• Title/Summary/Keyword: Kids Contents

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ShK: A Mobile Contents for Studying English Stories of Children (ShK: 모바일 어린이 영어동화학습 콘텐츠)

  • Hwang, Yun-Jung;Yang, Yu-Ran;Kim,, Ji-Ae;Park, Young-Ho;Kim, Mok-Ryun;Yoon, Yong-Ik;Lim, Soon-Bum;Lee, Jong-Woo
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.159-168
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    • 2009
  • Recently, the mobile retention and use rates for the children are increasing. And early-childhood english education is all the rage. Thus, we propose a mobile contents for studying english stories of children. The proposed content provides children with studying english via a mobile phone in anywhere, anytime. We call the proposed contents "ShK". ShK is an abbreviation for "Say, hi Kids!". ShK induces a motive and interest about studying through a storytelling and avatars. And parents of students can manage studying contents of children through a private web site. Thus, "Say, hi Kids!" will became the epochal ubiquitous english educational contents for children.

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The Development of 42' 2D/3D Switchable Display

  • Kang, Hoon;Jang, Mi-Kyoung;Kim, Kyeong-Jin;Ahn, Byung-Chul;Chung, In-Jae;Park, Tae-Soo;Chang, Jin-Wook;Lee, Kyoung-Il;Kim, Sung-Tae
    • Journal of Information Display
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    • v.8 no.1
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    • pp.22-25
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    • 2007
  • Stereoscopic/autostereoscopic systems have been developed to express 3D images, but have not been successfully use in practise. In order to apply 3D display to promising applications such as advertisements and games, we developed a 42" 2D/3D switchable display. It has characteristics that do not require special glasses for 3D images, uses multi-view technology for improving 3D viewing characteristics, and has a 2D/3D switching function to express dynamic 3D contents as well as conventional 2D contents.

Embodied Conversational Agent Using a Virtual Character to Induce Children's Verbal Communication (가상 캐릭터를 활용하여 아동의 구어 대화를 유도하는 대화형 에이전트)

  • Choi, Jiyeong;Jung, Keechul
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1296-1306
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    • 2020
  • Childhood verbal communication impacts children's language skills and has a positive effect as partners use more vocabulary. But reduction in family time, caused by lowered age for private education and so on, has reduced the chance for children to speak with partners who have a proficient language skill. This vacancy was naturally occupied by the media, which has become one of the cornerstones of the growth of kids' contents. Kids contents are making various attempts to expand the breadth of services. But most contents still focus on unilateral visual information delivery yet, so there is a limit to satisfy the vacancy of conversation partners. Therefore this paper suggests an ECA(Embodied conversational agent) to induce children's spoken conversation using a virtual character frequently used in kids contents. This system is implemented by the voice bot and agent model produced using an IBM assistant and Unity. As a result of using ECA for 66 children of 5-9 years old, it showed meaningful results in terms of induction of verbal communication.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Kids Color-design Playground Apparatus Proposal (아동 색채조형 놀이기구 디자인 제안)

  • Song, Ji Hong;Choi, Kyung Ran
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

