• Title/Summary/Keyword: children user education

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A Study on the Improvement and Application of KDC 6th ed. for Classifying the Children's Books (어린이도서 분류를 위한 KDC 6판 개선 및 적용 방안에 관한 연구)

  • Oh, Young-ok;Lee, Mi-hwa
    • Journal of Korean Library and Information Science Society
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    • v.50 no.1
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    • pp.105-124
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    • 2019
  • This study was to suggest the improvement and the application of KDC 6 for classifying children's books by the literature review and survey. First, it was suggested to shorten the classification numbers by the divisions and subdivisions and to expand the classification numbers by sub-subdivisions according to the library-specific classification policy, using the subject statistics of the children's books held by 20 public libraries affiliated in Seoul Metropolitan Office of Education and representative C libraries. Second, the knowledge picture books and the fairy tales were suggested to be classified according to its subject, and the fairy tales in each country were suggested to be classified by adding sub-subdivisions and genre subdivisions. Third, it was suggested to shelve by collection and location codes that were distinguished by the ages and the reading level for user, to prepare a standard guideline for shelving, and to implement the regular user education about the classification system. This study could contribute to the development of the KDC abridged version for children's books in the future.

A Study on the User Demand Forecasting and Improvement Plan of Gimpo City Library Service

  • Noh, Younghee;Chang, Inho;Kang, Ji Hei;Chang, Rosa
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.4
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    • pp.7-27
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    • 2020
  • With accommodation of a population of many young people and families due to Hangang River New Town Housing Project and development of railway station spheres, a need is increasing to improve the quality of public libraries service for Gimpo citizens and to establish more libraries. This study thus analyzed the book lending data of Gimpo City libraries, and the city's libraries-related social media big data in an effort to forecast the users, and thus to propose four library service improvement measures. First, in terms of book gathering and book development policy plans, a proposal was made to expand good books for children and youth, and to expand general original-language books related to learning of English, and English books for children. Second, in terms of the establishment of additional libraries or specialization strategy, a proposal was made to establish exclusive children's libraries or English libraries, and to establish library specialization strategy with a focus on children and English themes. Third, in terms of library culture programs, a proposal was made to provide library culture programs in relation to children education and to expand weekend library culture programs. Fourth, in terms of library facilities, considering the convenience of parking facilities, a proposal was made to establish libraries near apartment complexes.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

A Fundamental Study on Designing of the Children's Garden in Korea National Arboretum : Focused on the User Requirement (어린이 정원 조성을 위한 이용자 요구도 조사)

  • Lee, Se-Ra;Jin, Hye-Young;Maeng, Hee-Ju
    • Hwankyungkyoyuk
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    • v.20 no.4
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    • pp.27-38
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    • 2007
  • The purpose of this study was to investigate how the future users of a children's garden felt about the designing and operation of the children's garden, which is to be constructed within Korea National Arboretum. For this study, a total of 1,855 elementary school children were selected and then classified by sex and grade. The survey had been carried out to examine the following five items: necessity and advantages of the garden, plants suitable for it, artificial facilities required for it, its space structure, programs necessary for educational activities, and operation programs. The results are as follows: 1. Necessity and advantages of the children's garden: Some 87.7% of respondents said the garden is needed, it would serve for environmental preservation, it would function as a resting place, and it would have educational effect; 2. Plants suitable for it: Uncommon plants which have flowers of several colors; 3. Artificial facilities required for it: Places for experience and rest; 4. Programs necessary for educational activities: maze experiencing and gardening; and 5. Operation programs: Some 86.3% of the respondents said they are needed. They thought educational programs providing the activities of experiencing would be preferable. This study provides basic materials for the planning and designing of the children's garden. When constructing the garden, we should have enough prior discussion for the matters listed above. Furthermore, it is needed to develop several educational programs for efficient operation and management.

