• Title/Summary/Keyword: Playing environment

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Comparative study on the satisfaction and actual conditions of playgrounds in kindergartens and child care centers in Daejeon (영유아교육기관의 실외놀이터 실태와 만족도에 대한 비교 연구 - 대전광역시를 중심으로 -)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.15 no.4
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    • pp.527-539
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    • 2006
  • The purpose of this study was to investigate the satisfaction and current conditions of playground environment in kindergartens and child care centers in Daejeon. Data were collected from 112 directors of kindergartens and child care centers through a structured questionnaire. Data were analyzed by using of frequency, percentage, mean, reliability analysis, crosstab, independent sample t-test, multiple regression. The major results showed the following. 1) 89.3% of subjects(100.0% of kindergartens and 79.7% of child care centers) have a playground. Most of playgrounds were located in the front yard. The playground's play equipments/areas were usually composed of slides, sand play areas, benches, empty playing fields, swings. Flowers/plants, shrubs were most of the natural factors of the playgrounds. 2) Slides and swimming pools of play equipments/areas were rated highest on the satisfaction level. Grass, flowers/plants, and shrubs as the natural factors of the playgrounds, were rated highest on the satisfaction level. 3) The playground was divided into 5 categories, which were made of manufactured play equipment settings, manipulative settings, rest settings, natural settings, adventure settings. Manufactured play equipment settings were rated highest on the satisfaction level. 4) Among 5 categories of the playground's play area, manufactured play equipment settings showed valid variables to playground's satisfaction level.

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A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

An Artificial Emotion Model for Expression of Game Character (감정요소가 적용된 게임 캐릭터의 표현을 위한 인공감정 모델)

  • Kim, Ki-Il;Yoon, Jin-Hong;Park, Pyoung-Sun;Kim, Mi-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.411-416
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    • 2008
  • The development of games has brought about the birth of game characters that are visually very realistic. At present, one sees much enthusiasm for giving the characters emotions through such devices as avatars and emoticons. However, in a freely changing environment of games, the devices merely allow for the expression of the value derived from a first input rather than creating expressions of emotion that actively respond to their surroundings. As such, there are as of yet no displays of deep emotions among game characters. In light of this, the present article proposes the 'CROSS(Character Reaction on Specific Situation) Model AE Engine' for game characters in order to develop characters that will actively express action and emotion within the environment of the changing face of games. This is accomplished by classifying the emotional components applicable to game characters based on the OCC model, which is one of the most well known cognitive psychological models. Then, the situation of game playing analysis of the commercialized RPG game is systematized by ontology.

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Libraries for Life: A Case Study of National Library Board, Singapore

  • Foo, Schubert;Tang, Chris;Ng, Judy
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.33-59
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    • 2010
  • Library 2.0 advocates a socially rich, multimedia enabled, user originated and communally innovative environment that poses significant opportunities for the libraries to evolve and make themselves even more relevant and significant for her users. This paper presents a case study of the National Library Board of Singapore, in playing a vital role to facilitate the realisation of a long-term key national program, The Singapore Memory (SM) Project. SM embraces the attributes of the Library 2.0 environment to enable the nation's memory to be collected, organised, preserved, discovered, researched, augmented and created. The output of is an evolving collection of knowledge assets on Singapore along a Singapore Memory Content Continuum of existing content that is steadily augmented with new content. The content will be collected across all formats, in any language, from Singaporeans and non-Singaporeans, from any institution and agency, from Singapore and abroad, and from official and unofficial sources. The utopian scenario of SM Project is that any person, community, group or institution who has ever experienced Singapore in any way or has any material on Singapore will engage actively in the contribution, discovery and creation of content for the project, and thus become advocates to further encourage and catalyse more contribution, discovery and creation. The paper outlines the key approaches, concepts and ideas for the project. An important element is the proliferation, exposure and accessibility of the rich contents envisaged in the project. The SM proliferation plan along with examples of how two existing resources, namely, the Singapore Infopedia, a database of articles on Singapore's history, culture, people and events 4 and NewspaperSG, an online resource of current and historic Singapore and Malayan newspapers, have been designed are presented to demonstrate how content can be exposed, searched and discovered.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Real-time Orchestra Method using MIDI Files (MIDI파일을 이용한 실시간 합주 기법)

