• Title/Summary/Keyword: Children's media

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IoT-Based Location Tracking and Emergency Alert System for the Children and the Elderly (IoT기반의 아동 및 노약자를 위한 위치추적 및 응급 알람 시스템)

  • Kim, Hyeong-Seok;Park, Won-Woo;Lee, Young-Bae;Seo, Na-Hyun;Kim, Jeongchang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.203-204
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    • 2015
  • 최근 실내에서 아동 및 치매노인의 실종사고가 빈번히 발생함에 따라 안전에 대한 관심이 높아지고 있다. 이에 아동 및 치매노인의 위치를 알 수 있도록 GPS를 활용한 제품들이 출시되고 있다. 하지만 GPS단말기는 실내에서 위치추적이 불가능하다는 단점이 있다. 따라서 본 논문에서는 실외뿐만 아니라 실내에서도 대상자의 위치를 실시간으로 파악할 수 있는 위치추적 시스템을 개발한다. 개발된 시스템을 이용하여 피보호자가 이동한 경로를 실시간으로 추적하는데 도움을 줄 수 있다.

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Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.

Accident analysis and prevention measures for children's play facilities (어린이 놀이시설 사고분석 및 예방방안)

  • Hwang, Woosuk;Kim, Yoo Jung;Pyo, Kyungsoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.219-220
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    • 2020
  • 본 연구는 119구조구급활동 시스템의 데이터를 활용하여 어린이 놀이시설에서 발생한 사고에 대해 분석하였다. 어린이 놀이시설사고는 7~9세, 봄과 가을, 하교시간 이후인 15~18세, 미끄럼틀, 그네, 트램펄린 등에서 사고 발생이 많은 것을 확인 할 수 있었다. 향후 사고 예방을 위해서 취약시간과 놀이기구에 대한 관리 강화 및 픽토그램과 QR코드, 키오스크 형태의 위험안내를 통한 사고예방 및 개선방안을 제시한다.

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Intelligent Passenger Monitoring System to Prevent Safety Accidents on Children's Commuting Buses (어린이통학버스 안전사고 예방을 위한 지능형 탑승객 모니터링 시스템)

  • Jung-seok Lee;Se-ryeong Lee;Kun-hee Kim;Chang-hun Choi;Hongseok Yoo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.481-483
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    • 2023
  • 본 논문에서는 어린이통학버스 안전사고 예방을 위한 지능형 탑승객 모니터링 시스템을 개발한다. 지능형 탑승객 모니터링은 통학버스 내 설치된 카메라로 부터 촬영되는 영상을 실시간으로 분석한 후 통학버스 내 발생할 수 있는 다양한 이벤트를 운전자 또는 교사에게 적시에 통보하여 잠재적 안전사고를 지능적으로 회피할 수 있도록 지원하는 시스템을 말한다. 제안한 시스템은 Yolov4, DeepSort, MediaPipe등의 인공지능 관련 SW기술을 활용하여 영상을 분석한 후 싸움과 같은 이상행동, 정차 후 잔류 인원 발생, 하차자와 차량 간의 안전거리 확보 여부를 포함하는 3가지 이벤트를 인식한 후 운전자 또는 교사에게 알림을 제공한다.

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A Study of Teens' Social Media Engagement: Focusing on the Comments for YouTube Beauty Videos (청소년의 소셜 미디어 참여에 관한 연구 - 유튜브 메이크업 영상의 댓글 창을 중심으로 -)

  • Lim, Yeojoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.1
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    • pp.415-442
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    • 2021
  • This study analyzed YouTube beauty videos that focus on makeup for teens, based on the assumption that the main viewers of the videos are teens. Through looking at the interaction between beauty information providers and receivers, communication among information receivers, and the way people participate in comment thread, the study examined how teens engage in social media. Many teens who posted comments on YouTube beauty videos praised and envied the beauty of beauty gurus, and tried to connect with them. The comment thread shows that teens answered to each other's questions on makeup tips, shared thoughts and experiences on issues around teen wearing makeup, which helped them build a sense of community, and broaden their views on the way of life. Also observed was power dynamics among youth, such as lecturing or verbal abuse against children and pre-teens by older teens.

Public Perception and Usage Pattern of Science Museum by Social Media Big Data Analysis (소셜 빅데이터 분석을 통해 알아본 대중의 과학관에 대한 인식 및 사용 행태)

  • Yun, Eunjeong;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1005-1014
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    • 2017
  • Focusing on the role of the science museum as an institution to improve the scientific literacy of the public, this study investigated public perception and behavior about science museum to know how much science museums affect the public by using social media big data analysis. For this purpose, we extracted texts containing 'science museum' in Naver blogs and Twitter, analyzed them by using network, frequency, co-ocurrence, and semantics analysis and compared them with the results in English speaking countries. As a result, blogs were mainly concerned with science museum among parents who have young children, while in Twitter posts from many students who visited as a group appeared. Therefore, the Korean public used science museum mainly as a space for children's experience, and in this case, programs and exhibitions of science museums are perceived positively. On the other hand, students who visited as a group showed some negative emotions. The result of comparison with the cases of foreign countries in terms of the function of the third generation science museum such as communications with the science museum and the public and the participation of the public in science, the Korean public hardly mentioned the scientific contents, words related to communications such as 'argue', and curators or staff after visiting the science museum. In contrast to many verbs related to meaningful activities such as 'learn', 'participate', 'listen', 'read', 'ask', 'think' appeared in English, only a small number of verbs include 'ask' and 'thin' appeared in Korean. Therefore, science museum need to improve impression, communicating with public, and involving activity with impact and variety after visit.

