• Title/Summary/Keyword: Script Intervention

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Analyses of Priorities in Contexts for the Script-based Speech Language Intervention by Age for 3~6 years Old Children in SLPs and Caregivers (3~6세 연령대별 언어장애아동의 언어중재 스크립트 상황에 대한 양육자와 언어재활사의 우선순위 분석)

  • Yoo, Jeewon;Yoon, Mi-Sun;Choi, Seong Jun;Hong, Gyung-Hun
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.207-217
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    • 2019
  • The current study aimed to examine how the caregivers and speech language pathologists (SLPs) would perceive the important communication contexts for 3~6 year-old children in the script-based intervention. Analytic Hierarchy Process analyses were conducted for the obtained survey data from SLPs and caregivers. Results showed that caregivers perceived 'educational and social life' and SLPs perceived 'family life' as the most important contexts from among three high-level contexts. Within each high-level context, 'meal time' in 'family life', 'playing with friends' in 'educational and social life', and 'playground' in 'culture and leisure life' were the most important communication contexts. Also, from among 35 global priority rank, caregivers perceived 'playing with friends' while SLPs perceived 'meal time' as the most important contexts, and 'family life' was high priority among first five ranked context both in caregivers and SLPs. In caregiver groups by children's age, 3 year- and 6 year-caregiver groups perceived 'family life' and 4 year- and 5 year-caregiver groups perceived 'educational and social life' as the most important contexts. There were also slight differences between caregiver groups by age in the rank order of communication contexts across the high level contexts. These results suggest that SLPs may need to consider not only child's age and developmental level but also caregiver's demands in selecting the appropriate communication contexts when delivering the script-based speech language intervention.

Effects of Game-Based Self-Advocacy Script Intervention on Children with Disabilities (인권 침해와 관련한 게임 기반 스크립트 중재가 초등 장애아동의 자기옹호 언어 및 행동에 미치는 영향)

  • Yu, Seohyun;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.161-176
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    • 2015
  • The purpose of this study was to examine the effects of a script intervention based on multimedia on the verbal and behavioral self-advocacy skill of elementary school students with disabilities. A multiple probe baseline design across subjects had been used with 4 students with intellectual disabilities. The results showed all participants showed significant increase of verbal and behavioral self-advocacy performance in asking for help, expressing one's opinions, and coping with violations, and the effects were maintained. The intervention was more effective for verbal self-advocacy than behavioral. Some suggestions for future study are discussed.

User Intervention Handling in Script-Based Human-Robot Interaction (스크립트 기반 인간 - 로봇 상호작용에서의 사용자 개입 처리)

  • Kim, Hyun-Joong;Yoon, Wan-Chul;Kim, Yo-Chan;Kwon, Hyuk-Tae
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.235-242
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    • 2007
  • 로봇의 활동 영역이 산업 현장에서 인간의 일상 생활 공간으로 확장됨에 따라서, 로봇은 사용자가 사용하는 성능 좋은 도구 개념에서 벗어나 일상 생활을 공유하며 살아가는 파트너로 생각되기 시작했다. 이에 따라서 미리 정해진 명령과 조작 방법을 통한 단순한 상호작용만이 일어나던 과거와 달리, 사용자는 마치 사람을 대하듯 자연스럽게 로봇과 상호작용하기를 기대하게 되었다. 사람들은 본래 context를 활용하여 모호한 표현을 하더라도 상호작용이 가능하기 때문에, 사용자의 발화가 자유롭게 이루어지면 로봇이 처한 상황적 모호성은 가중될 수 밖에 없다. 이러한 문제에 직면하여, 스크립트 기반의 인간-로봇 상호작용을 통한 문제 해결 노력이 그 돌파구가 될 것으로 기대된다. 본 논문은 이러한 노력의 일환으로, 태스크 수행중인 로봇에 자유롭게 사용자가 개입하는 상황을 처리하는 방안을 제시하고자 한다. 사용자가 개입하는 상황을 어떻게 이해할 것이며, 로봇은 어떤 전략으로 이에 대처해야 하는지 분석한 뒤, 사용자 개입에 대한 구체적인 처리 프로세스를 제시한다. 그리고 제시된 프로세스를 구현해 봄으로써 그 효용성을 검증한다.

