• Title/Summary/Keyword: Play Activities

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A Study on the Structural Relations between Technological Innovation Activities of Manufacturers and Factors of Their Effects (제조기업의 기술혁신활동과 영향요인의 구조적 관계에 관한 연구)

  • Na, Sang-Gyun
    • Journal of the Korea Safety Management & Science
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    • v.13 no.3
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    • pp.133-143
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    • 2011
  • It seems required to determine what might affect the technological innovation activities of manufacturing companies and what kind of role they could play for them to carry out technological innovation activities in an effective way. The objective of the present study is thus to conduct a depth empirical analysis of the structural relations among business environment, technological innovation activities and performance of manufacturing companies. From the analysis, following outcomes could be drawn: First, with regard to the relationship between business environment and technological innovation activities of manufacturing companies, it has become clear that the external environment is a factor that can influence technological innovation activities such as management of technical property, technological innovation system as well as technical network, while it exercises no impact upon adaptation of manufacturers to new technologies. The internal environment, on the other hand, turns out to have influence on such overall factors of technological innovation activities as management of technical property, technological innovation system, adaptation to new technologies and technical network; and Second, as for the relationship between technological innovation activities and their performance, it has been obvious that management of technical property and technological innovation system, both factors of technological innovation activities, affect the performance of product development and financial achievements of manufacturing companies. Their adaptation to new technologies will also affect their performance of product development as well as financial achievements. These findings suggest that it is important for manufacturing companies to set up an operating system that may be able to upgrade the practical applicability of their technological development activities in an attempt to promote performance of their technological innovation activities.

Systematic Review on Occupational Therapy for Children with Cerebral Palsy (뇌성마비아동을 위한 작업치료에 대한 체계적 고찰)

  • Hong, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.318-330
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    • 2013
  • The purpose of this study was to present results and methods of occupational therapy for children with cerebral palsy using systematic review. This study was searched form papers published from Jan, 2003 to Dec, 2012 using PubMed E-Data base. Key words using on the search were 'occupational therapy' OR 'exercise therapy' OR 'activities of daily living' OR 'splints' OR 'self-help devices' OR 'early intervention(education)' OR 'parents/education' OR 'parents/psychology' OR 'professional family relations' OR 'play and playthings' OR 'upper extremity' AND 'cerebral palsy'. Eighteen studies were included in this review. Methods on occupational therapy for children with cerebral palsy were splint 26.2%, parent education 26.2%, environmental modification 9.6%, training of sensorimotor function 19.0%, activities of daily living 19.0%. Results on occupational therapy for children with cerebral palsy were significant difference on splint 40.0%, parent education 42.9%, environmental modification 40.0%. Results of this study will provide evidences based on occupational therapy.

The Effects of Houttuynia cordata on the Hepatic Bromobenzene Metabolizing Enzyme System in Rats and Isolation of Phenolic Compounds (흰쥐의 브로모벤젠대사계에 미치는 어성초의 영향과 페놀성 화합물의 분리)

  • Hur, Jong-Moon;Park, Ju-Gwon;Park, Sung-Jong;Lee, Jong-Ho;Sung, Nak-Ju;Choi, Myeong-Rak;Song, Sang-Ho;Kim, Moon-Sung;Choi, Jong-Won;Park, Jong-Cheol
    • Korean Journal of Pharmacognosy
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    • v.31 no.2
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    • pp.228-234
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    • 2000
  • Effects of Houttuynia cordata on the level of lipid peroxide and the enzyme activities of the liver were investigated in bromobenzene-induced rats. Lipid peroxide content in liver was increased by bromobenzene. It was decreased when the methanol extract from the aerial parts of H. cordata was treated to the rat. The methanol extract reduced the activities of aminopyrine N-demethylase and aniline hydroxylase that increased by bromobenzene, however did not affect glutathione S-transferase activity. The methanol extract recovered the activity of epoxide hydrolase activity that decreased significantly by bromobenzene. We suggest that under our experimental conditions the extract might play an important play in the prevention of hepatotoxicity by reduction of aminopyrine N-demethylase and aniline hydroxylase activities as well as enhancement of epoxide hydrolase activity. Six phenolic compounds have been isolated from H. cordata and identified by means of spectral analysis as protocatechuic acid, quercetin, apigenin, afzelin, hyperoside and quercitrin.

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Evaluation of the Life and Job Satisfaction of Indie Musicians (인디 뮤지션의 삶과 직업 만족도에 관한 연구)

  • Chung, Yoon-Kyung;Jeon, Gyongran;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.262-274
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    • 2016
  • Academic interests have long left from the field of indie musicians, despite of their social and cultural values. This also means indie musician policies have enjoyed lack of evaluation. Main purpose of this study is to understand the indie musicians' environment, music activities and their job satisfaction by employing online survey method which were conducted over 105 Korean indie musicians. Survey results show that indie musicians feel the lack of performing facilities that can hold over 50 seats. Indie musician group with experience of 6 years and more has more chances of performing at big facilities. This group also tends to play more often, and earn more money from music activities. Also, analysis shows that satisfaction level of Indie musicians is affected by two factors - music activities and social reputation. From the results, we can conclude that indie musician policy needs to build grounds to harmonize supports from various field rather than play as a single supporter. Patriarchal attitude that government should do and can do everything is no more in effective at least in indie music field.

