• Title/Summary/Keyword: Child User

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A Study on the Cognition Distance of Separately Shelved Items by Multi-dimensional Scaling Analysis in Children's Libraries (다차원척도법을 이용한 어린이도서관 별치 자료에 대한 인지 거리 연구)

  • Kim, Hyoyoon;Cho, Jane
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.51-71
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    • 2017
  • This study conducted a survey to measure recognition distance between the materials which are located separately in a children's library targeting 200 elementary school lower grade students, higher grade students, and school parents(adults). And compared recognition distance between the elements of materials of individual visitor group with multidimensional scaling and K-mean group analysis. Multidimensional Scaling (MDS) is a technique for projecting the cognitive state in space by evaluating the similarity or attribute of the analysis target. Even though it is mainly used for market diagnosis in marketing, It can also be applied to present an ideal physical layout plan by analyzing the distance. As a result of analysis, the main discoveries are as follows. First, elementary school students cognize child, baby and computer materials should be adjacent as a same group. But recognition of adults(school parents) is reflected by differing from elementary school students vastly. They cognize that computer materials should be formed as a special group separated from child and baby's materials. Second, elementary school higher graders and adults(school parents) groups also want to separate their main reading materials from baby's book, therefore They both want to secure silent reading space separating from baby. Third, as a result to confirming how this recognition distance system of materials is reflected in a real children's library through three children's libraries in Y-gu, Incheon, there is no library with structure according perfectly with a recognition system of a particular class, but a recognition system of adults and elementary school students is partially reflected because baby, child and computer materials, and baby and child materials are commonly separated and placed. It is difficult to insist that a recognition system of a visitor group, especially a recognition system of children is absolute consideration conditions in material placement of a children's library. However, understanding cognition of the user groups can be an important evidentiary factors to offer differentiated service space according to visitors and effective placement of the elements of library resources.

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

  • Kim Sang-Sik
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.124-132
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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 condemnedto 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 boy and girl 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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An Event-Driven Entity-Relationship Modeling Method for Creating a Normalized Logical Data Model (정규화된 논리적 데이터 모델의 생성을 위한 사건 기반 개체-관계 모델링 방법론)

  • Yoo, Jae-Gun
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.3
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    • pp.264-270
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    • 2011
  • A new method for creating a logical data model is proposed. The logical data model developed by the method defines table, primary key, foreign key, and fields. The framework of the logical data model is constructed by modeling the relationships between events and their related entity types. The proposed method consists of a series of objective and quantitative decisions such as maximum cardinality of relationships and functional dependency between the primary key and attributes. Even beginners to database design can use the methology as long as they understand such basic concepts about relational databases as primary key, foreign key, relationship cardinality, parent-child relationship, and functional dependency. The simple and systematic approach minimizes decision errors made by a database designer. In practial database design the method creates a logical data model in Boyce-Codd normal form unless the user of the method makes a critical decision error, which is very unlikely.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

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.

A study on context of children's library and user behavior modeling (어린이 도서관 CONTEXT 분석 및 사용자 행태정보 모델링 아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로)

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.33-38
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    • 2008
  • The major users of children's library are children and housewives. Recent increasing frequency of their visit to the library expands the function of it from the place where they borrow and read books further to the cultural space where each family unit can enjoy leisure activities. Though the children's library basically is a quiet place for reading books, peers' establishing friendship and emotional bond with the parents, and such plays as small scale muscular movements take place in addition to reading activities because the major users are infants under six or children in the lower grades in elementary school. Thus, in order to study the features and requirements that are inherent in the various behaviors of the children who use furniture, understanding of the particular factors in the physical environment of the children's library and the user context must precede. In reality, though the fixed form of the desks and chairs in the library was made by a small number of designers, a large number of children are using them in tremendously various ways beyond the ways that the designers had intended, adapting themselves to the environmental context. Therefore, the purpose of this study is to find out the children's using way of seats when they do reading and playing activities based on the way of interaction between children and parents, and, after modeling of the children's behavior data, to understand the demands inherent inside the various behaviors of children who use furniture.

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A study on context of children's library considering user behavior (아동의 독서 및 놀이 행태를 반영한 어린이 도서관 CONTEXT 분석 (아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로))

