• Title/Summary/Keyword: Interactive Design

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A Systematic Review of Occupational Therapy Interventions for Children With Cerebral Palsy: Focus on Single-Subject Research Design (뇌성마비 아동을 위한 작업치료 중재에 대한 체계적 고찰: 국내 단일대상연구를 중심으로)

  • Shin, Chae-Eun;Choi, Yoo-Im
    • Therapeutic Science for Rehabilitation
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    • v.12 no.2
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    • pp.25-42
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    • 2023
  • Objective : The purpose of this study was to identify the characteristics of a single-subject research study and qualitative levels in which occupational therapy interventions were performed on children with cerebral palsy. Methods : This study targeted papers, published in Research Information Sharing Service (RISS), National Digital Science Library (NDSL), Koreanstudies Information Service System (KISS), and E-article from May 20 to 29, 2022. The search terms were 'cerebral palsy' AND 'single subject research design' OR 'individual subject study'. Eleven papers, were finally selected and analyzed. Results : Most of the studies were medium in methodological quality, and the subjects were pre-school age and spastic hemiplegia. Among the single-subject designs, intervention-removal designs were the most common, and among them, ABA designs were the most common. Interventions included assistive devices, constraint-induced therapy, neurodevelopmental therapy, and sensory integration therapy were 2, and upper extremity exercise, interactive metronome, and CO-OP were 1. Dependent variables were measured with 2 to 4 measurement tools, Significant improvements were found in postural control ability, gait and balance, hand function, and upper extremity function. Conclusion : This study confirmed that it is helpful to apply cerebral palsy occupational therapy by presenting the characteristics of cerebral palsy, intervention sessions and effects, measurement tools and methodological quality levels.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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Integrated Numerical Analysis of Induction-Heating-Aided Injection Molding Under Interactive Temperature Boundary Conditions (열-유동 상호작용을 고려한 유도가열 적용 미세 사출성형의 통합적 수치해석)

  • Eom, Hye-Ju;Park, Keun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.5
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    • pp.575-582
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    • 2010
  • In recent years, several rapid-mold-heating techniques that can be used for the injection molding of thin-walled parts or micro/nano structures have been developed. High-frequency induction heating, which involves heating by electromagnetic induction, is an efficient method for the rapid heating of mold surfaces. The present study proposes an integrated numerical model of the high-frequency induction heating process and the resulting injection molding process. To take into account the effects of thermal boundary conditions in induction heating, we carry out a fully integrated numerical analysis that combines electromagnetic field calculation, heat transfer analysis, and injection molding simulation. The proposed integrated simulation is extended to the injection molding of a thin-wall part, and the simulation results are compared with the experimental findings. The validity of the proposed simulation is discussed according to the ways of the boundary condition imposition.

Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

A Design and Practical Use of Spatial Data Warehouse for Spatiall Decision Making (공간적 의사결정을 위한 공간 데이터 웨어하우스 설계 및 활용)

  • Park Ji-Man;Hwang Chul-sue
    • Spatial Information Research
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    • v.13 no.3 s.34
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    • pp.239-252
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    • 2005
  • The major reason that spatial data warehousing has attracted a great deal of attention in business GIS in recent years is due to the wide availability of huge amount of spatial data and the imminent need for fuming such data into useful geographic information. Therefore, this research has been focused on designing and implementing the pilot tested system for spatial decision making. The purpose of the system is to predict targeted marketing area by discriminating the customers by using both transaction quantity and the number of customer using credit card in department store. Moreover, the pilot tested system of this research provides OLAP tools for interactive analysis of multidimensional data of geographically various granularities, which facilitate effective spatial data mining. focused on the analysis methodology, the case study is aiming to use GIS and clustering for knowledge discovery. Especially, the importance of this study is in the use of snowflake schema model capabilities for GIS framework.

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The Effect of CRM Factors in Supply Chain Management of Fashion Apparel Company (패션기업의 SCM환경에서 관계구축에 영향을 미치는 CRM요인)

  • Son, Jin Ah
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.137-144
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    • 2017
  • The purpose of this study is to examine the effectiveness of Customer Relationship Management (CRM) factors in the Supply Chain Management (SCM) context focusing on ashion apparel company. Especially, this study reveals whether a long term relationship is beneficial for all businesses regardless of negotiation power leverage. To this end, the mixed research methods that combined qualitative and quantitative approaches were conducted. The findings of this study are as follows: First, the research model which is CRMs for interactive relationship building were developed. Second, cause-and-effect relationships in the proposed model were partially supported depending on CRMs. The most effective CRMs offered are a guarantee of sales and a special discount. Customized products and quality, convenience, competitive pricing, and development of a product/system/service were effective to ultimately increase a switching cost.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

Analysis on Product Architecture and Organizational Capability of Shipbuilding Industry in South Korea and China (한·중 조선 산업의 제품 아키텍처와 조직역량에 관한 연구)

  • Baek, Seoin;Lee, Seongmin;Lee, Dukhee
    • Journal of Technology Innovation
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    • v.26 no.2
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    • pp.69-93
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    • 2018
  • As companies seek lower cost and superior quality at the same time, which depend on improvement in product architecture, they need to critically consider product architecture as part of corporate strategy. This research investigated how product architecture and organizational capability affect innovative outcomes with using architecture framework. As a result, we were able to find out Korean shipbuilding company has put much effort on integral works such as development of FGSS(Fuel gas supply system), PRS(Partial Re-liquefaction System) and weight lightening for improving fuel efficiency. And this kind of integral ability was realized by organizational capability of Korean shipbuilding company based on interactive relationship with plant workers. In contrast, Chinese shipbuilding companies focused excessively on the standard design and the convenience of research and development made by central government, overlooking the need for fine-tuning. As a result, the fuel efficiency of Chinese LNG ships turned out to be 7-10% lower than those of South Korea with using the same modules and components.

Development of Class-Based Learning Applet on Numbers and Number Operations (수와 연산 학습을 위한 클래스기반 학습 애플릿 개발)

  • Kim, Min-Jeong;Kim, Kap-Su;Min, Mee-Kyung
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.235-243
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    • 2007
  • Students develop mathematical concepts through concrete operations in the area of mathematics. However, most of the learning contents provided on the web are not interactive and limit interactions with learners. To overcome the limitations, there have been needs to develop learning contents to support active interactions with students according to their cognitive levels. In this study, the curriculum of numbers and number operations in elementary mathematics was analyzed. Based on the object-oriented design principle, "Number Classes" on numbers and number operations were designed and implemented. A class-based learning applet was developed with theses "Number Classes". It was developed in small unit programs based on learning themes of mathematics in elementary schools. With this learning applet, the active explorations through easy operations will help students to learn concepts and principles of numbers and number operations. It will strengthen active interactions of students with computer.

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