The Journal of Korean Institute of Communications and Information Sciences
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v.27
no.10A
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pp.951-961
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2002
In general, there is discontinuity phenomenon like a black screen and an irregular sound for repeated play of a finite digital stream. In this paper, for repeated play we analyze the relation between source and stream time causes this phenomenon. We obtain the time relation between video frame rate, audio frame rate, and TS packet transmission rate to eliminate this phenomenon. Using this time relation, we propose a new generation method of elementary stream (ES) and transport stream (TS) to eliminate discontinuity phenomenon. The test results of the generate ES and TS using the proposed method show that the discontinuity phenomenon can be eliminated for repeated play of a finite proposed stream.
The purpose of this study was to investigate the relationship among toddler's symbolic play level, mother's responsiveness and verbal interaction. The subjects were 56 pairs of 24-29 months old toddlers and their mothers. The toddler's symbolic play level was classified using categories by Gowen(1995). The mother's verbal interaction was coded during a 10-minute-free play session with her toddler using Caldera, Huston, and O'Brien's(1989) categories. PICCOLO(The Parenting Interactions with Child Checklist of Observations Linked to Outcomes) by Roggman, Cook, Innocenti, Jump, Norman, & Christiansen(2009) was used to investigate the mother's responsiveness. While the mothers played with their toddlers during a 10-minute-free play session, their interaction were videotaped. The data were analyzed by means, t-test, and correlations. The results of the study were as follows: First, the mean levels of the toddler's symbolic play were in level 3, 'the pretending others'. Also girls spent more symbolic play time with mothers than boys. Second, mothers' responsiveness was generally high in free play with their toddlers. Mothers frequently used 'questions' 'comments' and 'fantasy statements'. Mothers with girls used more 'questions' than mothers with boys. Third, there was a significant relationship among toddler's symbolic play level, mother's responsiveness and verbal interaction. Maternal responsiveness and 'fantasy statements' were positively related with the mean level, and the frequency of play. The 'questions' and 'answers' were also related with symbolic play level and frequency. But 'praise' was negatively related with symbolic play frequency. In conclusion, this study suggested that toddler's symbolic play level was related with mother's responsiveness and verbal interaction during free play.
In our time the parent's role is changing from sexually differentiated to androgynous pattern. Mother's interction with infant includes caring and father's interaction especially have play. Father and mother share the caring and play because they have complementary nature. Infants have a tendency to show more positive responses to their fathers than mothers in play situations. For that reason we can help the promotion of father's interaction with his infant through ascertaining patterns of father-infant play interaction. This study was to find out patterns of father-infant play interaction in order to improve the Interaction between father and infant. Data was video-taped from 6 fathers and infants who were healthy and first-timed and 7-11 weeks old in their houses. I used Father-Infant Play Interaction Scale that was applied to father instead of mother as a care-giver. The scale was checked up by experts in this field for content validity and the reliability was 0.95 in this study. The results were as follows : 1. Father's play behaviors were the patterns of responses about infant's cue. The mean score was 33.16(SD, 9.11), This means they come up to the standard level of responses about infant's cue. 2. Infant's play behaviors were the patterns of responses about father's cue. The mean score was 7.00(SD,3.10). This means they get the higher level of responses about father's cue. 3. The patterns of simultaneous responses occured together between father and infant. The mean score was 9.58 (SD, 3.96). This means they reach the standard level of simultaneous responses between father and infant. 4. The patterns of interactional behaviors occured interpersonally between father and infant. The mean score was 49.75(SD, 15.80). This means they interact on the standard level of play interaction. In view of the results father's play interaction seems to reveal an average level and play patterns are similar to mother's. In order to ascertain definitely patterns of father-infant play interaction we need further research which has more subjects and variables to have important effects.
International journal of advanced smart convergence
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v.12
no.3
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pp.25-31
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2023
This paper designs a real-time video playback system using a web camera in the RTSP server. It designs a function to play the video data of the web camera in the client in real time using the web camera in the server and using the RTSP protocol. It consists of a server module function that produces real-time video information using a web camera and a client module function that plays video received from the server in real time. The experiment was conducted by establishing an environment for designing a real-time video playback system using a web camera. As a result of the experiment, it was confirmed that real-time video playback from the server's web camera worked well.
Purpose: The purpose of this study was to develop a play education program to reduce children's fear of needle insertion to the implanted port, and to assess the effect of this program. Method: The play education program was composed of play education before needle insertion, encouragement during needle insertion, and a present to reward then after needle insertion. Measurement instruments were the Procedure Behavior Check List(PBCL) and Faces Rating Scale(FRS). Results: The first hypothesis, "the PBCL point of children with malignant disease would decrease after play education program", was rejected(before insertion : Z=-0.189, p= .850, during insertion : Z=-0.350. p= .727, after insertion : Z=-0.590, p= .555). The second hypothesis, "the FRS point of children with malignant disease would decrease after play education program education", was rejected(observer 1 : Z=-0.245, p= .806, observer 2 : Z=-0.912, p= .362, self-report : Z=-0.181, p= .856). The third hypothesis, "the Time of needle insertion would decrease after play education program", was rejected(Z=-0.464, p= .642). Conclusion: The effect on fear-reduction of play education program for children with malignant disease inserted implanted port was not significant but continuous education is needed for parents and children.