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A Study on the Factors Obstructing Prostitutes' Escape from Prostitution (성매매 여성들의 탈성매매 저해요인에 관한 연구)

  • Lee, Keun-Moo;Yu, Eun-Ju
    • Korean Journal of Social Welfare
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    • v.58 no.2
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    • pp.5-31
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    • 2006
  • Since enforcement of the anti-prostitution law, in spite of systematic setting helping escape prostitution of the women who engage in prostitution that they have had the will lasting prostitution. Therefore, this study aimed to devise intervention plan helping their escape prostitution and return to social by examining individual and structural factor obstructing their escape prostitution The data were collected through the in-depth interview and text. And these were analysed according to coding, constitution of concept, matching, construction of explanation on the phenomenon. The nine women who engaging in prostitution were participated in this study. As a result of the data analysis, 46 concepts and 10 categories were generated. By classification of individual and structural factor, the outcomes of an interpretation were as follows: The cause obstructing Prostitutes' escape prostitution were (1) distrust on the policy of the government, (2) life-script was made by reaction-formation, (3) predestined resignation caused by anxiety, (4) body as capital goods, and (5) the commensal model with pimp. Based on this result, we proposed practical and political alternative plans for prostitutes.

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Analysis of Research Trend on Cognitive Orientation to daily Occupational Performance (CO-OP) in Korea: A Systematic Review (국내 인지기반 작업수행(Cognitive Orientation to daily Occupational Performance; CO-OP) 중재의 연구 동향 분석: 체계적 고찰)

  • Yoo, Yung-Mee;Choi, Yoo-Im
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.7-22
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    • 2022
  • Objective : This study aims to provide clinical evidence by systematically reviewing domestic CO-OP intervention studies. Methods : 13 papers suitable for selection criteria were finally selected and conducted. The analysis was divided into general characteristics and qualitative levels. Results : As a result of analyzing the contents of study, research has been conducted continuously since 2015, and the level of evidence for CO-OP intervention study was mainly single subject design. The subjects of the study were applied to both children and adults, and as the target activity areas of CO-OP intervention, children were shown to be play and leisure, and adults were instrumental daily living. COPM/PQRS were frequently used for evaluation to examine effectiveness of interventions. For domain specific strategies, children used body position, attention to doing, task specification, and verbal motor mnemonic. For adults, body position, attention to doing, task specification, and feeling to movement, verbal motor mnemonic, verbal rote script were used. Conclusion : It was found that CO-OP intervention is continuously being applied in occupational therapy, and age and diagnosis group are expanding. It is significant in that it provided evidence for implementing CO-OP interventions in clinical practice through a systematic review of domestic CO-OP intervention studies.

Merging XML Documents Based on Insertion/Deletion Edit Operations (삽입/삭제 편집연산 기반의 XML 문서 병합)

  • Lee, Suk-Kyoon
    • The KIPS Transactions:PartD
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    • v.16D no.4
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    • pp.497-506
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    • 2009
  • The method of effectively merging XML documents becomes necessary, as the use of XML is popular and the collaborative editing is required in the areas such as office documents and scientific documents editing works. As a solution to this problem, in this paper we present a theoretical framework for merging individual editing works by muli-users to a same source document. Different from existing approaches which merge documents themselves when they are merged, we represent editing works with a series of edit operations applied to a source document, which is called a edit script, merge those edit scripts by multi-users, and apply the merged one to the source document so that we can achieve the same effect of merging documents. In order to do this, assuming edit scripts based on insertion and deletion edit operations, we define notions such as static edit scripts, the intervention between edit scripts and the conflict between the ones, then propose the conflict conditions between edit scripts and the method of adjusting edit scripts when merged. This approach is effective in reducing network overhead in distributed environments and also in version management systems because of preserving the semantics of individual editing works.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Group Music Therapy Involving Creation of a Musical Play to Improve Self-Esteem, Self-Expression, and Social Skills in Children (음악극 창작활동이 지역아동센터 아동의 자아존중감, 자기표현력, 사회성에 미치는 영향)

  • Bae, Sungjin;Kim, Kyungsuk
    • Journal of Music and Human Behavior
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    • v.17 no.1
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    • pp.51-70
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    • 2020
  • The purpose of this study was to examine the effects of group music therapy involving the creation of a musical play on the self-esteem, self-expression, and social skills of children. The participants were 14 first through third graders and 14 fourth through sixth graders from a children's center. Half of the children from each grade band (Grades 1-3 and 4-6) were assigned to the experimental group and the other half to the control group, for a total of 14 children in each group. The experimental group who participated in music therapy sessions focused on creating a musical play. The experimental group selected themes, made a script, composed song lyrics and music, and performed the completed musical play. The Self-Esteem Scale, Self-Expression Scale, and Social Skills Rating System (SSRS) were administered before and after the intervention. The experimental group exhibited significantly higher scores than the control group on all of the scales except subscales of the Self-Expression scale and the SSRS. The results of this study suggest that group music therapy can facilitate children's engagement in group work and that playing an important role in the group can positively impact their perceptions of themselves.