• Title/Summary/Keyword: System for Children

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The iZone System for Safety Walking of Children (어린이의 안전한 보행을 위한 iZone 시스템)

  • Min, Seonghee;Oh, Yoosoo
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.62-69
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    • 2019
  • In this paper, we propose iZone system for safe walking of children. The proposed system recognizes the state that a child is down a roadway as a dangerous situation. And then it informs the surrounding adults and guardians of the child in the event of a dangerous situation. The iZone system consists of the iZone device that attaches to a child's bag or clothing, the iZone app for children, the iZone server, and external beacons. The proposed system uses the ultrasonic sensor of the iZone device and the GPS coordinates and external beacons information by the children's smartphone to determine the dangerous situation. The proposed system uses external beacons to calibrate the GPS coordinates. Moreover, it determines whether the child is down the roadway in sidewalk by measuring the height difference between the roadway and the sidewalk using ultrasonic sensor.

Reliability of the Manual Ability Classification System for Children With Cerebral Palsy (뇌성마비 아동에서 손 기능분류체계의 신뢰도)

  • Park, Eun-Young;Lee, Young-Jung;Kim, Won-Ho
    • Physical Therapy Korea
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    • v.17 no.1
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    • pp.62-68
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    • 2010
  • The purposes of this study were to examine inter-rater reliability of the Manual Ability Classification System (MACS) by children's age and to identify the correlation between the MACS and the Gross Motor Function Classification System (GMFCS) in children with cerebral palsy (CP). Twenty-six children with CP older than two years participated. Children with CP were classified according to the MACS and the GMFCS by two physical therapists. Inter-rater reliability was analyzed using the Intraclass Correlation Coefficients (ICCs). The results showed that the reliability of the MACS for children aged 2~3 years was .88 and for children aged above 4 years was .98 (p<.05). Children with quadriplegia had a higher level of MACS than children with spastic hemiplegia and diplegia. A moderate relationship between the MACS and the GMFCS was found in all children (rater 1, r=.631; rater 2, r=.438). The MACS will be used for classification of children with CP according to the manual abilities. Thus, it offers a reliable method for communicating between therapists about the manual ability of children with CP who are older than 2 years.

A Development of Music Aptitude Test for Children (아동들을 위한 음악 적성검사 도구 개발)

  • Jang, Ki-Beom;Kim, Kap-Su;Cho, Seong-Gi
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.405-414
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    • 2004
  • Even if Internet has been used very much, there is no method of music aptitude test for children. We develop the music aptitude test in the internet to make music aptitude test easily. We test children for music aptitude early. We provide children the learning and instruction environment. This research makes children improve the ability of music. We develop the music aptitude test system for children in the WWW for children to use it. This system is expected to be a great help for children to test music aptitude easily. This system establish a well-understood and maintenance through this system for replacing the data files of their children in a effective way.

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Establishment of Dimension System for Obese School Age Children - Focusing on 3-5 Grade Elementary School Boys in Seoul Metropolitan City - (학령기 비만아동의 치수 체계 정립 -서울지역 초등학생 $3{\sim}5$차년 남아 중심으로-)

  • Kim, Min-Jung;Park, Sun-Kyung
    • Journal of the Korean Society of Costume
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    • v.59 no.3
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    • pp.67-81
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    • 2009
  • Body shape of a child in elementary school is distinguished by physical differences in the form of low weight, normal weight and obesity, which are influenced by various periodic environments. In particular, there are hardly any patterns for obese children in elementary school to choose. To this end, the purpose of this study is to supplement the problems with the production lines of the companies for children's patterns as well as an analysis on the physical characteristics of obese children and to suggest the patterns appropriate to obese children. This study employed obese children from the 3rd- to 5th-grade elementary school students whose number has been rapidly increasing and conducted a questionnaire regarding the draft of the patterns for obese children on their mothers and the makers of children's clothing. Based on the results, the study compared and analyzed ordinary children's patterns to the patterns in question by suggesting a dimension system for Korean obese children. The results are as follows. The obesity rate of the children in elementary school has been grown in significant numbers every year, whereas obese children's sense of self-identity and degree of satisfaction with their patterns appeared to be much lower than other ordinary children in the peer group; also, the satisfaction level their mothers with their children's patterns appeared to be low. In order to verify the degree of the children's satisfaction with their patterns, the study suggested a dimension system for the obese children and displayed appropriateness by comparing the children patterns from ordinary companies and the patterns in question.