EFFECTS OF AGE AND SEX ON BODY COMPOSITION OF THAI NATIVE AND CROSS-BRED GOATS

  • Pralomkarn, W.;Ngampongsai, W.;Choldumrongkul, S.;Kochapakdee, S.;Lawpetchara, A.
    • Asian-Australasian Journal of Animal Sciences
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    • v.8 no.3
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    • pp.255-261
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    • 1995
  • This paper presents results from a study of the effects of age and sex on body and carcass composition of different goat genotypes. A completely randomized $3{\times}3{\times}2$ factorial design was used. Factors were genotype (Thai Native; TN, $50%TN{\times}50%$ Anglo-Nubian (AN) and $25%TN{\times}75%AN$ goats), age ($206{\pm}8$, $349{\pm}9$ and $428{\pm}8days$ or 6.9, 11.6 and 14.3 months, respectively) and sex (male and female). It was shown that TN kids had significantly higher (p < 0.05) hind percentage (7.9%) compared with $50%TN{\times}50% AN$ (7.2%) and $25%TN{\times}75%AN$ (7.1 %) kids. TN kids had a significantly (p < 0.05) higher heart percentage (0.44%) than that of $25%TN{\times}75%AN$ kids (0.38%). However, there was no significant difference in heart percentage between TN and $50%TN{\times}50%AN$ and between $50% TN{\times}50%AN$ and $25%TN{\times}75%AN$ kids. TN and $50%TN{\times}50%AN$ kids had significantly higher (p < 0.05) carcass muscle content (63.1 and 63.7%, respectively) than did $25%TN{\times}75%AN$ kids (59.9%). Kids at 6.9 months of age had significantly higher percentages of hide, feet, intestinal tract, liver, heart, kidneys and carcass bone than those of kids at 11.6 and 14.3 months of age. There were no significant differences in these characteristics between kids at 11.6 and 14.3 months of age. However, kids at 11.6 and 14.3 months of age had significantly higher percentages of omental fat, dressing carcass, muscle, total fat (subcutaneous + intermuscular + kidney and pelvic fat), muscle to bone ratios (MBR), and muscle plus fat to bone ratios (MFBR) than those of kids at 6.9 months. Males had significantly higher gut contents, but lower percentages of liver, omental fat and heart. Prediction equations were developed relating empty body weight (EBW) to hot carcass weight and some dissectible carcass fractions.

EFFECT OF SUPPLEMENTATION AND PARASITIC INFECTION ON PRODUCTIVITY OF THAI NATIVE AND CROSS-BRED FEMALE WEANER GOATS II. BODY COMPOSITION AND SENSORY CHARACTERISTICS

  • Pralomkarn, W.;Intarapichet, K.;Kochapakdee, S.;Choldumrongkul, S.
    • Asian-Australasian Journal of Animal Sciences
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    • v.7 no.4
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    • pp.555-561
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    • 1994
  • This paper presents results from a study of the body composition and sensory characteristics of female weaner goat meat. A completely randomized $3{\times}3{\times}2$ factorial design was used. Factors were genotype (Thai native; TN, 75% TN $\times$ 25% Anglo-Nubian; AN and 50% TN $\times$ 50% AN), feeding {grazing only, low (1.0% BW/d) and high (1.5% BW/d) concentrate supplementation and parasite control (undrenched and drenched)}. It was shown that there was no effect of genotype on body components and dressing percentage. However, TN and 75% TN $\times$ 25% AN kids had significantly (p<0.05) higher muscle to bone ratios (4.20% and 4.20%, respectively) compared with 50% TN $\times$ 50% AN kids (3.88%). Kids on grazing only had significantly (p<0.01) higher muscle percentage (64.12%) than did kids in low (61.30%) and high (60.62%) supplementary feeding program, but there was no significant (p>0.05) difference between low and high supplementary feeding groups. Kids offered supplementary feeding had significantly (p<0.01) higher percentages of total fat, intermuscular fat, pelvic fat and kidney fat than those of grazing only. Kids offered supplementary feeding had significantly (p<0.05) higher muscle to bone ratios and significantly (p<0.01) higher muscle plus fat to bone ratios compared with those of grazing only. This may be due to significantly lower (p<0.01) bone contents (14.95, 14.17 and 16.8% for kids offered low and high supplementary feeding and grazing only, respectively. There was no significant difference in sensory characteristics of goat meat between genotypes or feeding groups.

Advertising to Kids and Tweens: The Different Effect of Warning Label Attached on the Product Packaging

  • HALIM, Rizal Edy
    • The Journal of Asian Finance, Economics and Business
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    • v.6 no.3
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    • pp.193-203
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    • 2019
  • The issue of health risks from consuming unhealthy product is an important issue that is happening right now. Both developed and developing countries are already aware of the need for attention to the health-risk products. One tool that is believed to be able to change the consumption behavior of the health-risk products is the use of warning label on product packaging. As a persuasive act, both visual and textual warning label are believed to be able to change people's consumption behavior. In addition to the labels that contain health hazards, this research also uses social consequence contents. The main targets of such unhealthy product marketing are children and adolescents. Correspondingly, this study targets the age groups of kids and tweens. The method used in this research is experiment, involving 180 participants from two age groups namely kids and tweens. As a result, the study found that the influence of warning label on the age of tweens is greater in the age of the children. Meanwhile, the use of visual and textual warning label using social consequences contents, proved to be effective at the age of tweens. These results are useful for enrich social marketing subjects, especially within warning label research.