• Title/Summary/Keyword: Kids Contents

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Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

Case Studies on New Menu-Development and Menu-Improvement Based on Types of Farm Restaurants (농가맛집의 유형별 신메뉴 개발 및 메뉴개선 사례연구)

  • Chong, Yu-Kyeong;Kim, Maeng-Jin;Song, Hyon-Ju;Lee, Myung-Eun;Chin, Hye-Rhan
    • The Korean Journal of Community Living Science
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    • v.22 no.1
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    • pp.5-20
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    • 2011
  • It is very important that the development of rural tourism resources and contents for agritourism increases rural household income and vitalizes local economy. In this sense, accelerating the rural traditional food materials into resources plays significant roles for the local economy. The farm-restaurant project, as a part of a development of rural traditional foods can not only help popularize the rural food-culture, but it also promote the consumption of local products by urban customers. It is difficult to manage both types of restaurants which are the dining type and the experience-centered farm restaurants as a farmer. In particular, the managers of the farm restaurants have some operational problems in developing a new menu and an experiential-program using their local farm products. The purpose of this study was to present steps that can be used for the existing menu-improvement and developing new menu processes of the farm restaurants that have been in operation for more than two years. By the purpose of menu developing for a restaurant, this research is designed for the case study. For collecting date for the study, we gained knowledge about the issues concerning menus from in depth interviews with the managers in two subject farm restaurants. The results suggested that a new menu, such as table d'h$\^{o}$te, $\`{a}$ la carte meals, specialties, kids meal, various dressing, are based on solving issues such as a limitation of food materials and the necessity of a kids meal in dining type of farm restaurants. Also, the suggested new menu, such as seasonal specialties and side dishes, are based on solving issues such as urgent development of various experiential programs and necessity of seasonal specialties in experiential type of farm restaurants.

Development of Artificial Intelligence Education based Convergence Education Program for Classifying of Reptiles and Amphibians (파충류와 양서류 분류를 위한 인공지능 교육 기반의 융합 교육 프로그램 개발)

  • Yi, Soyul;Lee, YoungJun
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.168-175
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    • 2021
  • In this study, a transdisciplinary convergence education program was developed to enhance the understanding for classification of reptiles and amphibians in biology education and also to increase AI (Artificial Intelligence) capability by using artificial intelligence education. The main content is to solve the classification of reptiles and amphibians that has been dealt with for a long time in biology education, using a decision tree and ML4K (Machine Learnig for Kids), it was designed for a total of 3 lessons. Experts review was conducted on the developed education program, as a result, the I-CVI(Item Content Validity Index) value was .88~1.00 so that can secure content validity. This education program has the advantage of being able to simultaneously learn about the learning contents of artificial intelligence in informatics and the classification of vertebrates in the biological education. In addition, since it is configured to minimize the cognitive load in the AI using part, it is characterized by the fact that all of any teachers can apply it their lesson easily.

A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

Effect of Forage Feeding on Goat Meat Production: Carcass Characteristics and Composition of Creole Kids Reared Either at Pasture or Indoors in the Humid Tropics