Expectation and Satisfaction of Parents with Inpatient Hospital Service (입원 아동 부모의 병원서비스 기대수준과 만족도)

  • Choi, Eun Kyoung;Kim, Sun Hee;Jung, Song Yi;Cho, Eun Hee;Choi, Kyung Sook;Sim, So Jung;Mok, Mi Soo;Kang, Eun Kyung;Cho, Youn Kyoung;Byun, Eun Sook;Kim, Kyung Hee;Yoo, Il Young
    • Journal of Korean Clinical Nursing Research
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    • v.17 no.2
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    • pp.228-238
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    • 2011
  • Purpose: The purpose of this study was to investigate parent expectation and satisfaction with respect to pediatric inpatient care and to identify the variables related to parent satisfaction. Methods: The study was conducted in pediatric wards of a tertiary children's hospital in Korea. The participants were 361 parents of children who were inpatients. Data were collected using a structured questionnaire (The Pediatric Family Satisfaction Questionnaire) at the time of discharge. Results: The highest parent expectation domain was medical service. The parents were most satisfied with nursing service and least satisfied with general hospital service and accommodation. The parents expressed lower satisfaction with hospital facilities, equipment, noise, cleanliness, and communication by health care professionals. Parents with younger children reported higher expectation from the complete hospital service and those who had a longer length of stay reported higher expectation from the nursing service. Conclusion: To improve the quality of hospital services, we need to understand parent expectation and improve and provide clear communication. In addition, the general hospital service and accommodation should not be overlooked for improvement.

Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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Development of the Parental Educational Multimedia System for Health Promotion of Children in Chungnam Province (충남지역 아동의 건강증진을 위한 멀티미디어 재택 부모교육 시스템 개발)

  • Yoo, Kyung-Hee;Lee, Hye-Kyung;Woo, Hee-Kyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.7 no.1
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    • pp.81-93
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    • 2001
  • The purpose of this study was to develop Parental Educational Multimedia System for Health Promotion of Children in Chungnam province. This system includes education programs for information of diseases, prevention of disease, and health promotion of children. Computer language used in this study were html, OS used was Microsoftware NT Server 4.0, the graphic tool was Adobe Photoshop 5.5, and Webpage tool was Notepade. The results of this study were show at internet 'www. ggomalove.co.kr'. Finally, the author suggests that this system could be adequately applied to promoting children's health. Further this study contributes to designing an appropriate health promotion strategy for children.

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Development of an Educational Web Site and e-Learning System for Elementary School Students to Reduce Sugar, Natrium and Fat Intakes (초등학생의 당, 나트륨, 지방 섭취 저감화를 위한 교육용 웹사이트 및 e-learning system 개발)

  • Kim, Hyung-Woo;Lee, Kyoung-Ae;Cho, Eun-Jin;Chae, Jong-Chan;Kim, Yoo-Kyeong;Lee, Sung-Sug;Lee, Kyung-Hea
    • Korean Journal of Community Nutrition
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    • v.15 no.1
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    • pp.36-49
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    • 2010
  • This study was carried out to reduce children's sugar, natrium and fat intakes and establish their healthy lifestyle. To achieve these goals, we developed an educational web site and an e-learning system. The targets of this web site are children, parents and educators. This site has various information about sugar, natrium and fat, and has special menus for each target: such as the 'Let's study' for children, 'Guides for child's eating' for parents, and 'Educational softwares, Lesson plans/materials, and Textbooks/Teaching guides' for educators. We developed three nutrient characters and applied them to the web site. We provided information in the form of texts, images, flash and sounds. This site has special boards in 'Nutrition cafe' menu to interchange information or their successful stories between the connecters. We developed an e-learning system with two courses. One is for junior elementary students and the other is for senior students. Children can study each nutrient step by step in a course according to their academic ability and concern. Also, they can evaluate their academic achievement in this system, which was uploaded into 'Let's study' in children menu in the web site. Conclusively this web site and e-learning system could contribute to reducing children's sugar, natrium and fat intakes by helping children study them systematically and effectively by on-line system. We expect this e-learning system would be a new nutrition education system to make nutrition education more active.

A Study on Color System for Korea Children's Museum (국내 어린이박물관의 색채 환경에 관한 연구)

  • Yu, Jin;Lee, Sung-Hoon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.49-53
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    • 2007
  • Children's museum has roles of the characterized place for children as well as the museum for education. Therefore, specific color selection especially for children is one of the most important points to be considered. This study is the short investigation on various interior color systems of children's museums in Korea. In case of Children's Museum in National Museum of Korea, each exhibition area is apparently divided by adopting colors in accord with the subject of each space. Middle color in that museum generally gives stability, and clear color and accent color give better perception and vitality Children's folk Museum has adopted Korean traditional colors, O-Bang Colors, which have indicated Korean tradition for ages. All sections in Incheon Children's Museum are spatially divided, but similar colors of ceiling, wall, and floor give boring atmosphere. Since original colors of furniture in Science section distract attraction of children, proper color selection should be required for better reaction from children. Therefore, this research is aiming for detailed investigation in color system of children's museum and the proper interior color planning of the next children's museums with their main purpose for children in the future.

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The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
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    • v.30 no.5
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    • pp.193-198
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    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.