• Title/Summary/Keyword: playtime

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Analysis on the Hours of Living and Playtime of Children Depending on the Existence of a Protector After School (아동의 생활시간과 놀이시간 양태 연구: 방과 후 보호자 유무에 따른 비교)

  • Kim, JiHee
    • Journal of the Korean Home Economics Association
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    • v.50 no.8
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    • pp.13-19
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    • 2012
  • The present study explored the hours of living and playtime depending on existence of caregiver after school using the data from the Korean Children and Youth Panel Survey7071. KCYPS date collected on 1th, 4th and 7th grade children and their caregivers. The hours of living was categorized into sleeping, learning, reading and play times. Playtime was sub-categorized into time for using playing the computer/games, watching TV/DVD and playing with peer groups. The present study has shown that children in the fourth grade spent more time on learning, whereas reading children in the seventh grade spent more time on playing compared to those in other grades during the weekdays. Also, children in higher grades spent more time playing both on the weekdays and on the weekends. Students of all grades spent more time watching TV/DVD compared to other activities during the weekdays and the weekends. Children with a caregiver spent more time on learning and spent less time playing computer/game, watching TV/DVD and playing with peer groups than children without caregivers. As students moved up a grade, these results clearly appeared. Considering the results in this study, the allocation of hours of living and playtime of children altered depending on the existence of a caregivers.

Effects of Mothers' Play Belief on Self-determination of Young Children: The Mediating Role of Children's Play Time (어머니의 놀이신념이 유아의 자기결정력에 미치는 영향: 놀이시간의 매개역할)

  • Lee, Hyoim;Shin, Nary
    • Korean Journal of Childcare and Education
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    • v.16 no.3
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    • pp.59-77
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    • 2020
  • Objective: The purpose of this study was to investigate the effect of mothers'play belief and their children's playtime on self-determination of young children. Methods: Participants of this study were 239 mothers of 6-year-old children attending childcare centers. An online self-report survey method was implemented to investigate whether mothers appreciate the contribution of play on their children's development, if mothers allow their children's playtime, and to examine the level of self-determination of their children. SPSS 22.0 was conducted for descriptive statistics and AMOS 21.0 was used for the path analysis to investigate the hypothetical relationship among variables. Results: Mothers' play support belief had a direct influence on their children's self-determination, while young children's playtime that was also affected by their mothers' play support belief had an indirect effect on their self-determination. Conclusion/Implications: The research shows that children's self-determination can be fostered by providing time to play when they can make decisions and demonstrate goal directed behaviors, and by providing an atmosphere that emphasizes the importance of playing in one's childhood.

Effect of an 8-Week Competitive Exercise Program on Physical Fitness and Psychological Factors in Game-addicted Adolescent (8주간의 경쟁운동 프로그램이 게임과몰입 청소년의 기초체력과 심리적 변인에 미치는 영향)

  • Choi, Seung-Jun
    • PNF and Movement
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    • v.15 no.3
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    • pp.281-290
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    • 2017
  • Purpose: The purpose of this study was to examine the effect of an 8-week competitive exercise program on physical fitness, psychological variables, and video-game playtime in game-addicted adolescents. Methods: All subjects were screened by a game behavior diagnosis scale questionnaire, and a total of 7 game-addicted, male adolescents ($16{\pm}2$ yrs of age) participated in the study. All subjects were informed of the study's purpose, procedures, and risks, and a consent form was obtained from each subject. The 8-week soccer and basketball exercise program included twice-weekly sessions of 120 minutes per session. All data were presented as $mean{\pm}SE$, and the variables were analyzed with a paired t-test. Results: Following the 8-week intervention, cardiovascular endurance and grip strength were significantly increased (approximately 17 and 7%, respectively [p<0.05]). Although there was no statistical significance on flexibility, vertical jump, and zigzag-run, all variables showed an increasing tendency. Anxiety levels changed from a mild anxiety state to a normal state, and depression levels also altered from moderate to a normal state. The video-game playtime was reduced about 20% during weekends and vacation periods. Conclusion: Given these combined results, 8 weeks of regular participation in competitive exercise (soccer/basketball) may contribute to positive effects on physical fitness, psychological variables, and video-game playtime in computer-game addicted adolescents.