The Development of Preschool Oral Health Education Program (유아의 구강보건교육 프로그램 개발)

  • Hwang, Yoon-Sook;Kim, Young-Nam;Lee, Seong-Sook;Jung, Jae-Yeon;Cho, Myung-Sook;Choi, Boo-Keun
    • Journal of Korean society of Dental Hygiene
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    • v.5 no.2
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    • pp.297-309
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    • 2005
  • The purpose of this study was to develop a standardized preschool oral health education program as one of educational media and to apply it to preschool education. It's ultimately meant to help improve the oral health education policy of the nation toward young children and to provide multiple information on that. The subjects in this study were 250 young children who were at the age of 7 and attended kindergartens in the city of S. To evaluate an oral health education program prepared in the study, the selected young children were taught by using it, and a survey was conducted twice before offering education and three weeks after it to assess their knowledge. Besides, their patient hygiene performance was tested. For data handling, SPSS program was utilized, and in order to see if there would be any changes in their oral health behaviors, statistical data on percentage were obtained and crosstab was employed. To track any possible additional changes in their relevant knowledge and Simplified Oral Hygiene Index, t-test was implemented. The findings of the study were as follows: 1. As for changes in oral health behaviors, there were significant differences in tooth brushing time(p<0.05), tooth brushing method(p<0.01) and toothbrush keeping method(p<0.001) between before and after the education. 2. Regarding changes in oral health knowledge, there was a significant gap between before and after the education(p<0.001). In detail, their knowledge about the cause of dental caries(p<0.05), the right choice of toothbrush(p<0.001) and toothbrushing after meals(p<0.01) became significantly different. 3. There was no gap in patient hygiene performance index between before and after the education. 4. To boost the effect of oral health education on kindergarteners, it seems necessary to give a lecture on oral health, to demonstrate tooth brushing by using dntiform, and to offer instruction by utilizing disclosing solution. 5. Repeated education should be provided on a regular basis by preparing standardized teaching plans tailored to the characteristics of kindergarteners, and a wide variety of teaching materials that could be easy to understand, authentic and provide motivation to them should be developed.

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Nutrition Knowledge and Eating Behaviors of Elementary School Children in Seoul (서울 일부지역 초등학교 고학년생의 영양지식, 식태도와 식행동)

  • Jeong, Na-Young;Kim, Kyung-Won
    • Korean Journal of Community Nutrition
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    • v.14 no.1
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    • pp.55-66
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    • 2009
  • This study was aimed to examine nutrition knowledge, dietary attitudes, and eating habits of elementary school students and to examine if their characteristics differ by gender. Subjects were 5th and 6th graders of an elementary school (n = 317) in Seoul, and the survey was done during July 2007. Mean height, weight, BMI of subjects was 148.1 cm. 41.7 kg, 19.0, and 14.3% of subjects were categorized as the overweight/obese group. Anthropometric data were not significantly different by gender. Mean score of nutrition knowledge was 14.9 out of 20 showing moderate knowledge levels, and girls scored higher on nutrition knowledge than boys (p < 0.05). Subjects showed knowledge deficit in areas such as nutrients, food groups and specific weight control information. The percentages of correct answers regarding meals for brain function were significantly higher in girls than in boys (p < 0.05). They got nutrition information mainly from mass media and family/relatives. The mean score of dietary attitudes was 41.2 (possible score: 10-50) indicating somewhat positive attitudes, and the score of eating behaviors was 34.8 (possible score: 15-45). Subjects showed problems in eating habits such as having unbalanced diets and snack foods. 82.6% of subjects had unbalanced meals, and these percentages were higher in girls (87.2%) than in boys (78.1%, p < 0.05). Vegetables and fish/shellfish were the most disliked foods. Specific eating behaviors, such as eating slowly, eating grains and having processed foods less frequently, were better in girls than in boys (p < 0.05). Results also showed that majority of subjects need to improve specific behaviors including having diverse foods, eating meals slowly, having meals at regular times, having adequate foods in each food groups, and eating sweets or salty foods less frequently. Only 52.7% of subjects perceived their body images as normal, and 56.4% had experience of weight control. Reasons for weight control were different by gender (p < 0.05). Based on these findings, nutrition education for school children should focus on modifying eating habits or eating behaviors, by suggesting practically applicable methods and providing nutrition information that is interesting and suitable to school-aged children.

Design and Implementation for Child Tracking System using GPS and WiFi under Android Environment (안드로이드 환경에서 GPS와 WiFi를 이용한 아동위치 추적 시스템 설계 및 구현)

  • Ryu, Jung-Yuk;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1343-1349
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    • 2014
  • Recently feature phones are being replaced by smartphones. Because smartphones have various sensors, there are many applications and research works that utilize them. Very few feature phones have GPS modules but all smartphones are equipped with a GPS sensor. One of the hot issues for smartphone research and development is point interest research. In this paper, we will develop an application which protects children using GPS and WiFi.. If a child gets out of the interest-area which is established by parents or guardian, our system sends them messages.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.