• Title/Summary/Keyword: play time

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Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.143-164
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    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.

Pattern of Computer Game Play and Emotional and Behavioral Characteristics in Upper Grade Elementary School Children (초등학교 고학년 아동의 컴퓨터 게임 양상과 정서 및 행동 특성)

  • Lee, Ja-Yeong;Park, Tae-Won;Lee, Moon-Sook;Cho, Eun-Cheong;Chung, Young-Chul;Hwang, Ik-Keun;Yang, Jong-Chul;Chung, Sang-Keun;Jung, Ae-Ja;Eun, Hong-Bae
    • Anxiety and mood
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    • v.4 no.2
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    • pp.135-141
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    • 2008
  • Objective : The purpose of this study was to investigate the relationship between the pattern of computer game play and emotional and behavioral characteristics of 5th and 6th grade elementary school children in Jeonju city. Methods : Fifth and sixth graders from two elementary schools (N=413, M=214, F=199) were chosen to participate in this study. The participants completed self-report questionnaires designed by the authors, and were also evaluated based on a computer game addiction scale, state-trait anxiety inventory for children, children's depression inventory and Piers-Harris children's self-esteem scale. The parents of the participants determined the disruptive behavior rating scale of the participants. Results : Positive links were reported between the pattern of computer game play (years of computer game experience, average length of each computer game play session, average time spent on computer game play per day, and average frequency of computer game play per week) and scores of computer game addiction scale. In addition, significant correlation was found between the internalized problems of children (trait anxiety, state anxiety, depression, and self-esteem), and computer game addiction scale score, among both sexes (p<0.01). There were significant correlations between game addiction scale score and inattention (p<0.01) as well as total attention deficit hyperactivity disorder (ADHD) score (p<0.05) in girls. Conclusion : Our findings suggest that computer game addiction is related to symptoms of internalizing, particularly to the trait anxiety. Significant positive correlations between game addiction scale score and externalized behavioral problems were found only in girls.

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The Effects of In-service Education of Newborn's Behavior Response on the Nurse-Newborn Play Interaction (신생아의 행동반응에 대한 실무교육이 간호사와 신생아와의 유희적 상호작용에 미치는 영향)

  • Yang, Young-Ok
    • Korean Parent-Child Health Journal
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    • v.5 no.1
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    • pp.1-23
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    • 2002
  • The purpose of this study was to find out the effect of in-service education on the nurse-newborn play interaction. The research design adopted the pre-experimental design applied only for one pretest-posttest group and Barnard's mother-infant interaction model was used as a conceptual framework. The subjects were 26 nurses who were selected from 2 nurseries in general hospital in Pusan, and 52 healthy newborns who were after 4 days from birth during data collection period at the same hospital. The data were collected from June 1st to October 5th in 2001, by video-taping for the interactive behaviors between the nurse and the newborn, played for 5 minutes in nurseries 2 weeks before and after in-service education. The in-service education consisted of the newborn's behavior responses focused on the newborn baby's states, behavior, cues and state modulation, 3 times per 1 week, 90 minutes per 1 time, lecture, demonstration and hand out project. The experimental tool used for this research was Ha Young-Soo's Korean translation of the Maternal-Infant Play Interaction Scale by Thompson, Jody Baird, Sara Gordman, Bryant(1982), some parts of which were adapted to be suitable for the purpose of this research. Mother and baby scale by Wolke & James-Roberts(1987) was also modified and used as the criterion of nurse's perception of a newborn baby. The results of this study were as follows: 1. This result supported the major hypothesis : After the intervention of in-service education, the nurse and newborn play interaction was promoted. 2. After intervention of in-service education, the nurse perception of newborn, especially the criteria of newborn's reaction was promoted., The results of this research confirm that in-service education on the newborn's behavior responses such as states, behavior, cues and state modulation is an effective way to improve the interaction between the nurse and the baby. It elevated the nurse's sensitivities to the baby's needs. Therefore, in-service education can change the conditions of current nursing practice mostly centered on physical care into a better one in which nurses consider the emotional, social, and intellectual development stages of babies. Accordingly, in-service education contributed to promoting the effective nurse-newborn play interaction so positively.

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Change of Mother-child Interaction and Perceptions After Participating in Parent Counseling Education Combining Physical Contact Play Activities (신체접촉놀이를 통합한 부모상담교육 참여에 따른 어머니-유아 상호작용 및 인식 변화 연구)

  • Shim, Mi Kyung
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.91-108
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    • 2018
  • Objective: The main purpose of this study was to investigate the change of mother-child interaction and perceptions of parenting and play after participating in parent counseling education program which is combined physical contact play activities with client-centered counseling technique. Methods: The subjects were 6 mothers and their child who attended more than 7 out of 8 times in the program, which carried out totally 8 sessions, once a week for 90 minutes. Marschak Interaction Method (MIM) and semi-structured questionnaire about parenting and play were used to assess the change. Results: First, mothers' interaction with their child was become more nurturable and mutual engaged, and facilitated their child's challenge simultaneously providing structure. Second, child-directed interaction was increased rather than mother-directed, and the waiting time for their child's attempt became longer. Conclusion/Implications: The parent counseling education program changed the mother-child interaction more positively. This study has the implication in terms of combining play with education and counseling, but there is the limitation of generalization due to qualitative analysis based on limited cases.

