• Title/Summary/Keyword: 유아 동작 교육

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Silhouette-based motion recognition for young children using an RBF network (RBF 신경망을 이용한 실루엣 기반 유아 동작 인식)

  • Kim, Hye-Jeong;Lee, Kyoung-Mi
    • Journal of Internet Computing and Services
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    • v.8 no.3
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    • pp.119-129
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    • 2007
  • To recognition a human motion, in this paper, we propose a neural approach using silhouettes in video frames captured by two cameras placed at the front and side of the human body. To extract features of the silhouettes for motion estimation, the proposed system computes both global and local features and then groups these features into static and dynamic features depending on whether features are in a static frame. Extracted features are in a static frame. Extracted features are used to train a RBF network. The neural system uses static features as the input of the neural network and dynamic features as additional features for recognition. In this paper, the proposed method was applied to movement education for young children. The basic movements for such education consist of locomotor movements, such as walking, jumping, and hopping, and non-locomotor movements, including bending, stretching, balancing and turning. The system demonstrated the effectiveness of motion recognition for movement education generated by the proposed neural network. The proposed system dan be extended to the system for movement education which develops the spatial sense of young children.

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Silhouette-based Motion Estimation for Movement Education of Young Children (유아의 동작 교육을 위한 실루엣 기반 동작 추정)

  • Shin, Young-Suk;Kim, Hey-Jeong;Lee, Jeong-Wuk;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.273-284
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    • 2008
  • Movements are a critical ability to young children's whole development, including physical, social/emotional, and cognitive development. This paper proposes the method to estimate movements suitable for young children's body conditions. The proposed method extracts a silhouette in each frame of videos that are obtained by deploying two video cameras by compensating illuminations, removing background and conducting morphology operations. And we extract silhouette feature values: an area, the ratio of length to width, the lowest foot position, and 7 Hu moments. Also, the area and movements of sub-area are used as local features. For motion estimation, we used probability propagation of the features extracted from the front and side frames. The proposed estimation algorithm is demonstrated for seven movements, walking, jumping, hopping, bending, stretching, balancing, and turning.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

3D human motion estimation using RBF networks (RBF 신경망을 이용한 3D 동작 추정)

  • Kim, Hye-Jeong;Lee, Kyoung-Mi
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.485-488
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    • 2006
  • 본 논문에서는 두 대의 카메라를 직각으로 배치하여 얻은 동영상을 통해 3차원 인체 동작을 추정하는 방법을 제안한다. 제안된 시스템은 실루엣에서 전역 특징과 지역 특징을 추출하여 이 특징들을 정적 특징과 동적 특징으로 다시 나눈다. 모든 실루엣 특징은 RBF 신경망의 입력으로 이용되어 동작을 분류한다. 본 논문에서 제안된 신경망 동작 추정 시스템은 유아들의 동작 교육에 적용되었다. 동작 교육을 위해 제시되는 기본 동작은 걷기, 뛰기, 앙감질 등의 이동 동작과 구부리기, 뻗기, 균형잡기, 회전하기 등 비 이동 동작으로 구분되고, 이 7 가지 기본 동작은 성공적으로 추정되었다.

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Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

The Impact of Integrated Character Education Activities Involving Children's Songs on Children's Emotional Intelligence and Empathic Ability (동요를 활용한 통합적 인성교육활동이 유아의 정서지능과 공감능력에 미치는 영향)

  • Kim, Sung Mi;Kim, Hyun Joo
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.239-260
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    • 2015
  • The purpose of this research is to understand the impact of integrated character education activities involving children's songs on children's emotional intelligence and empathic abilities. Research subjects were recruited from J preschool in H County. There were a total of 46 four-year old children who were divided into test and control groups. For 12 weeks, these children participated in activities two times per week for a total of 24 integrated character education activity sessions which consisted of learning and singing children's songs and integration of activities such as storytelling, music, science, building, movement, literature, and cooking. The summary of research findings is as follows: First, there was a significant difference in emotional intelligence between the test group which participated in integrated character education activities involving children's songs and the control group. Secondly, there was a significant difference in empathic abilities between the test group which participated in integrated character education activities involving children's songs and the control group. The result of this study is that writing songs for children and various developed programs should be needed for character education activities.

Developing Virtual Learning Environments for Improving Spatial Sense of Young Children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Lee, Kyoung-Mi;Lee, Jeong-Wuk
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.154-160
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    • 2007
  • The 'spatial sense' means an intuitive feel for one's surroundings and the objects in them. The early childhood is an important period to develop the 'spatial sense'. For young children, motion is a major way of extending their spatial awareness. Consequently, an important step in spatial sense instruction involves getting the children moving. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game, The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

Component-Based Human Body Tracking Using Density Propagation (확률전파를 이용한 구성요소기반 인체 추적)

  • Cha, Eun-Mi;Lee, Kyoung-Mi
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.549-552
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    • 2006
  • 본 논문에서는 인체의 각 구성 요소별로 추적하여 사람의 동작을 추적하는 방법을 제안한다. 입력 영상에서 피부색 등의 색상정보를 이용하여 구성요소를 검출한다. 본 논문에서는 인체의 구성요소 중 동작 추적에 가장 필요한 5가지 구성요소를 검출하여 추적하였다. 이렇게 검출된 구성요소는 개별적으로 확률전파에 의해 추적되어지고, 각 구성요소의 추적결과는 융합을 통해 전체 인체의 동작을 추적할 수 있다. 제안하는 인체동작 추적 시스템은 유아의 동작교육에 이용되는 7가지 동작에 적용되었다.

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Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

A Case Study on the Imitation Ability of Young Children with Developmental Disabilities through Rhythmic Play Activity (그룹리듬연주활동에 따른 발달지체유아의 모방능력에 관한 사례연구)

  • Lee, A Ryeon
    • Journal of Music and Human Behavior
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    • v.6 no.2
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    • pp.25-41
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    • 2009
  • The purpose of this case study is to examine how group rhythmic playing can help enhance imitation skills for 3 children with developmental disabilities aged between 30-50 months. The program was composed of social musical play, the therapist's imitating the way young children played musical instruments, and the young children's imitating the way the therapist played musical instruments. Every session was videotaped, and the researcher and two music therapists checked the videotaped sessions to ensure the reliability of findings. The case study demonstrated the following results. First, the three young children who participated in the playing of rhythmic musical instruments showed an increase in imitation behaviors. Second, the infants exhibited the greatest change from 1 beat imitation according to the degree of difficulty of group rhythm musical instrument demonstrated. Third, the most radical change in the infants' ability to imitate appeared in Sessions 3-7 where the therapist imitated the operation and a performance of the infant. In conclusion, the activity of playing rhythmic musical instruments in a group generated improvement in the imitation ability of young children with developmental disabilities.

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