• Title/Summary/Keyword: Play Time

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Implementation of a Scenario Editing and Practicing System Based on XML (XML 기반 대본 작성 및 연습 시스템 구현)

  • Kim, Shin-Woo;Shin, Ki-Ho;Park, Sung-Eun;Lee, Yong-Kyu
    • The KIPS Transactions:PartD
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    • v.10D no.3
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    • pp.513-520
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    • 2003
  • In order to represent a play script using XML, a DTD has been defined and used on the web. However, it is not easy to make XML scripts using text editors for a writer who is not familiar with XML. Moreover, editors do not help actor/actresses use XML scripts for practicing plays. In this research, we develop a syntax-directed XML editor designed for writing XML scripts easily. Also, we implement a system that help actor/actresses practice plays together with multi-clients. Play events are synchronized by a time server synchronizing clocks of participants. We have evaluated the performance of various event implementation techniques through experiments and have used an appropriate technique for synchronizing play events. By using the system, a play writer can easily make an XML script and actor/actresses practice the play using the script.

Domestic Research Trends in Play Therapy for Adults: from 2009 to 2019 (성인을 위한 놀이치료 국내 연구 동향: 2009년부터 2019년까지)

  • Rhie, Min-Jeoung;Choi, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.107-128
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    • 2020
  • This study analyzed trends in play therapy for adults in order to search trends in academic research related to play therapy for adults published in Korea. The purpose of this research is to suggest the implications for future research, clinical practice, and education and training. For this study, 73 academic papers published in Korea were selected from 2009 to 2019 on play therapy for adults. As results showed a tendency to expand to various subjects and units while quantitatively growing in a short period of time.

The Kindergarten Teachers' Perception of Restriction Rules on Free Choice Activities at Their Classroom (자유놀이 제한 규칙에 대한 유치원 교사의 인식)

  • Won, Kyeson
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.485-493
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    • 2019
  • The purpose of this study is to gain basic information to manage the free choice activities of kindergarten by investigating the teachers' perception of restriction rules. The subjects of the study were 200 kindergarten teachers who worked in J province. The instrument used for this study was a questionnaire that focused on teachers' perception about the restriction rules for the free choice activities. The results of this study were as follows. First, the teachers considered restriction rules in the art center as the most important factor. Second, the teachers recognized that limiting the number of players in a same center is the most important thing among the three restriction rules. Third, the teachers' perception regarding the necessity of restriction rules is as follows. The rule of restricting the number of players is needed to prevent too many players focusing in a certain center. The rule of restricting play time is necessary to encourage children to play in various centers, and the rule of restricting play space is crucial to solidify the educational purpose that every interest center has. The meaning and the necessity of the restriction rules on children's free choice activities were further discussed as connected with children's right to play.

Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.

Peer Role-Play in a College of Korean Medicine to Improve Senior Students' Competencies in Patient Care and Communication: A Case Analysis and Proposal for a Model (한의학 전공학생의 진료 및 의사소통 역량 향상을 위한 동료 역할극 모델제안과 사례분석)

  • Eunbyul Cho;Hyun-Jong Jung;Jungtae Leem
    • The Journal of Korean Medicine
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    • v.43 no.3
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    • pp.49-64
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    • 2022
  • Objectives: Peer role-play (PRP) has been used in health care training simulations because standardized patient training requires considerable time and expense. This study described the implementation of clinical simulation using PRP and examined the effect. Methods: Final year students from a single college of Korean medicine engaged in PRP as part of clinical skills practice. Education tools from clinical practice guidelines were used to structure the PRP. Communication competency was assessed with the Korean Version of the Self-Efficacy Questionnaire (KSE-12). Whether this training helped to achieve graduate outcomes was evaluated on a five-point scale. Results: Fifty-nine students (53.2%) participated in the survey. Among 12 items on the KSE-12, the score for "How certain are you that you are able to successfully listen attentively to the patient?" was the highest. Further, PRP was found to be helpful for self-directed learning, establishment of one's professional identity, and the ability to communicate and manage patients. Three themes ("Benefits of role-play", "The importance of positive feedback", "Limitations and problems of role-play"), 15 categories, and 16 central meanings were derived by categorizing learners' subjective opinions about PRP. Conclusions: Study findings indicate that PRP may contribute to improving communication skills and establishing a professional identity for future Korean medicine doctors. We suggest using PRP in clinical education in colleges of Korean Medicine.

