• Title/Summary/Keyword: Toy(s)

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Children's Story on Spatial Composition in a Child Care Center Toy Library (어린이집 내 장난감도서관 구성에 대한 유아들의 이야기)

  • Lee, Soonhee;Suh, Youngsook
    • Korean Journal of Childcare and Education
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    • v.12 no.2
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    • pp.201-218
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    • 2016
  • The aim of this study is to examine children's desires in a toy library and what they want to do there in order to reflect their opinions on constructing a toy library in a child care center. The study has been conducted by participatory observation on a 'toy library' project consisting of 20 five-year-olds attending B public child care center in Seoul. Observational notes were taken with voice and video recordings. The results of analysis on collected data are as follows. First, the children wanted to call the toy library a toy playground because a toy library is not for study but for play and they wanted space for rest and display with no surveillance camera. Second, they wanted to play freely without any interruption, even leaving things scattered and also wanted to play with parents and friends. Discussion followed in the view of children's right to play and to express their opinions.

A prospect of woody toy industry for physical, psychological and intellectual development (창의성 증진을 위한 목질계 소재로 만든 완구산업의 전망)

  • Lee, Won-Hee
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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    • pp.262-273
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    • 2009
  • An investigation was conducted to know a prospect of woody toy in Korea for physical, psychological and intellectual development. It was told that toys that stimulate cognitive development are appropriate for the child's capabilities, responsive to the child's movements, provide feedback when manipulated, and require imagination or fantasy. Toys particularly useful in the development of these abilities include dolls, figures, cuddly toys, puppets, costumes, and construction toys. Therefore, a toy is a wonderful object, indispensable to physical, psychological and intellectual development, both for those who have the capacity to integrate into society and for those who encounter difficulties. If we can replace a plastic toys by a environmental wooden toys, we can contribute to child development that is especially to promote creativity, artistic, problem-solving, language and social skills. In addition, we can support the ability of wood toy manufacturers to market their products in a responsible way and contribute to strengthen the competitiveness of our commodities on international markets.

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A Study on Closet Design for Infants in Use of a Toy Chest (장난감 정리함을 접목한 유아용 옷장 디자인 개발에 관한 연구)

  • Kang, Shin Woo
    • Journal of the Korea Furniture Society
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    • v.26 no.4
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    • pp.346-355
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    • 2015
  • It suggests a closet design for infants in consideration of space utilization, furniture arrangement, and goods storage by integrating a baby's closet and toy chest, which was used for storage of baby's toys and play instrument. For this, it conducted and analyzed data research on the infants' toy chests in the domestic and overseas market and based on such approach, the colors that helped development of infants' cognition and emotion were selected while suggesting familiar animal characters for infants. Without considering separate arrangement of furniture and toy chest within limited space, it allowed space utilization and provided enough storing space. Also, the attached ball casters enabled easy carry of the closet and with this function, it helps infants arrange and store goods by themselves so that making them feel a sense of accomplishment. For effective spatial utilization as well as security of its genuine storage function, the closet and toy chest were combined in this study. Thus, it is believed that development of such multifunctional furniture will suggest the direction of researches on domestic furniture development that are conducted to maximize utilization of residential space for the people living today.

A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

Implementation Strategy for the Elderly Care Solution Based on Usage Log Analysis: Focusing on the Case of Hyodol Product (사용자 로그 분석에 기반한 노인 돌봄 솔루션 구축 전략: 효돌 제품의 사례를 중심으로)

  • Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.117-140
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    • 2019
  • As the aging phenomenon accelerates and various social problems related to the elderly of the vulnerable are raised, the need for effective elderly care solutions to protect the health and safety of the elderly generation is growing. Recently, more and more people are using Smart Toys equipped with ICT technology for care for elderly. In particular, log data collected through smart toys is highly valuable to be used as a quantitative and objective indicator in areas such as policy-making and service planning. However, research related to smart toys is limited, such as the development of smart toys and the validation of smart toy effectiveness. In other words, there is a dearth of research to derive insights based on log data collected through smart toys and to use them for decision making. This study will analyze log data collected from smart toy and derive effective insights to improve the quality of life for elderly users. Specifically, the user profiling-based analysis and elicitation of a change in quality of life mechanism based on behavior were performed. First, in the user profiling analysis, two important dimensions of classifying the type of elderly group from five factors of elderly user's living management were derived: 'Routine Activities' and 'Work-out Activities'. Based on the dimensions derived, a hierarchical cluster analysis and K-Means clustering were performed to classify the entire elderly user into three groups. Through a profiling analysis, the demographic characteristics of each group of elderlies and the behavior of using smart toy were identified. Second, stepwise regression was performed in eliciting the mechanism of change in quality of life. The effects of interaction, content usage, and indoor activity have been identified on the improvement of depression and lifestyle for the elderly. In addition, it identified the role of user performance evaluation and satisfaction with smart toy as a parameter that mediated the relationship between usage behavior and quality of life change. Specific mechanisms are as follows. First, the interaction between smart toy and elderly was found to have an effect of improving the depression by mediating attitudes to smart toy. The 'Satisfaction toward Smart Toy,' a variable that affects the improvement of the elderly's depression, changes how users evaluate smart toy performance. At this time, it has been identified that it is the interaction with smart toy that has a positive effect on smart toy These results can be interpreted as an elderly with a desire to meet emotional stability interact actively with smart toy, and a positive assessment of smart toy, greatly appreciating the effectiveness of smart toy. Second, the content usage has been confirmed to have a direct effect on improving lifestyle without going through other variables. Elderly who use a lot of the content provided by smart toy have improved their lifestyle. However, this effect has occurred regardless of the attitude the user has toward smart toy. Third, log data show that a high degree of indoor activity improves both the lifestyle and depression of the elderly. The more indoor activity, the better the lifestyle of the elderly, and these effects occur regardless of the user's attitude toward smart toy. In addition, elderly with a high degree of indoor activity are satisfied with smart toys, which cause improvement in the elderly's depression. However, it can be interpreted that elderly who prefer outdoor activities than indoor activities, or those who are less active due to health problems, are hard to satisfied with smart toys, and are not able to get the effects of improving depression. In summary, based on the activities of the elderly, three groups of elderly were identified and the important characteristics of each type were identified. In addition, this study sought to identify the mechanism by which the behavior of the elderly on smart toy affects the lives of the actual elderly, and to derive user needs and insights.

Design and Implementation of a Web-Based Toy Trading System (웹 기반 장난감 거래 시스템 설계 및 구현)

  • Lim, Jongtae;Lim, Yunsoo;Lee, Dong-Geun;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.45-58
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    • 2019
  • As modern people's daily lives are becoming more harsh in Korea, the so-called Kidults generation has appeared since a few years ago as adults have come back to their childhood sensibility and are exposed to various cultures online, and there are many people who have a hobby for collecting toys. However, as there is currently no formalized system for individual toy trade online, it is difficult to acquire expertise and share information with each other through a major portal site's $caf{\acute{e}}$, and is exposed to security or fraud while trading toys. In this paper, we design and implementation of a web-based toy trading system. Analyzing the advantages and disadvantages of the various trading and relay systems currently in use, it will provide opportunities for professional toy knowledge and information exchange to many users who have a hobby of collecting toys, and will greatly help vitalize the toy market through a secure and convenient trading environment between individuals.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

A Study on Warning Messages of Child Toy for Product Liability (제조물책임을 대비한 어린이 완구의 경고문안에 대한 설문조사)

  • Kim, Yu-Chang;Moon, Chan-Sik
    • IE interfaces
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    • v.15 no.2
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    • pp.107-113
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    • 2002
  • Recent reports studied that injuries or deaths frequently occurred in consumer product accidents by product defects. Broadly speaking, product liability is liability which is imposed upon a manufacturer or other seller for personal injury, death, property damage and/or commercial loss arising with respect to a product or service provided by it. In this study, we want to search a method of prevention against appling PL laws. The way was researching on the level of appreciation of PL law, warning messages's means and design criteria for seller or consumer of child toys. As a result, most people didn't understand PL laws. Although they read them before purchasing child toy, many consumers didn't differentiate means of "Notice", "Warning", and "Danger" in warning messages. In addition, they considered important factors in warning messages as notice warning, safety mark(UL, etc), age recommendation and color in order. This study will be effective to search a method of prevention against PL laws.

A Study on Application Usability Evaluation for Smart Toy (스마트토이를 위한 애플리케이션 사용성 평가 연구)

  • Cho, Donghwan;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.11
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    • pp.1391-1396
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    • 2019
  • With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.

Children's Negotiation Levels with their Age and Gender (아동의 연령과 성별에 따른 협상수준)

  • Koo, Hyunah;Chung, Daeryun
    • Korean Journal of Child Studies
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    • v.25 no.3
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    • pp.27-39
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    • 2004
  • This study was to find out children's Negotiation Levels(NLs) according to their age and gender. The subjects for this study were 143 children of 7, 9, 12 years. Two children dyads participated in the experimental play situation with Rokenbok Electronic Toy Systems. The NLs in children's interactive dialogue & actions were scored with Stone, Robinson & Taylor(1980)'s 'Negotiation of Task Completion Coding Manual'. They were coded into Level 0(no interaction), Level l(one way interaction), Level 2(reciprocally interaction), Level 3(mutual or cooperative interaction). The results were as follows; 1) 12-year-old children negotiated with higher level than 7-and 9-year old children 2) Boys' NLs average were higher than girls'. These results imply that 1) the fluctuation of NLs in childhood, especially around 10 years, should be interpreted carefully, 2) various measuring kits for negotiation should be developed considering children's characteristics, such as age, gender etc.

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