• Title/Summary/Keyword: 그림그리기

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Development and Validation of Figure-Copy Test for Dementia Screening (치매 선별을 위한 도형모사검사 개발 및 타당화)

  • Kim, Chobok;Heo, Juyeon;Hong, Jiyun;Yi, Kyongmyon;Park, Jungkyu;Shin, Changhwan
    • 한국노년학
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    • v.40 no.2
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    • pp.325-340
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    • 2020
  • Early diagnosis and intervention of dementia is critical to minimize future risk and cost for patients and their families. The purpose of this study was to develop and validate Figure-Copy Test(FCT), as a new dementia screening test, that can measure neurological damage and cognitive impairment, and then to examine whether the grading precesses for screening can be automated through machine learning procedure by using FCT imag es. For this end, FCT, Korean version of MMSE for Dementia Screening (MMSE-DS) and Clock Drawing Test were administrated to a total of 270 participants from normal and damaged elderly groups. Results demonstrated that FCT scores showed high internal constancy and significant correlation coefficients with the other two test scores. Discriminant analyses showed that the accuracy of classification for the normal and damag ed g roups using FCT were 90.8% and 77.1%, respectively, and these were relatively higher than the other two tests. Importantly, we identified that the participants whose MMSE-DS scores were higher than the cutoff but showed lower scores in FCT were successfully screened out through clinical diagnosis. Finally, machine learning using the FCT image data showed an accuracy of 73.70%. In conclusion, our results suggest that FCT, a newly developed drawing test, can be easily implemented for efficient dementia screening.

SyncNote: A Shared Whiteboard Android Application Supporting the XMPP (SyncNote: XMPP를 지원하는 공유 화이트보드 안드로이드 어플리케이션)

  • Jin, Jae-Hwan;Park, Jongmoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1375-1382
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    • 2013
  • A shared whiteboard provides a drawing workplace that can be shared with peoples in real time. Since it supports rich drawing mechanisms for collaboration or communication, it is used as an effective tool in group work such as virtual meeting. In this paper, we present an XMPP client application named SyncNote that supports the shared whiteboard facility. For this, we propose an extension of the open standard communication protocol XMPP to provide the shared whiteboard facility. The SyncNote application runs on the Android platform, providing effective communication through sharing the drawings and images created by a group of users.

An Analysis of Students' Drawing Outcomes and Drawing Activities in the First Term of 3~4th Grade Teacher's Guide and Supplementary Books Developed under the 2007 National Curriculum (2007년 개정 3, 4학년 1학기 교사용 지도서 및 실험 관찰에 제시된 그림그리기 활동과 학습 결과 분석)

  • Park, Heon-Woo
    • Journal of Korean Elementary Science Education
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    • v.29 no.4
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    • pp.496-504
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    • 2010
  • In this study, we analyzed request methods and demanding levels of drawing activities in teacher's guide and supplementary book (experimental observation). Student's drawing results were also compared to teacher's guide and supplementary books demanding. As a result, drawing activities of supplementary book were reached to 42.8% of all activities. Activity types were divided to writing, drawing, writing and drawing and writing or drawing activities. Writing and drawing activity type was 44.4%, and drawing activity was 37.8%. The level of teacher's guide were higher than normal needs. But answer examples and learning levels of teacher's guide were appropriate for curriculum levels. The students drawing activities were matched to requirements of the teacher's guide to 72.3% in grade 3 level and 64.5% in 4th grade level. In order to improve effectively learning, statement of supplementary book and teacher's guide should write more concrete words and creative sentences.

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The image of Elderly perceived by age of 4 and 5 years (만 4·5세 유아가 인식한 노인 이미지 연구)

  • Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.1-8
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    • 2016
  • This study was designed to analyze the perceptions of 4 and 5 years old children on the elderly, and how different the perceptions were according to the experience of living with grandparents. The subjects of the study were 54 children, 4 and 5 years old K kindergarten in H city. In the procedure of study, the children were asked to draw pictures of the elderly images, and individual interviews. The findings as follows. firstly, that the most positive perception of the children on the elderly was family-relationship and the most negative perception was physical feature. Secondly, Images for the elderly did not differ according to the experience of living with a grandparent. Based on these results, this study provides the basis for the research on understanding culture and communication between generations and gives useful information on developing of a generation program.

An Investigation on High School Students' Perceptions of Environmental Scientists and Their Work by Using the Draw-An-Environmental-Scientist-Test (환경과학자 그리기를 이용한 환경과학자와 환경과학자가 하는 일에 대한 고등학생들의 인식 조사)

  • Joo, Young;Kim, Kyung-Sun;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.5
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    • pp.453-463
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    • 2008
  • This study investigated the students' perceptions of environmental scientists and their work and the factors influencing the students' images of them by using the Draw-An-Environmental-Scientist-Test (DAEST). The DAEST was administered to 413 students in 10th and 11th grades selected from three high schools in Seoul. The results revealed that the students' images of environmental scientists were different from the stereotypical images of scientists. In the students' drawings, it was difficult to distinguish the gender and age of environmental scientists. Most students also perceived environmental scientists collecting data on environmental pollution by using experimental equipments and a laptop computer in the field. The students answered that the factors affecting their images of environmental scientists were mass media, school education, internet, and so on. According to the students' grade and gender, there were differences in the perceptions of environmental scientists and their work, and there were factors that influenced their images. Educational implications of these findings are discussed.