Research on Jeongganbo Education Program (정간보(井間譜) 교육 프로그램)

  • Han, Mirye;Jung, Nakhyun
    • 지역과문화
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    • v.5 no.1
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    • pp.65-84
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    • 2018
  • The purpose of this study is to develop education programs for effective education of Jeong-gan-bo. Jeong-gan-bo is a unique piece of music made during King Sejong's reign. Starting in the third grade elementary school, Jeong-gan-bo begins to develop. If you fail to understand Jeongganbo in lower grades, you often give up scores of music in a more detailed and complicated manner. This is why we need a customized education program for the first time in lower grades. For this purpose, the basic process of understanding the Jeongganbo is understood to be played as a traditional play. This study consists of the elementary school the 3rd grade scenario. This study consists of the second - grade class scenarios for the 3rd grade elementary school students, the curriculum is centered on the curriculum, which is currently in the 3rd grade curriculum, curriculum in 2009. The program learns to play the rhythm of the 1st phase, the code of the 2nd stage of Jeong-dan, and play the rhythm through play through play. Step 1 is not only visually recognizable, but also a direct sign of the code. The second phase consists of the basic composition of Jeongganbo, through the basic composition of Jangdan, and learns the exact rhythm of Jeongganbo. The results of the study can be divided into meaningful meaning in terms of educational significance and educational content development in terms of educational significance. The methods used to understand the exercises and play games were effective in understanding the contents of Jeongganbo, and also meaningful to the role of traditional music in the context of various programs.

Improved Method and Message Structure Design for TWSTFT without Extra Network

  • Juhyun Lee;Ju-Ik Oh;Young Kyu Lee;Sung-hoon Yang;Jong Koo Lee;Joon Hyo Rhee
    • Journal of Positioning, Navigation, and Timing
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    • v.12 no.2
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    • pp.201-209
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    • 2023
  • Time comparison techniques are required for generating and keeping Coordinated Universal Time (UTC) and to distribute standard clocks. These techniques play an important role in various fields, including science, finance, military, and communication. Among these techniques, Two-Way Satellite Time and Frequency Transfer (TWSTFT) ensures a relatively high accuracy, with a time comparison accuracy at a nanosecond level. However, TWSTFT systems have some limitations, such as the dependency on extra network links. In this paper, we propose an improved method for TWSTFT system operation and design a message structure for the suggestion. Additionally, we estimate the data rate and redundancy for the new TWSTFT signal with the designed message structure.

IPTV Service Provider over FTTH (광가입자망을 통한 IPTV 서비스 제공)

  • Park In-Gyu
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.5 s.347
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    • pp.7-16
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    • 2006
  • IPTV is referred to the service which provide integrated IPTV services for providing video, 10/100-Mbit/sec Internet, voice, video-on-demand (VOD), and other broadband applications including home security, video conferencing, and telemedicine. All services are integrated into an IP (Internet Protocol) architecture designed specifically for Gigabit Ethernet FTTH systems, HFC or xDLC. It is absolutely necessary that telecon operators provide IP video delivery platforms that enable service providers to transform their business. With their own products, they can better manage their existing services and generate new revenues from broadcast TV, movies on demand and multimedia. Triple-play is a combination of broadcast, telephony and broadband services offered through IPTV networks. With cable operators allowed to offer a triple-play bundle, the nation's telecom operators are beginning to get a little anxious. Cable operators assert that triple-play is a must-have and natural extension of the cable service bundle. The Korean Cable TV Association asserts that the triple-play model is of paramount importance to the cable industry's future growth. But the telecom sector considers itself unfairly disadvantaged, saying they cannot compete until regulatory issues are resolved. The start of web-based television in Korea may still be some time off with a confrontation between the nation's IT regulator and broadcasting sector over the service's legal boundaries shows no signs of being resolved my time soon. korea should be is the fastest-growing provider of IPTV solutions in the industry, with over worldwide customers.

Real-time H.264/AVC High 4:4:4 Predictive Decoder Using Multi-Thread and SIMD Instructions (멀티쓰레드와 SIMD 명령어를 이용한 실시간 H.264/AVC High 4:4:4 Predictive 디코더의 구현)

  • Kim, Yong-Hwan;Kim, Je-Woo;Choi, Byeong-Ho;Lee, Seok-Pil;Paik, Joon-Ki
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.350-353
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    • 2007
  • This paper presents an real-time implementation of H.264/AVC High 4:4:4 Predictive profile decoder using general-purpose processors by exploiting multi-threading technique and Single Instruction Multiple Data (SIMD) instructions without any quality degradation. We analyze differences between the existing High profile and High 4:4:4 Predictive profile decoder, and show various optimization techniques to decode high fidelity and high definition (HD) video in real-time. Simulation results show that the proposed decoder can play high fidelity HD video at average 40 frames per seconds (fps) for the IBBrBP bistream and about 50 fps for the Intra-only bitstream.

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The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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Development of a Simple Excel-Based Performance Rating Training Tool for Motion and Time Study (작업관리를 위한 엑셀 기반의 간이 수행도 평가 훈련 툴 개발)

  • Choi, Seong-Hoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.2
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    • pp.16-20
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    • 2012
  • The purpose of this thesis is to develop a performance rating training tool for the time and motion study. It is widely recognized that rating training tools based on films were made several decades ago and introduced to Korea. However, to the best of our knowledge, those films are not used for rating training in Korea any more. Furthermore, although rating is still important method for the efficient operational management study, it is briefly mentioned without any training or exercise. In this paper, we propose a simple rating training tool based on Excel with VBA. The mottoes of our development are the ease of acquisition and trainees' motivation. Test results show that trainees can obtain the concept of rating and the ability of accurate and consistent rating as they play a computer game sitting in front of the personal computer.