Social aspects of computer based mathematics learning (컴퓨터를 활용한 수학학습에서의 사회적 측면)

  • 류희찬;권성룡
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.263-278
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    • 1999
  • Computer with various powerful functions has profound potential for mathematics instruction and learning. As computer technology progress, its applicability to mathematics education become more comprehensive. Not only its functional development but various psychological positions also changed the way computer technology utilized in mathematics education. In behaviorist's perspective, computer viewed as a teaching machine and constructivist viewed computer as microworld where students could explore various mathematical contents. Both theoretical positions emphasized individual aspect of learning because behaviorist tried to individualize learning using computer and constructivist focused on the process of individual construction. But learning is not only a individual event but also a social event. Therefore we must take social aspect into account. This is especially important when it comes to computer based learning. So far, mathematics loaming with computer weighed individual aspect of loaming. Even in microworld environment, learning should be mediated by teacher and collaborative learning activities. In this aspect, the roles of teacher and peers are very important and socio-cultural perspective sheds light on the computer based learning. In socio-cultural perspective, the idea of scaffold is very important in learning and students gradually internalize the social dimension and scaffolding is gradually faded. And in the zone of proximal development, teacher and more competent peers guide students to formulate their own understanding. In sum, we must take following points into account. First of all, computer should not be viewed as a medium for individualized teaming. That is, interaction with computer should be catalyst for collaborative activities with peers. So, exploration in computer environment has to be followed by small group activities including small group discussion. Secondly, regardless of the role that computer would play, teacher should play a crucial role in computer based learning. This does not mean teacher should direct every steps in learning process. Teacher's intervention should help student construct actively. Thirdly, it is needed to conceptualize computer in learning situation as medium. This would affect learning situation and result in the change of pre-service and in-service teacher training. Computer to be used effectively in mathematics classroom, researches on assessment of computer based learning are needed.

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The Study on the Design and Development of Childre's free choice activities Monitoring System Based on Open Source Hardware (오픈소스 하드웨어를 이용한 유아의 자유선택활동 관찰시스템의 설계 및 개발 연구)

  • Kim, Kyung Min
    • Smart Media Journal
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    • v.7 no.2
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    • pp.47-53
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    • 2018
  • Along with the development of information and communication technology, smart education that can learn without restrictions of time, place and equipment is activated even in the field of education. Although smart education is provided with content-based training solutions, construction of a system that grasps individual characteristics of learners and provides personalized learning is relatively weak. The activity of free choice is an important play activity of early childhood education, but it is not implemented efficiently by relying on the clinical observation of the teacher. If the IoT(Internet of Things) technology based on Hyper-Connected is applied to free-choice activities, it is possible to provide the child's personalized activity type and play-form analysis based on objective and stylized data. In this paper, we design and implement a system to monitor the child's activity of free choice by building an IoT environment that is based on open source hardware. The proposed system provides children's activity information as objective data and will be used as teacher's work mitigation and custom training material for each child.

Exploring the Content Direction of Children's Emotional Intelligence Education Using Augmented Reality Technology (증강현실 기술을 활용한 어린이 감성지능교육의 콘텐츠 방향성 탐색)

  • Huang, Bai-Min;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.78-91
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    • 2022
  • The importance of emotional intelligence education in the development of children's augmented reality education content is overlooked. Therefore, in-depth research is needed to develop children's emotional intelligence. This study was conducted through theoretical consideration and case analysis. The proposal of this paper is that the augmented reality type for children aged 2 to 7 is suitable for indoor activities with marking recognition technology. To promote an understanding of emotions, a large screen is selected, and emoticon dolls or emoticon books are recommended for learning content. Children aged 7 to 11 are suitable for indoor activities of non-marker recognition technology, and can induce emotional control and emotional recognition through active manipulation. For the learning content, "3D art teaching content" and "Online Classic Musical" are recommended. Children after the age of 11 are suitable for non-marker recognition technology outdoor activities and improve each element of emotional intelligence through interaction with nature and society. For the learning content, 'Forest Play Activity through Art' and 'EQ Theater Play' are recommended. Through this paper, we intend to promote the development of children's augmented reality emotional intelligence education.

The Integration of heterogeneous applications through Plug-and Play (플러그 앤드 플래이(Plug-and-Play)개념을 이용한 이형 응용 프로그램의 통합 기법)

  • Baek, Sun-Cheol;Choe, Jung-Min;Jang, Myeong-Uk;Park, Sang-Gyu;Min, Byeong-Ik;Im, Yeong-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.947-959
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    • 1995
  • In this paper, we discuss an effort to develop a multi-agent architecture through which heterogeneous applications communicate and cooperate by means of plug-and play mechanism. Three componets are created in order to challenge the plug-and-play mechanism : meta-information, PnP agent module, and ICM. The meta- information is used to automatically set up a suitable configuration for a new plugged application, eliminating the need for direct addressing among heterogeneous applications. The PnPagent module is a homogeneous controller that operates on an application to ensure that its activities are coordin ated with those of the others within the community, provides a homogeneous communication envelope for all heterogeneous applications. The combination of these three components is used to meet the desire for implementing the plug-and-play mechanism. In this distributed, open architecture, one should be able to simply plug in a new application and it should work.

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A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.