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A Multi-Modal Complex Motion Authoring Tool for Creating Robot Contents

  • Seok, Kwang-Ho;Kim, Yoon-Sang
    • Journal of Korea Multimedia Society
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    • v.13 no.6
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    • pp.924-932
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    • 2010
  • This paper proposes a multi-modal complex motion authoring tool for creating robot contents. The proposed tool is user-friendly and allows general users without much knowledge about robots, including children, women and the elderly, to easily edit and modify robot contents. Furthermore, the tool uses multi-modal data including graphic motion, voice and music to simulate user-created robot contents in the 3D virtual environment. This allows the user to not only view the authoring process in real time but also transmit the final authored contents to control the robot. The validity of the proposed tool was examined based on simulations using the authored multi-modal complex motion robot contents as well as experiments of actual robot motions.

A Study on Parents' Perception about E-books in Libraries (전자책에 대한 도서관의 학부모 이용자 인식에 관한 연구)

  • Chung, Yeon-Kyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.109-127
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    • 2011
  • The purposes of this study are to investigate the perception and satisfaction of parents about e-books and to suggest ways to improve library e-book services. A user survey of one hundred twenty parents is carried for library use, computer use, and e-book user / non user behavior, library e-book service evaluation, selection of children's e-books and so on. Based upon the results, proactive library e-book service promotion such as public relations and e-book user education, easy access to e-book collections, recognition of e-book services at libraries, positions for e-book librarians and their professional continuing education, and self-evaluation of library e-book services.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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A Study on the Case Analysis of Digital Materials in Children Library - Based on Nowon Children Library - (어린이도서관 디지털자료실의 사례분석 연구 - 노원어린이도서관을 중심으로 -)

  • Lee Kyung-Min
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.349-364
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    • 2005
  • The main Points of the 7th Education Program are: taking a serious view of development of children's individuality and creativity, and encouragement students their accord activity with applying digital reference for teaching and learning. It Is the suggestion of revitalization method of digital material room, afterward. by means of analyzation for satisfaction and demand and using status of children's library digital material room along with emphasis of self-loading learning and boosting self-solving ability based on computer and IT paradigm. The purpose is : providing foundation of active Information service and suggestion of revitalization method by means of analyzing operation and effective using children's library digital material room at Nowon Children's Library opened 2nd February, 2003. In 2nd chapter; thesis of conceptive model of children's library digital material room. In 3rd Chapter: Present status analysis of N. W. Children's library digital material room operation, and analysis of using and demand of public school 100 pupils. In 4th Chapter : Suggesting conclusion of revitalization of children's library digital material room based on utilization and demand appeared through this study.

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Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.75-82
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    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.

Influence of Computer Use Hours on Physical Development, Dietary Patterns, and Nutritional Status of Higher Grade Elementary School Children (컴퓨터 사용시간이 고학년 초등학생의 신체 발달, 식생활 습관 및 영양 상태에 미치는 영향)

  • Kim, Hye-Seon;Lee, Bog-Hieu
    • Journal of Nutrition and Health
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    • v.41 no.2
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    • pp.165-173
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    • 2008
  • This study was intended to investigate whether the computer use hours affect physical development, dietary habits, and nutritional status or not. One hundred and ninety elementary school students from Gyeonggi province and Seoul were selected and surveyed during December, 2006. Participants were divided into 2 groups: long-time computer user (${\geq}$ 2 hrs./day) and short-time computer user (<2hrs./day). The survey included the questionnaires and anthropometric measurement. A dietary survey was conducted by using 24-hour recall method. The most of long-time computer user accessed computer more often than those of short-time computer user weekly bases. The purpose of the computer use was for the computer game (p < 0.05). Most participants accessed computer after the school at night and at their home. The longer the computer use, the more the body weight and %RBW (p < 0.05). Dietary habits score of long-time computer user 34.5 points) was lower than that of short-time computer user (38.0 points) (p < 0.001). The long-time computer user consumed more fatty foods, instant foods, and sugary foods. In case of dietary habit changes incurred by computer use, the long-time computer user had inferior dietary habits: skipping meals, meal size, appetite, eating speed, weight, exercise, and sleeping trouble (p < 0.05). The long-time computer user consumed less calories than the short-time computer user (p < 0.05). Also, the long-time computer user tended to have lower intakes of vitamin C, Ca, and dietary fiber without significance. From the findings, the longer use of computer by the elementary school children negatively affects their physical development, dietary habits and nutritional status.