• 제목/요약/키워드: play preferences

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미취학 아동의 편식지도를 위한 영양교육 프로그램 개발에 관한 연구 (Development of Nutrition Education Program that Promotes Eating Behavior of Preschool Children -Especially Focused on Being Familiar with Vegetable-)

  • 양일선;김은경;배영희;이소정;안효진
    • 한국식생활문화학회지
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    • 제8권2호
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    • pp.125-137
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    • 1993
  • The purpose of this study was to develop nutrition education program that promotes eating behavior of preschool children. 118 parents of preschool children were surveyed to understand of children's food preferences and prejudices. The preference for vegetable showed the lowest score(2.345) and fruit was the favorite food(4.11). These results imply the consequence of teaching balanced diet with emphasizing vegetables for preschoolers. Thus, nutrition education program including teaching material were developed to provide the preschoolers with cognitive, affective, and psychomotor activities in order them to the familiar with vegetables. The program were consisted of following five parts: 1. Read-A-Story includes six stories with follow-up activities. 2. Grow-A-Plant gives instructions for growing vegetables. 3. Play-A-Game stimulates children's imagination and learning. 4. Take-A-Trip suggests places to visit that grow, sell, and prepare vegetables. 5. Eat-A-Treat presents easy ways to prepare and enjoy vegetables. Twenty one-Standardized recipes for vegetable dishes were also developed for preschooler's luncheon and snack in daycare center.

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초등학교 설계를 위한 디자인게임 방법에 대한 연구 (A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments-)

  • 김혜정
    • 교육시설
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    • 제16권6호
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

추모공원 설계기법에 관한 연구 -국내외 추모공원 사례를 중심으로- (A Study on Memorial Park Design Method)

  • 김도경;최우영
    • 한국조경학회지
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    • 제31권3호
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    • pp.17-33
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    • 2003
  • This study focuses on design method of the memorial park for the improvement of the funeral culture in Korea. Through the comparative analysis between domestic and overseas cases, this study articulates the issues that should be taken into consideration in the design of memorial park and categorizes such issues in accordance with their types. According to comparative analysis, the characteristics of domestic and overseas cases can be summed up as follows. Most of the overseas cases can be characterized with creative concepts and images in their designs because designs are not only based on the issues articulated in this study but also show a various patterns issue by issue. On the other hand, domestic cases do not show differentiated images from others, which results from the uniform design that disregards the issues articulated in this study. The memorial park for the future should be designed to play a significant role of citizens´ park under the new conceptual framework. Therefore, the issues articulated from this study should be reflected in the design of memorial park. In addition, various types by issue should be introduced to design of memorial park. The purpose of this study is to suggest basic criteria for the design of future pattern, not simply to compare the strength and weakness of different types. This study has a limitation in that it does not offer comprehensive information of what types of memorial park will coincide with the Korean's collective sentiment. Therefore, impending tasks of further researches should involve the opinion and preferences of citizens concerning the design of memorial park.

아파트 단지 옥외생활공간에 대한 거주자 반응분석 연구 (An Analysis of Resident's Response to the Quality of Outdoor living Space in Apartment Housing Complexes)

  • 곽윤정;이기석;박찬규
    • 한국산학기술학회논문지
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    • 제11권11호
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    • pp.4604-4613
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    • 2010
  • 본 연구는 대전광역시에 위치한 아파트 단지 내 옥외생활공간을 조사하고, 이를 기초로 하여 거주자의 만족도, 이용빈도, 선호도, 중요도를 파악하는 것이다. 이것은 거주자의 변화하는 요구와 관심을 파악하는 것이 미적인 설계보다 우선으로 고려해야 할 사항이며, 나아가 사회적 요구로 반영될 수 있는 기초자료로 제공하는데 그 의의가 있다. 따라서 아파트 단지 옥외생활공간에 대한 다양한 접근은 단지설계의 쾌적한 주거환경과 공동주택의 설계향상에 역할을 담당할 수 있을 것이다.