An Analysis on the Relationship between Game and Grade (게임과 학업 성적 간 관계에 대한 연구)

  • Choi, Seong-rak;Park, Minjeong
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.41-50
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    • 2016
  • In Korea, a lot of people think that the more students spend time in playing game, the more students get their grade lower. So that, parents of students don't want their children play games. But there are few research about the relationship between the playing time of game and a grade of students. Therefore, this research would find the relationship between the playing time of game and students' grade. In result, there is no relationship between the game playing time of a students and the student's grade. A game addict who play game a lot of time a day could have lower grade. But for normal user of game, there is no relationship between the game playing time and the grade.

The effectiveness of the change in perspective of the nature of science depending on subjects of the history of science-role play -The atomic model transition and the Mendeleev's periodic table - (과학사 주제에 따른 과학사-역할놀이가 대학생의 과학의 본성의 변화에 미치는 효과 -원자모형의 변천과 멘델레프의 주기율표의 변천 주제를 중심으로-)

  • Kim, Do Wook
    • Journal of Science Education
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    • v.39 no.1
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    • pp.15-27
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    • 2015
  • This study investigated whether there was a difference of the change in perspective of the nature of science depending on subjects of the history of science, after designing for two kinds of topics of role play programs based on the history of science to be transformed into a modern perspective. Before the history of science-role plays, the degree of the modern perspective was statistically no difference between group I(the atomic model transition-role play) and group II(the Mendeleev's periodic table-role play). However after treatment of the history of science-role plays for the each group, the degree of group I was higher than the degree of group II in the modern perspective. The results of this study indicate that the degree of changes into modern perspective of the nature of science by performing a history of science-role play may be depend on the subject of the history of science combined with the role play, and suggest the possibility that may be more effective to change the nature of science into the modern perspective, in case of performing of role play based on the history of science that includes the scientific knowledge established by a number of scientists with time series.

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"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

The Change in Participation Patterns in Play Activities of Children with Autism Spectrum Disorder during COVID-19: A Scoping Review (COVID-19로 인한 자폐스펙트럼 장애아동의 놀이 활동 참여 변화: 주제범위 문헌고찰)

  • Kim, Hyang-Won;Song, Ye-Ji;Kang, Seong-Hyeon;Won, Ha-Eun;Jeong, Yun-Wha
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.59-73
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    • 2023
  • Objective : To examine changes in participation patterns of children with Autism Spectrum Disorder (ASD) in play activities during COVID-19 by reviewing relevant literature. Methods : This scoping review was conducted via five steps. we created a research question and searched for relevant literature published in English through CINAHL, PubMed, ERIC, MEDLINE, Google Scholar and Google search engine. After selecting the literature based on inclusion criteria, data were charted based on 10 items (i.e., author name, journal name, publication year, nation, authors' majors, research method, participant' age and gender as well as quantitative and qualitative results of study). The results were analyzed using descriptive numerical and thematic analyses. Results : After reviewing 437 articles and 152 websites, six articles were included. Theses articles were conducted by experts from various fields and countries. Five themes were highlighted in selected articles: COVID-19 resulted in (1) decreased time of outdoor play, (2) increased play time on screen, (3) increased time spent with family, (4) increased sensory difficulties, and (5) recommendations for services for children with disabilities and during COVID-19. Conclusion : This study suggests telerehabilitation programs about parental behavior strategies in order to solve difficulties in which children with ASD may experience when participating in play activities during disasters. Study results can be used as fundamental evidence to emphasize importance of play activities and to systematize role of occupational therapists and service guidelines for supporting play activities of children with disabilities in disasters.