Effects of Sensory Integration Therapy with Sibling on Play Level and Time for Children with Disabilities

  • Chang, Ki-Yeon;Kim, Ki-Jong
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.3
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    • pp.1-8
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    • 2021
  • Purpose : There is a lack of research on this field in the Republic of Korea, especially those that have seen the effect of interaction between siblings through sensory integration therapy (SIT). Therefore, this study sought to find out the effectiveness of SIT with siblings through the Revised Knox Preschool Play Scale (RKPPS) and playtime. Methods : The experimental group consisted of 10 disabled children, and 10 normal siblings of the disabilities joined the program as a helper. In addition, 10 children with disabilities conducted the intervention as a control group. The difference between the experimental group and the control group is whether they participate with their sibling or not during the intervention period. The present study was conducted a SIT for 40 minutes per week for the experimental and the control group and then had 10 minutes of an interview with the parents of children with disabilities. A total of 10 programs were implemented for 10 weeks. Results : The experimental group showed statistically significant differences in space management, material management, pretense/symbolic, participation, and total scores. The control group showed significant differences between pre and post results in the participation and the total scores. The experimental group and the control group showed significant differences in the pre-post comparison results. The comparison of post-intervention between both groups of the RKPPS and playtime results showed a statistically significant increase in the experimental group. Conclusion : The sibling SIT showed better play level and time than the individual therapy. However, comparisons before and after the intervention in the level of play showed significant results only in participation and total scores in the control group. Clinically, it is recommended to make good use of sibling relationships when applying SIT, and if that is not possible, continuous observation is needed that children who received treatment become familiar with the environment in which they can be treated.

A Study on Design Methods to Extend Game Flow Period - Focusing on Monster Hunter: World (게임 사용자의 몰입 기간을 연장하는 디자인 방법 연구 - 몬스터 헌터: 월드를 중심으로)

  • Sunghoon Kim;Chanil Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.119-122
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    • 2023
  • 게임 이용자가 재미를 느끼고 몰입하며 그 재미가 오래 유지되도록 하는 것은 많은 게임 디자이너의 관심사이다. 본 논문에서는 비교적 적은 개발 비용으로 긴 몰입 기간을 만들어낸 몬스터 헌터: 월드를 통해 이를 가능토록 하는 게임 디자인 기법 "반복 플레이 동기 부여", "숙련도 영역 전환"의 두 가지를 제안한다.

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A Study on RTP-based Lip Synchronization Control for Very Low Delay in Video Communication (초저지연 비디오 통신을 위한 RTP 기반 립싱크 제어 기술에 관한 연구)

  • Kim, Byoung-Yong;Lee, Dong-Jin;Kwon, Jae-Cheol;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1039-1051
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    • 2007
  • In this paper, a new lip synchronization control method is proposed to achieve very low delay in the video communication. The lip control is so much vital in video communication as delay reduction. In a general way, to control the lip synchronization, both the playtime and capture time calculated from RTP time stamp are used. RTP timestamp is created by stream sender and sent to the receiver along the stream. It is extracted from the received packet by stream receiver to calculate playtime and capture time. In this paper, we propose the method of searching most adjacent corresponding frame of the audio signal, which is assumed to be played with uniform speed. Encoding buffer of stream sender is removed to reduce the buffering delay. Besides, decoder buffer of receiver, which is used to correct the cracked packet, is resulted to process only 3 frames. These mechanisms enable us to achieve ultra low delay less than 100 ms, which is essential to video communication. Through simulations, the proposed method shows below the 100 ms delay and controlled the lip synchronization between audio and video.

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A Study on Visual Expression Characteristics of Motion Poster (모션 포스터의 시각적 표현 특징 연구)

  • Chun, Christine Hyeyeon
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.67-73
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    • 2020
  • This paper analyzed the characteristics of Motion Poster (Moster) and discussed the visual expression methods. To this end, the existing literature on motion posters was organized. The visual representation of motion posters was analyzed by dividing into 'Main Visual', 'Mode of Movement', 'Playtime' and 'Sound'. The analysis results were as follows. As motion posters are kind of movie posters, they are made from the original movie poster images, characters, or scenes of the movie. Graphical representations used either photo-realism or computer realism. The movement methods are 'simple movement of visual elements(movement, gesture and rotation, appear or disappear)+fixed camera movement' or' camera movement (zoom in/out, rotate, move) + fixed visual element movement'. Playback time ranged from about 10 seconds to over 1 minute of video, and the longer the video, the higher the probability of including sound.

