• Title/Summary/Keyword: Children's Hand Drawing

Search Result 4, Processing Time 0.018 seconds

Study on Generation of Children's Hand Drawing Learning Model for Text-to-Image (Text-to-Image를 위한 아동 손그림 학습 모델 생성 연구)

  • Lee, Eunchae;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.505-506
    • /
    • 2022
  • 인공지능 기술은 점차 빠른 속도로 발전되며 응용 분야가 확대되어 창작 산업에서의 역할도 커져 예술, 영화 및 기타 창조적인 산업에도 영향을 주고 있다. 이러한 인공지능 기술을 이용하여 텍스트로 설명하면 다양한 스타일의 이미지를 생성해내는 기술이 있지만 아동이 직접 그린 손그림 스타일의 그림을 생성하지는 못한다. 본 논문에서는 아동 손그림 데이터를 통해 Text-to-Image를 학습시켜 새로운 학습 모델을 생성하는 과정에 대해서 기술한다. 이 연구를 통해 생성된 픽셀을 결합하여 텍스트를 기반으로 하나의 아동 손그림을 만들 수 있을 것으로 기대한다.

  • PDF

The Effects of Computer Programming Training on the Cognitive Development of 7- to 8-year-old Children (컴퓨터 교육이 7-8세 아동의 인지 발달에 미치는 효과: 피아제의 인지 발달 단계가 훈련에 의해 향상될 수 있는가?)

  • Lee, Kwee Ock
    • Korean Journal of Child Studies
    • /
    • v.16 no.1
    • /
    • pp.79-88
    • /
    • 1995
  • The purpose of this study was to investigate whether the experience of computer programming in Logo geometry advances the development of young children's concepts and/or representation of Euclidian spatial relations, particularly their concepts of the vertical-horizontal. Papert's claim of the positive effects of Logo programming experiences on young children's cognitive development was tested using the Piagetian Water Level Test (PWLT), the Free Hand Drawing Test (FHDT), and the Computer Drawing Test (CDT). Forty-four subjects were drawn from 2nd graders attending a public elementary school in Ithaca. The subjects were divided into 2 groups: a treatment group (TG) with Logo training for 10 weeks and a control group (CG) without Logo training. Our results showed that TG did not make any significant improvement on PWLT. In contrast, TG outperformed CG on FHDT. We suggested several possible explanations for this contradiction.

  • PDF

The Proportion and Its Meaning of Characters with Immigration Background in Children's and Young Adult Books: Focusing on Books Published Since 2000 (어린이·청소년책에 등장하는 이주배경 등장인물의 비중과 그 의미 - 2000년 이후 출간된 작품을 대상으로 -)

  • Lim, Yeojoo
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.31 no.1
    • /
    • pp.43-66
    • /
    • 2020
  • This study analyzed Korean children's books that include ethnically and racially diverse characters, focusing on representation of ethnic minority and cultural sensitivity. Drawing from fiction recommendations by Happy Morning Reading from 2005 to 2017, only 32 books out of 3,214 books, less than 1%, include people with racially and ethnically diverse background. Among the 32 books, 23 featured educative messages inspired by the belief of social justice; four could be categorized as so-called 'melting pot' books, five depicted stories featuring characters that respect different cultures from their own. The issue tackled in the stories differed with the economical standing of the character's country of origin. When a character or her/his parent is from a developing country, the main issues of the book were racial discrimination, bullying, hostility against foreign-born parents, or harsh experience of migrant workers. On the other hand, when a character or her/his parent is from a developed country, the plots often surround the character's hopes, wishes, or personal worries. Only one book was illustrated by a person with immigration background; the others were all written and illustrated by Koreans with no immigration background.

Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.10
    • /
    • pp.209-220
    • /
    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.