• Title/Summary/Keyword: Visual Play

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The Effect of Motion Recognition Occupational Therapy on the Physical Self-efficacy, and Visual-motor Integration, Interactive Peer Play of Children with Neurodevelopmental Disorders (모션 인식 활용 작업치료가 신경발달장애 아동의 신체적 자기효능감 및 시각-운동통합 능력, 놀이기술에 미치는 영향)

  • Kim, Ko-Un;Oh, Hye-Won
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.1
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    • pp.119-128
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    • 2022
  • Purpose : The purpose of this study was to examine the effects of applying occupational therapy that uses motion recognition on the physical self-efficacy, visual-motor integration ability, and play skills of children who have neurodevelopmental disorder before and after treatment. Methods : This The study chose 16 children with neurodevelopmental disorder as research subjects who were randomly and evenly allocated into an experimental group and a control group. The experiment followed a pretest-posttest design. As an intervention, the experimental group received motion recognition-based occupational therapy and a separate sensory integration program. The control group only participated in the separate sensory integration program. The eight-week experiment duration included 24 intervention sessions where the a 50-minute session was implemented three times a week for eight weeks. To compare the physical self-efficacy, visual-motor integration ability, and play skills before and after the intervention, measurement tools including the Physical self efficacy, Beery VMI-6, and Penn interactive peer play scale were used. All measured variables were analyzed and expressed as mean, standard deviation and percentage. Results : The motion recognition-based occupational therapy demonstrated a significant effect on improving the physical self-efficacy, visual-motor integration ability, and play skills of the experimental group. The intervention also caused a significant difference between the experimental group and control group in terms of the physical self-efficacy, visual-motor integration ability, and play skills. Conclusion : We confirmed the possibility motion recognition-based occupational therapy could be effective in improving the physical self-efficacy, visual-motor integration ability, and play skills for patients who have neurodevelopmental disorder. Based on the study result, further future studies are expected based on this study result that prove the application effect of the motion recognition-based occupational therapy using disabled and non- disabled children as subjects are expected in the future.

Visual Environmental Elements of Game Space by Play-Event in Adventure Games (어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소)

  • Choi, GyuHyeok;Jin, Hyungwoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.47-56
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    • 2020
  • The purpose of this study is to analyze visual environmental elements of game space by play-event in adventure games. We extracted common six types of play-event through exploring ten representative adventure games and organized three types of space structure and four types of object as the criteria of analysis. Based on the criteria, we embodied the characteristics of visual environmental elements by performing direct playing and monitoring. As a result, we verified that the story intended and the gameplay induced by the play-event are closely related to visual environmental elements.

A Study on the Stage Costume Designs of the Children's Play, 'The Nutcracker' (호두까기 인형의 아동극 무대의상 디자인 연구)

  • Lee, Sung-Eun;Lee, Myoung-Hee
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.31-44
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    • 2014
  • The purpose of this study was to identify the characteristics of stage costumes of a children's play and to creatively design them for the play, 'The Nutcracker', in an attempt to expand the means of expressing designs for stage costumes for children's plays. The Nutcracker, a play written by the German author, E. T. A. Hoffman in 1816, is better known today through its ballet adaptation by Tchaikovsky, and various versions have been presented by ballet companies and drama producers. The characteristics of the stage costume in a children's play are visual artistry, decoration, activity, and visual attention. The costume shows visual artistry because stage costumes with high artistry can increase the elements of fantasy and visual satisfaction in a play for children. The various decorative elements in stage costumes can help capture the attention of children and enhance their interest in the play. As dynamic movement and lines are often used to prevent children from becoming bored, activity must be taken into account when designing stage costumes. Visual attention is required to help children become better immersed in a play, and color selections for the stage costumes need to be emphasized. Thirteen characters were selected to develop a total of 13 pieces of stage costume in a standard size for a 9-year-old child. The design was focused on enhancing the fantastic elements and the entertainment value, and diversified surface decoration techniques were applied to the costume to draw the attention of children and express the formative beauty.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Study on the Plug/Play Type Open Architecture CNC Technology (Plug/Play 타입의 개방형 CNC 기술 연구)

  • 윤원수;김찬봉;이은애;김세광;오세봉
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.10a
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    • pp.28-32
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    • 1997
  • This study aims at developing the high speed/intelligent machining system suing the plug/play method of an open architecture controller. The plug/play technology by the Application Specific Function (ASF), can readily implement the open architecture controller into various machining system or other automatic equipments. For the open architecture controller, this study developed the open HMI, screen editor, ASF, visual builder, and controller OS technology as software components. On the other hand, we developed the I/O module and main board as control hardware system. This study, as an example, presents integration of individual component technologies for the plug/play type open architecture CNC system.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression- (현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로-)

  • JeKal, Mee;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.