is promoted and shared in cooperation with local libraries. Fifth, induce participation of local residents in Sejong City, volunteer activities and talent donation. Sixth, propose library information services using library websites and social media, and develop channels for mutual cooperation with users.

Design of service delivery for a child obesity prevention and management program using technology convergence (융합기술 기반 어린이 비만 예방.관리 프로그램 전달체계 설계)

  • Hwang, Ji-Yun;Park, Mi-Young;Kim, Kirang;Lee, Sang Eun;Shim, Jae Eun
    • Journal of Nutrition and Health
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    • v.47 no.5
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    • pp.374-384
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    • 2014
  • Purpose: Health professionals and policy makers confront the failure of provider-administered, conventional behavioral interventions in the fight against obesity epidemic. The aim of this study was to develop a tailored, cost-effective delivery system for a child obesity prevention and management program through technology convergence using Web-enabled smart cellular phones. Methods: Assessment of service needs and development of a delivery system for the program were based on a comprehensive literature review and expert reviews, and results from in-depth interviews and a need-assessment survey. Results: The user- and site-centered service delivery system using Web-enabled cellular telephones as the hardware platform for obesity prevention and management has been developed. A tailored informational service and intervention will be provided interactively between stakeholders through the platform. The potential legal issues associated with the service design have also been considered. Conclusion: The user-centered convergence design and platform based on principles of Transtheoretical Model and Stages of Change using the Health Promoting School framework could enable effective intervention and promote acceptance in the long-run.

Study on Mutual Relation Between the User Benefit and the User's Characteristics in the Children's Library (어린이도서관의 이용자편익과 이용자특성간의 상호관계에 관한 연구)

  • Kang, Mi-Hee;Hong, Hyun-Jin
    • Journal of Korean Library and Information Science Society
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    • v.43 no.1
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    • pp.261-285
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    • 2012
  • The purpose of this study is to confirm that the user benefit criteria can be applied as the user benefit criteria of children's libraries by examining the theoretical validity of the user benefit criteria and furthermore, by clarifying and verifying the mutual relation between the user benefit criteria and the child development area. For such a purpose, this study collected data from 247 users of children's libraries in the country and collected data was analyzed using the structural equation modeling. The result of analysis is as follows. First, the relation between physical development and behavioral facilitation, emotional development and physiological maintenance, cognitive development and perceptual maintenance, and the development of social skills and social facilitation was appropriate. Second, usability, safety and diversity was valid as an index of behavioral facilitation, self-esteem, amenity and peacefulness was valid as an index of physiological maintenance, esthetic sense, dynamics and flexibility was valid as an index of perceptual maintenance, and leisure, communication and territoriality was valid as an index of social facilitation. Third, children who prefer physical development prefer the benefit of behavioral facilitation, children who prefer emotional development prefer the benefit of physiological maintenance, children who prefer cognitive development prefer the benefit of perceptual maintenance and children who prefer the development of social skills prefer the benefit of social facilitation.

A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.