The Effects of Fathers' Playfulness and Play Participation on Preschoolers' Peer Competence (아버지의 놀이성과 놀이참여도가 유아의 또래유능성에 미치는 영향)

  • Park, Hayan;Pae, Sunyoung
    • Korean Journal of Childcare and Education
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    • v.14 no.6
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    • pp.123-141
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    • 2018
  • Objective: The purpose of this study was to investigate the effects of fathers' playfulness and play participation on preschoolers' peer competence. Methods: The participants in the study were 325 preschoolers and their fathers. The survey method was used to investigate fathers' playfulness, fathers' average level of play participation as well as playtime with their children and preschoolers' peer competence. In order to analyze the data, one-way ANOVA and regression analysis were utilized. Results: The results showed that fathers' playfulness and play participation were different according to the fathers' weekly working hours. It was found that the higher the cheerfulness of the sub-factors of fathers' playfulness was, the higher the sociability of sub-factors of preschoolers' peer competence was. The amount of fathers' play time with children as well as the average level of play participation, which is the qualitative aspect of fathers' play participation, was found to affect preschoolers' peer competence and the three sub-factors of competence. Conclusion/Implications: The findings implied that fathers' active play participation with children is important and that there is a need to improve working conditions in order for fathers to have time to play with their children.

Game Bot Detection Based on Action Time Interval (행위 시간 간격 기반 게임 봇 탐지 기법)

  • Kang, Yong Goo;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1153-1160
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    • 2018
  • As the number of online game users increases and the market size grows, various kinds of cheating are occurring. Game bots are a typical illegal program that ensures playtime and facilitates account leveling and acquisition of various goods. In this study, we propose a method to detect game bots based on user action time interval (ATI). This technique observes the behavior of the bot in the game and selects the most frequent actions. We distinguish between normal users and game bots by applying Machine Learning to feature frequency, ATI average, and ATI standard deviation for each selected action. In order to verify the effectiveness of the proposed technique, we measured the performance using the actual log of the 'Aion' game and showed an accuracy of 97%. This method can be applied to various games because it can utilize all actions of users as well as character movements and social actions.

A Study on the Occurrences and Preventive Strategies of Accident in Children (초등학생의 안전사고 실태 및 예방전략에 관한 조사 연구)

  • Bae Jeong-Yi
    • Child Health Nursing Research
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    • v.8 no.4
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    • pp.435-448
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    • 2002
  • Accidents are important causes of death and disability in children. They also have enormous financial implications. Young children become an victim of accidents easily because of their physical fragileness and their coping behavior being vulnerable to any actions taken by accidents. Once they have a accident, the children whose not fully developed, suffer from devastating long-term after-effects. Lee, Lee, Kang and Han(1995) reported that ninety percent of accidents can be prevented. But there is no national system to manage, evaluate and analyse the information about child accidents, even though it is necessary for accident prevention policies and health promotion of the general public. The purpose of the study was to determine how often children have accidents and define the accident prevention strategies in children. The investigator conducted a descriptive study by performing the surveys, interviews, and workshops for the 2,458 young children, 10 teachers, and 1,494 parents. The data collection for the study began on September 2000 and completed on April 20, 2001. The analysis of the data was done with Window SPSS 10.0 for descriptive statistics. Among those children, 1,298 children(52.8%) injured from accidents. The children who had accident answered that they injured from traffic accident(27.3%), inside the home(26.3%), on the playground(17.0%), during playtime(13.6%), in the school(5.9%) and food poisoning(7.1%). To define accident prevention strategies for the school children, the parents and the teachers who had a special interest in this topic formed a special task force under the guidance of the investigator. The team was charged to prepare the basis of content materials by identifying the problems, setting standards for the program, prioritizing the process, and selecting the methods of implementation and evaluation. Eight issues and concerns identified by the team were: 1)allowing young children to learn undesirable habits and behaviors that would bother others without knowing; 2) not guarding young children from car accident; 3)unattended accident at playground; 4) considering home places safe; 5)unattended accident at school. These issues were found to be coinciding with the actual child accident cases occurred recent years in Korea. Greater efforts are required to reduce unnecessary deaths and disability from childhood accidents. This study gave a very useful and important data to prepare accident prevention educational program and to prepare accident prevention strategies.

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