Development and Application of the Teaching Program for Improving Science Drawing Skills (과학그림 그리기 능력 신장을 위한 교수.학습 프로그램의 개발 및 적용)

  • Park, Heon Woo
    • Journal of Korean Elementary Science Education
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    • v.31 no.4
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    • pp.532-540
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    • 2012
  • The purpose of this study was to examine the effect of utilization of drawing skills in elementary science class on improving scientific drawing. The learning program has been developed for 5th grade students in the regular classes in order to enhance scientific drawing skills. The program was composed of three steps, understanding the kinds of drawing, imitating sample drawing, representing through observation. The developed program was verified by the science education scholars and teachers. Students trained during 3 hours with scientific drawing skills step by step. As a result, students significantly improved skills in scientific drawing skills. Furthermore, the effect was sustained after a month. On the other hand, there were no statistically meaningful differences on scientific attitudes and preferences.

Exploring young children's cognitive structures using scientific representation ability (과학적인 표상능력을 이용한 유아의 인지구조 탐구)

  • Shin, Young-Suk;Shin, Sun-Hee
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2005.05a
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    • pp.192-197
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    • 2005
  • 인간이 생각하고 지식이 습득되어지는 방법에 대한 이해는 인지과학자들에게 항상 중요 관심사이다. 학교교육이 전개된 후의 학생들을 대상으로 한 인지과정을 탐구하는 것은 쉽지 않다. 본 논문에 유아기 유아들을 대상으로 과학적인 표상능력을 이용하여 유아의 인지구조를 고찰하였다. 5세 유아 120명을 대상으로 2년간 주변에서 흔히 볼 수 있는 곤충류를 관찰할 수 있도록 한 후, 그림 그리기와 언어 표현 방법을 이용하여 유아들의 인지과정이 탐구되었다. 유아들은 1차, 2차 표상과정을 통해 기존에 갖고있던 사물에 대한 개념에 분명한 변화를 보였다. 본 연구결과는 유아들의 과학지식 형성에 대한 인지과정을 기술하며, 과학적 지식으로 확장될 수 있는 효율적인 지도 방법을 제공한다.

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Design and Implementation of a Effective Group Manager Application (소프트웨어공학적 방법론을 고려한 소설 네트워크 서비스의 그룹 관리용 어플리케이션의 설계 및 구현)

  • Lee, Sangkon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.2
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    • pp.119-133
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    • 2013
  • This paper is to present a new social network system that is convenient to group message system. For this system, we implement a group messaging system, chatting, position monitoring, file transfer, picture drawing and/or editing, photo management system, and we combine them as one group manager application based on smart system.

Design and Implementation for the Cyber Dinosaurs Contents System (사이버 공룡 컨텐츠 시스템 설계 및 구현)

  • Hong, Sung-Soo;Chi, Won-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2245-2248
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    • 2002
  • 아주 오래전부터 우리 인류에게 영향을 미친것 중 두가지는 "새로운 시각을 표현하려는 것" 과 "지속적인 영상 신기술 개발" 일 것이다. 본 논문은 사이버 공간상에서 시각화 기법과 애니메이션 기법을 사용하여 컴퓨터와 인간사이에서 발생할 수 있는 가시화(Visualization), 조작화(Manipulation), 상호작용(Interaction) 등의 기술을 제공해서 사용자들이 흥미를 갖는 가상적 사이버 공룡 시스템을 제안한다. 사이버 공룡 시스템 구성은 "공룡 퍼즐 맞추기", "공룡애니메이션", "공룡 이름 맞추기", "공룡 그림 맞추기", "공룡 그리기", "공룡 그려보자",로 구성되어 있으며, 보조 버튼으로 "공룡 캐릭터", "공룡 아이콘", "공룡 원시자료"로 되어 있다. 본 시스템은 Java와 JavaScript를 이용해서 구현했으며, 사용자가 직접 공룡 자료를 제어하면서 컴퓨터와 인간 사이에서 발생할 수 있는 시각화 등을 디지털 애니메이션 기법을 이용해서 해결하고 데이테 베이스화 했다.

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The Design and Implementation of Interactive Web-Based Instruction for Elementary School Students in Map Learning (초등학생 지도 학습을 위한 상호작용적 WBI 설계 및 구현)

  • Ko, Yong-Seok;Kim, Jong-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.207-216
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    • 2004
  • 지도 학습은 7차 교육과정의 초등학교 3학년 1학기 사회 교과서 1단원, 우리 고장의 모습에서 그림지도를 중심으로 전체 차시인 19차시에 걸쳐 다루고 있다. 그리고 4학년 1학기 사회 교과서 1단원, 우리 시 도의 모습에서도 지도의 기본 요소인 방위, 기호, 축척, 등고선을 중심으로 17차시 중 7차시에 걸쳐 학습하게 되어 있다. 그러나 자료 제작의 어려움, 개인 수준 차이로 인하여 제대로 지도 학습을 하기는 어렵다. 이에 따라 본 연구는 초등학생 지도 학습을 위한 상호작용적 WBI를 설계하고 구현하였다. 교육과정의 내용을 재구성하여 준비, 방위, 기호, 축척, 등고선, 지도 그리기의 6개 영역 아래 기본학습과 심화학습을 하게 되며, 심화학습은 학습자가 적극적으로 참여하여 학습할 수 있게 하였다. 그리고 심화학습을 마치면 보물찾기 활동이 이루어지면서 학습의 재미를 느끼도록 하였다. 이 외에도 우리들의 이야기, 토의하기 둥 다양한 상호작용 기능을 제공하여 학습의 이해를 돕는 WBI를 구현하였다.

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