메타버스 비대면 친구사귀기 시스템 디자인 및 구현 (Metaverse Friend Making System Design and Implement)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권3호
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

Deep Neural Network-Based Critical Packet Inspection for Improving Traffic Steering in Software-Defined IoT

  • 담프로힘;맛사;김석훈
    • 인터넷정보학회논문지
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    • 제22권6호
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    • pp.1-8
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    • 2021
  • With the rapid growth of intelligent devices and communication technologies, 5G network environment has become more heterogeneous and complex in terms of service management and orchestration. 5G architecture requires supportive technologies to handle the existing challenges for improving the Quality of Service (QoS) and the Quality of Experience (QoE) performances. Among many challenges, traffic steering is one of the key elements which requires critically developing an optimal solution for smart guidance, control, and reliable system. Mobile edge computing (MEC), software-defined networking (SDN), network functions virtualization (NFV), and deep learning (DL) play essential roles to complementary develop a flexible computation and extensible flow rules management in this potential aspect. In this proposed system, an accurate flow recommendation, a centralized control, and a reliable distributed connectivity based on the inspection of packet condition are provided. With the system deployment, the packet is classified separately and recommended to request from the optimal destination with matched preferences and conditions. To evaluate the proposed scheme outperformance, a network simulator software was used to conduct and capture the end-to-end QoS performance metrics. SDN flow rules installation was experimented to illustrate the post control function corresponding to DL-based output. The intelligent steering for network communication traffic is cooperatively configured in SDN controller and NFV-orchestrator to lead a variety of beneficial factors for improving massive real-time Internet of Things (IoT) performance.

Prevention and treatment of microstomia

  • Sae Hwi Ki;Tae Jun Park
    • 대한두개안면성형외과학회지
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    • 제25권3호
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    • pp.105-115
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    • 2024
  • The mouth, located in the lower third of the face, is a uniquely visible structure. It serves as a vital organ both aesthetically and functionally, playing a key role in speech, expression, and fundamental oral functions. Consequently, any alterations or defects in its shape, due to various causes, can lead to aesthetic and functional deficiencies. These issues may also result in challenges with social interactions and a decrease in confidence. In cases of microstomia, various surgical approaches are proposed based on the location, extent, shape, and cause of the defect, leading to numerous case reports. Plastic surgeons are proficient in oral reconstruction; however, cases of microstomia are relatively rare, which reduces their familiarity and interest in these cases. Additionally, preferences for oral size and shape vary according to factors such as geographical region and ethnicity, further complicating the functional definition of microstomia. Therefore, both subjective patient and physician judgments play crucial roles in the diagnosis and treatment of microstomia, as these may vary depending on individual and societal aspects. This review aims to classify the various causes and definitions of microstomia, as well as its non-surgical and surgical treatment options, with the goal of the treatment of this condition.

확장된 기술수용모형을 적용한 유튜브 크리에이터 특성과 채널 접근 요인이 사용자 지속 시청 의도에 미치는 영향 (The Impact of YouTube Creator Characteristics and Channel Access Factors on Users' Continuous Viewing Intentions: An Application of the Extended Technology Acceptance Model)

  • 조재희;박상혁;오승희
    • Journal of Information Technology Applications and Management
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    • 제31권3호
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    • pp.1-18
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    • 2024
  • This study analyzed the impact of YouTube creator characteristics and channel access factors on the intention to continue watching content, noting that the development of the digital media environment has diversified media audiences' content preferences and access routes. Specifically, we analyzed the effects of YouTube creator trustworthiness, attractiveness, familiarity, and social influence, as well as the effects of recommendation services on perceived usefulness, perceived ease, and perceived enjoyment. The study found that creator credibility and recommendation service had a positive impact on the perceived usefulness of content, while intimacy and charm were important factors in increasing the easy of use and playfulness of content. These perceived usefulness, ease, and playfulness also had a strong positive impact on users' intention to continue watching the channel. This suggests that trust and intimate relationships with creators and appropriate content recommendations play an important role in increasing user satisfaction and channel persistence. The significance of this study's analysis of creator and channel access factors based on the extended technology acceptance model is that it shows the potential for extending and applying the existing technology acceptance model to the digital content environment.