  • Alexandre, G.;Limea, L.;Fanchonne, A.;Coppry, O.;Mandonnet, N.;Boval, M.
    • Asian-Australasian Journal of Animal Sciences
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    • v.22 no.8
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    • pp.1140-1150
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    • 2009
  • Forage diets provide good quality carcasses in sheep but very little is known in tropical goats. An experiment was designed with Creole male goats using grass-based systems to assess carcass yield, scores, cuts and composition. After weaning (84 d, 9.2 kg LW) two modes of forage feeding were compared with two replicates of each. Feeding groups were: PF for animals reared at pasture (n = 62) and IF when reared indoors (n = 60). Given that forage finishing will result in low ADG it appeared necessary to study different fattening lengths. The kids were equally divided into 4 groups: group A (n = 32), 4mo after weaning; group B (n = 32), 4mo after A; group C (n = 30), 3mo after B and group D (n = 28), 2mo after C. The animals grazed (in two sub-flocks) on irrigated tropical pastures managed in a rotational system (28 d of re-growth) at a mean stocking rate of 1,200 kg/ha/yr LW. The IF groups were reared in collective pens on a slatted floor (2 replicates of 7 or 8 kids each). They were fed the same stand of tropical grass (25% DM, 12% CP) as that of pasture that was cut daily and provided ad libitum. The ADG (-10%), the weights of omental fat (-60%) and fat in shoulder (-18%), the ultimate pH of carcass (-12%), the meat colour score (-24%), the ""parameter accounting for redness (12%) and the DM and lipid contents (-4%) were significantly lower (p<0.05) in PF than in IF, while the liver was heavier (+23%, p<0.05). Feeding conditions seemed to be similar, thus, differences could be related to gastrointestinal parasitism in the PF system and hypotheses are discussed. Increasing the fattening duration, resulted in significant difference (p<0.01) in many traits: the weights at slaughter and of carcass increased by 40% and 60% from groups A to D and consequently the weights of body compartments and carcass cuts (1.5 to 2.0 fold more). When the results were presented as percentage of empty body weight and carcass weight, these preliminary results (carcass weight 9kg and yield 53%, muscle proportion 70%) and qualitative parameters (low fat score 2/5, fat proportion 5%), seem to be a good incentive for the sector to develop a niche market to meet consumer lean meat expectations. The indoors system could be implemented where there was low availability of grazing areas or problems of dog attacks.

A Study on Experts' Perception Survey on Elementary AI Education Platform (초등 AI 교육 플랫폼에 대한 전문가 인식조사 연구)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.483-494
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    • 2020
  • With the advent of the 4th Industrial Revolution, interest in AI education is increasing. In order to cultivate talented people with AI competencies who will lead the future, AI education must be conducted in a sound manner at the school site. Although AI education is being conducted at home and abroad, it was determined that the role of the AI education platform is important to implement better AI education, so this study investigated the perception of experts on the AI education platform. A perception survey was conducted based on five criteria: teaching and learning management, educational contents, accessibility, performance of AI education platform, and level suitability of elementary school students. As a results, the number of 103 educational experts selected 'Entry' as the most proper platform among the eight platforms - 'Machine learning for Kids', 'Teachable Machine', 'AI Oceans(code.org)', 'Entry', 'Genie Block', 'Elice', 'mBlock' and etc. Analysis shows that this is because 'Entry' provides quality educational content, has convenient accessibility, is easy to manage teaching and learning, as well as an AI education platform suitable for the level of elementary school. In order to apply various AI education platforms to the school field, it is necessary to train teachers in AI-related training to train them as AI education experts, and to continuously provide opportunities to experience AI education platforms. In this study, there are limitations to what is called 'a population perception survey'. because only 103 people were surveyed, and most of the experts are working in a specific area(Gyeonggi-do). In the future, it is judged that research targeting experts at the national level should be conducted to supplement these limitations.

An Analysis on the Value of Korea Professional Baseball as TV Contents (TV콘텐츠로서의 한국프로야구 가치분석)

  • Chung, Ji-Gyu
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.379-388
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    • 2014
  • This study analyzed the status of Korean professional baseball as TV contents utilizing ratings. For the purpose of the study, Korea professional baseball's relative status to other genres though ratings is investigated. For this study, ratings per minute for the whole cable TV channel viewer ratings in 2010 were analyzed, and the following is the result of comparing and analyzing ratings per genre and channel of cable TV. Among 11 genres, drama showed the highest rating, and entertainment, movies, kids, news/reports, sports, music, etc followed. Drama and entertaining channels showed the highest ratings and sports did not show any high ranking. However, when analyzing times for broadcasting Korean professional baseball separately, Korean professional baseball in both genre and channel showed the highest r ratings and it was significant statistically. Thus, it is considered that Korean professional baseball is the most valuable contents for the related cable TV times.

The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.