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.901-906
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    • 2009
  • 어린이 도서관은 일상생활 가까이에서 지역주민에게 지식정보 서비스를 제공할 뿐 아니라 공공도서관과의 연계를 통해 우리나라 전체 도서관 서비스의 수준을 발전시키고자 하는 생활 친화적 문화기반 시설인 소규모 도서관(혹은 문고)시설이다. 즉 어린이 도서관은 접근성을 가장 큰 장점으로 하여 누구나 쉽고 편리하게 이용할 수 있는 고객중심의 공공도서관 서비스라고 할 수 있다. 어린이 도서관의 주 이용고객은 어린이와 주부로서 최근 이들이 함께 도서관을 이용하는 빈도가 증가하면서 어린이 도서관은 단순히 책을 빌리고 공부를 하는 장소에서 나아가 가족단위의 여가활동이 가능한 문화적 공간으로 변모하여가고 있다. 어린이 도서관은 기본적으로 책을 읽는 조용한 공간이지만 주 이용자가 6세 미만의 유아와 초등학교 저학년 어린이이기에 독서행위와 더불어 또래 친구들과의 친교행위. 부모님과의 정서적 유대감 형성행위, 소규모 근육활동과 같은 놀이행위가 병행된다. 또 어린이 도서관에서 사용되어지는 정형적인 모듈의 서가를 비롯한 입식. 좌식 테이블과 의자들은 소수의 디자이너에 의해 만들어진 것이지만 그것을 이용하는 다수의 어린이들은 디자이너의 의도와 방법에 따라 가구를 사용하는 것 외에도 환경적 컨텍스트에 맞추어 가구의 새로운 쓰임을 발견하며 훨씬 더 다채로운 방법으로 가구를 사용하고 있다. 따라서 본 연구의 목적은 독서 및 놀이 행위 시 아동-부모의 상호작용 방법에 기반하여 아동의 가구사용방법(Way of Seat)을 알아보고 이를 바탕으로 어린이의 행태정보를 모델링하여 가구를 사용하는 어린이의 다양한 행위 이면에 내재된 요구를 파악하는데 있다. 가구를 사용하는 어린이의 다양한 행태 이면에 내재한 어린이만의 특성과 요구를 알아보기 위해서는 먼저 어린이 도서관이라는 특수한 물리적 환경요인 및 사용자 컨텍스트(Context)에 대한 이해가 선행되어야 한다. 이를 위해 기반조사 및 어린이 도서관 방문을 통한 정황조사(Contextual Inquiry)를 실시하였다. 이를 통해 6세 미만의 유아와 초등학생의 가구사용방법(Way of Seat)과 독서 및 놀이 행위 시 행태를 관찰하여 Photo Based Research를 바탕으로 어린이의 행태정보를 모델링 하였다.

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Children's and Adolescents' Achievement Level in Online Game, Sense of Self-efficacy, School Adjustment and Life Satisfaction (아동.청소년의 온라인게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.151-162
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    • 2011
  • The purposes of this study were to find out the effect of children's and adolescents' achievement through the online game on their self-efficacy, school adjustment and life satisfaction in accordance with the degree of their online game playing. In heavy user group, children's and adolescents' achievement through the internet game had positive effect on their self-efficacy, school adjustment and life satisfaction. Also their self-efficacy mediated the relationship between their achievement through the online game and school adjustment, achievement through the online game and life satisfaction. This study investigated the fact that children's and adolescents' achievement through the online game affects their real life and found out positive possibility of the online game.

Design of Constellation Content for Children Applied to Car Glass Roof (승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인)

  • Choe, Jong-Hoon;Jung, Su-Young;Choi, Yu-Mi;Kwon, Min-Jeong
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.141-149
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    • 2013
  • Recently, the time in which children moves by car become frequent, they stay longer in the car because leisure life including camping and etc. increased. Children whose physical activities are active were subject to restriction because of the limited car boarding visual space and on security. Because of limited space in cars, domestic and foreign automotive companies show the different glass roof applied in cars that exhibited wide clear view in order to remove tedious and stuffy of children while they stay for a long time inside the car. In addition, the potential probability in which the Smart Car that the IT technology is grafted research and research that it utilizes the door window glass as the display is progressed and which the glass roof can be used as the screen can be sufficient. In this study, the in-vehicle display application case and Smart Devices constellation application were benchmarked. The car glass roof application method of the constellation studying content which performed the user survey for the child by the car with the parents whose movement is frequent and considers the child and fundamental interaction way tried to be drawn and we try to propose.

Landscape Design for the Buchon Special School (부천특수학교 조경설계)

  • 김신원;이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.3
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    • pp.57-63
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    • 2002
  • This landscape design was proposed for the Buchon Special School Competition, held by the Kyonggi Province Office of Education. The authors collaborated on this design and won first prize in November of 2001. In the design proposal, on the basis of the knowledge of; mentally retarded children the children's activities, nature and health, and the healing gardens, the special school outdoor spaces were designed to meet the particular needs of the users. The school outdoor spaces are design for various types of users-children, adolescents, parents, siblings, staff, volunteers and visitors. The following are some of the basis concerns in the design of the school outdoor spaces : garden site planning, garden location, security, microclimate, entering and exiting, accessibility, usability, user group territories, supervision, attracting trained volunteers, a range of high-quality social settings, accommodation of different student types, accommodation of needs for both challenge and rest, child nature interaction, diversity of natural settings, hands-on activity, integrating the arts, and maintenance. The following are some of the major features in the design of school outdoor spaces : pleasant and inviting entry areas, sports grounds with different levels of challenge, gardens with plants having strong fragrances and/or tactile qualities, resting places with many types and forms of seating and weather-mitigating features, play grounds for all student types, roof gardens for users to experience nature in man-made environments, and walkways and winding paths with various trees, shrubs and flowers. In the special school outdoor spaces, people would perceive a unique sense of place through the various types of spaces and features described above. An example of the true meaning of a playing and resting place and a restorative and therapeutic environment is provided in the school outdoor spaces.