  • Lee, Ji-Hye;Kim, Svetlana;Yoon, Yong-Ik
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.91-97
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    • 2010
  • Recently, Internet users have an interest about Social Media Service in Web2.0 environment. We suggest the orchestra service as social media service to meet user satisfactions in changed web environment. We accept a concept of the MMMD (Multiple Media Multiple Devices). In other words, Internet users listen to the music not only one device but multiple devices. Each one of multiple devices can play a sound source under earmark instruments for providing users with actual feeling like an orchestra. To meet the purpose, we define 3 steps. First, we separate the sound source based on instrument information. Second, we exact the suitable sound source for play orchestra. In final step, the sound source transmits to each suitable playing device. We named the 3 step for AET process. Beside we suggest synchronization method using rest point in the MIDI file for control sound sources. Using the AET process and synchronization method we provide the orchestra service for meet user's satisfactions to users.

A Study on Stress of Primary Students in Korea (우리나라 국민학생의 스트레스에 관한 연구)

  • Kim, Mu Chae;Kim, Jong Kun;Kim, Gee Ju
    • Journal of the Korean Society of School Health
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    • v.6 no.1
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    • pp.78-92
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    • 1993
  • The purpose of this study is to find out the stress causes of the primary students in Korea, through the three major methods, life event score, multiple regression about stress causes and G.H.Q. path-diagram. A survey was made of 889 students who were selected among students of six primary schools in seoul and Ka-pyeng, from Sep. 28 to Oct. 2. 1992. The results of this study are summarized as follows : 1. Life event score Among the children's life events, (deaths of family) (degrade of school record) (the increase of absence days) (divorce of parents) (trouble with relationship) are high ranking in life event score. Besides, (scolded by teacher and parents) (beginning of extracurricular work) are spread stress causes. In conclusion, these stress causes are shown by two aspects, home, school, and so children are under stress circumstance in both places. These stress causes vary with area and sex. 2. Multiple regression about stress causes and G.H.Q. This study analysed how a stress caused by home life affects the children's health of mind and body. The most influential factors are , and these factors vary with area and sex. 3. Path-diagram This study proved that socio-psychological school environment raises children to secede from school, and this secession that operates as a stress cause affects children's health of mind and body. This serial process is analysed by path analysis, and made out a path-diagram. In conclusion, as expected socio-psychological,school environment affects the children's health of mind and body. This is shown by two aspects : positive, negative. This stress causes vary with area and sex.

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Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

The Management Strategies of TSR Service Operators in Korea (우리나라 TSR Service Operators의 발전 방향에 관한 연구)

  • Jang, Dong-Jin;Shin, Han-Won;Shin, Young-Ran
    • Journal of Korea Port Economic Association
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    • v.27 no.4
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    • pp.145-164
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    • 2011
  • The Northeast Asia has been the fastest growing region in the world for the past few decades. And now the economic bloc maintains its status as a major powerhouse of the world economy. On the way of its economic growth, Russia and Central Asian countries have emerged as major trading partners. The Trans-Siberian Railway(TSR) has been playing a pivotal role in promoting economic cooperation between the two regions. This paper investigates economic environment of the Korean TSR service operators through the SWOT analysis, then proposes management strategies for them. For this purpose, the authors analyze characteristics and roles of the TSR service operators. In addition, a comparison of difference between service operators and shippers about their recognition of economic environment of the TSR transportation service is also carried out.

A study on the GUI evolution for the OS of personal computer (개인용 컴퓨터 OS를 중심으로 한 GUI변천 연구)

  • 오병근
    • Archives of design research
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    • v.15 no.3
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    • pp.213-222
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    • 2002
  • Graphic User Interface has been playing a great role in giving people easy access of computer. The research of implementing graphic image on the computer display and inventing mouse were the threshold of GUI's birth in 1960s, and those were succeeded to developing the first GUI based-computer at the Xerox research center in 1970s. An education theory for the children and the visual metaphor of real life environment were adapted to implement GUI. They were continuously studied and tested in the beginning of creating the GUI concept and design method. In 1980s, the GUI concept and design method were generally applied to all personal computer development. Apple and Microsoft have led the commercialization of their GUI based-05, and also got their own positions in the market as GUI standards in 1990s. The first research for the GUI based-computer implementation in Xerox has established very clear concept and design methods. This GUI standards are evolving Into more convenient and natural ways in various computing environment and developing technologies these days.

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