In this paper, we investigated the effects of mathematics classes using play-action programs in the course of mathematics education of future elementary school teachers. This study was conducted with 43 junior university students who selected 'Play Mathematics' in 2006. All the participants in this course was divided 11 groups. Play-action mathematics programs was consisted of 12 themes. For example, there was tangram, somacube, hexamino, tessellation, geoboard etc. In the beginning of lessons, we investigated theses themes itself through plays, puzzles, games, and computer programs. And next time, we investigated the relationships between these themes and elementary mathematic textbooks(i.e. mathematical contents). In 14th and 15th lessons, all the groups took a project presentation lessons that included all things about play mathematics in all group categories. And they developed two themes of play mathematics in accordance with grades, contents, levels as course tasks. Through this study, three educational effects induced. First, future elementary school teachers have a deep understanding about play-action mathematics. They are interested in these play themes, and take part in these play mathematics programs of their own accord. And they realize that these play themes are related to elementary mathematics. Second, future elementary school teachers' attitude and mind about mathematical are improved after this course. Third, future elementary school teachers comprehend various instruction methods relating to play mathematics. Therefore, we suggest that future elementary school teachers need to have many opportunity to experience and develop a mathematics classes using play mathematics.
This study will examine the current condition of outdoor play in child care centers and the overall perception of teachers on outdoor play in regards to its related programs and children's reaction to them. Through examining such issues, this study will provide the basic data that can be applied in planning appropriate outdoor play activities, programs and environments. For the study, we surveyed teachers and directors of child care centers using a structured questionnaire. The objects of the survey were 22 child care centers in Daejeon and Seoul, who agreed to conduct the survey. The survey was conducted from August 1 to September 30 2006; 220 copies were distributed, and 188 copies were collected. The results of the study can be summarized as follows: 1) The number of outdoor plays per week were on average 1~2 in most cases, although teachers believed the play should be done everyday. Outdoor play time was mostly 21~30 minutes, while teachers thought 31~40 minutes as appropriate. Children's reaction scored the highest when they played outdoors for 30 minutes every day with their teachers involved in the play. As a result, we have concluded that the appropriate outdoor play should be conducted everyday for 30~40 minutes. 2) Outdoor play was mostly conducted as part of the overall educational plan rather than a separate plan. Since outdoor play affects children's development as much as indoor play, there is a need for development of a specific and separate plan for various outdoor play programs. 3) The outdoor play program that was most often conducted was equipment play and sand play. This indicated the monolithic nature of the outdoor program. Given the fact that children enjoy outdoor plays a lot (M=4.71), various programs including adventure play, sensitive play, and carpenter play should be developed. 4) In outdoor play, the teacher's role included supervising and interacting with children. According to the survey, teachers had a good understanding of the importance on safety and supervising issues in outdoor plays. However they seemed to overlook the importance of having better programs and improving teacher's participation to the play. Despite the importance of outdoor play to children's development, the result shows that teachers have tendencies to limit and obstruct outdoor plays by emphasizing supervising and safety issues instead. 5) Children's safety should not be the only consideration for outdoor plays; teachers ought to better understand that children's development can be maximized by the play. Furthermore, there should be emphasis placed on the program development and teacher's participation; teacher's participation should actively encourage the interactions between a child and a teacher, as well as among children.
The purpose of this study was to investigate the actual conditions and characteristics of weekly and daily child care programs for infants, to provide a basis for the improvement of infant care quality. Weekly and daily curricula of 18 classes for one and two-year-olds classes (9 for each ages) from childcare centers in D city were collected from Nov. 2009 to February 2010. The results are as following: first, classes for one-year-olds plan 6-25 activities and classes for two-year-olds plan 12-30 activities weekly, with differences in the number of weekly activities according to the childcare centers. The number of weekly activities should be planned considering infants' interest as well as educational continuity of the activities. Second, the investigation of daily activities showed that the routine activities planned for one-year-olds were for total of 310-600 minutes and for two-year-olds 310-540 minutes. Among these, on average of 66% of the time was planned for everyday life such as eating and napping. The rest of time was dedicated to indoor and outdoor free play. However a few centers allocated more time for group activities according to subjects compared to free play. A curriculum composed of group activities ignoring infants' individual developmental differences should not be encouraged. Last, the results of cluster analyses on weekly and daily curricula in terms of the number of activities and time, duration, number of group activities and time showed that curricula for infants could be characterized into two types: "free play" and "group activity" curricula.
This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.
International Journal of Internet, Broadcasting and Communication
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v.12
no.4
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pp.218-225
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2020
The purpose of this paper is to establish an IoT-based big data platform that can check the space and form analysis in various play cultures of children. Therefore, to this end, in order to understand the healthy play culture of children, we are going to build a big data platform that allows IoT and smart devices to work together to collect data. Therefore, the goal of this study is to develop a big data platform linked to IoT first in order to collect data related to observation of children's mobile movements. Using the developed big data platform, children's play culture can be checked anywhere through observation and intuitive UI design, quick information can be automatically collected and real-time feedback, data collected through repeaters can be aggregated and analyzed, and systematic database can be utilized in the form of big data.
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