고객 선호 변화를 고려한 토픽 모델링 기반 추천 시스템 (A Topic Modeling-based Recommender System Considering Changes in User Preferences)

  • 강소영;김재경;최일영;강창동
    • 지능정보연구
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    • 제26권2호
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    • pp.43-56
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    • 2020
  • 추천 시스템은 사용자가 다양한 옵션 중에서 최선의 선택을 할 수 있도록 도와준다. 그러나 추천 시스템이 상업적으로 성공하기 위해서는 극복할 몇 개의 문제점이 존재한다. 첫째, 추천시스템의 투명성 부족 문제이다. 즉, 추천된 상품이 왜 추천되었는지 사용자들이 알 수 없다. 둘째, 추천시스템이 사용자 선호의 변화를 즉각적으로 반영할 수 없는 문제이다. 즉, 사용자의 상품에 대한 선호는 시간이 지남에 따라 변함에도 불구하고, 추천시스템이 사용자 선호를 반영하기 위해서는 다시 모델을 재구축해야 한다. 따라서 본연구에서는 이러한 문제를 해결하기 위해 토픽 모델링과 순차 연관 규칙을 이용한 추천 방법론을 제안하였다. 토픽 모델링은 사용자에게 아이템이 왜 추천되었는지 설명하는데 유용하며, 순차 연관 규칙은 변화하는 사용자의 선호를 파악하는데 유용하다. 본 연구에서 제안한 방법은 크게 토픽 모델링 및 사용자 프로파일 생성 등 토픽 모델링에 기반한 사용자 프로파일 생성 단계와 토픽에 사용자 선호 확인 및 순차 연관 규칙 발견 등 순차 연관 규칙에 기반한 추천 단계로 구분된다. 벤치마크 시스템으로 협업 필터링 기반 추천 시스템을 개발하고, 아마존의 리뷰 데이터 셋을 이용하여 제안한 방법론의 성능을 비교 평가하였다. 비교 분석 결과, 제안한 방법론이 협업 필터링 기반 추천시스템보다 뛰어난 성능을 보였다. 따라서 본 연구에서 제안하는 추천 방법을 통해 추천 시스템의 투명성을 확보할 수 있을 뿐만 아니라, 시간에 따라 변화하는 사용자의 선호를 반영할 수 있다. 그러나 본 연구는 토픽과 관련된 상품을 추천하기 때문에, 토픽에 포함된 상품의 수가 많을 경우 추천이 정교하지 못하는 한계점이 있다. 또한 토픽의 수가 적기 때문에 토픽에 대한 순차 연관 규칙이 너무 적은 문제점이 있다. 향후 연구에서 이러한 문제점을 해결한다면 좋은 연구가 될 것으로 판단된다.

모바일홈쇼핑의 특성과 개인성향이 소비자의 플로우에 미치는 영향 (The Effects of Mobile Home Shopping's Characteristics and Personal Characteristics on Flow)

  • 주선희
    • 한국융합학회논문지
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    • 제12권5호
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    • pp.197-205
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    • 2021
  • TV홈쇼핑사들은 TV채널과 전화주문방식이라는 채널에 국한되지 않고 모바일을 통해 채널 확장에 노력을 기울이고 있다. 웹을 이용한 상호작용성과 편재성을 넘어서 모바일 라이브방송을 통해 더욱 소비자와의 접점을 확대하고 있다. 모바일을 통해 라이브톡을 통해 소비자와의 상호작용에 중요시하고, 모바일 내의 자체 방송을 한다. 이러한 상호작용을 중요시하는 활동은 놀이성향, 충동성향과 같은 소비자의 개인성향에 따라 소비자 플로우에 대한 차이도 있을 것으로 본다. 본 연구에서는 모바일홈쇼핑의 특성인 양방향성, 즉시성과 편재성이 소비자의 플로우에 미치는 영향을 살펴보고, 개인성향에 따라 모바일홈쇼핑에 대한 소비자의 플로우 상태에 미치는 영향은 차이가 있을 것으로 보고 연구하였다. 연구결과, 양방향성은 플로우에 유의하지 않는 것으로 나타났으며, 즉시성 역시 플로우에 유의미한 영향을 미치지 못하는 것으로 나타났다. 편재성은 플로우에 유의한 영향을 미치는 것으로 나타났다. 개인성향 중 놀이성향이 높은 사람은 플로우에 긍정적 영향을 미치는 것으로 나타났으며, 충동성향이 높은 사람 역시 플로우에 유의한 영향을 미치는 것으로 나타났다. 소비자의 플로우 상태는 모바일홈쇼핑을 이용하려는 의도에 긍정적인 영향을 미치는 것으로 나타났다.