• Title/Summary/Keyword: Play Theory

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A Study on Used Colors Characteristic of Case Study for Children Play Therapy Center (국내.외 놀이치료 시설의 사례분석을 통한 사용 색채 특성에 관한 연구)

  • Choi, Jin-Hee
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.29-36
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    • 2011
  • This study aims to be the useful resources for selecting play therapy facility in the future by analysis of used colors in the play therapy facility as the subsequent studies of the thesis of KIID in 2010, titled 'Study on the planning factors of case study for children's play therapy center'. As research method of this study, the overall understanding about play therapy facility was improved through theoretical considerations, and it was about the Moon-Spencer's theory of color harmony which will be used for the framework of case study. In Section 3, the field trips at 6 facilities were conducted as the case research and the data research through website was conducted for case study. Moon-Spencer's theory of color harmony used the Munsell's color Order System, so after measuring CMYK value of the picture for the case research through photo shop, the color, brightness and saturation were measured through Munsell Conversion program. The following three kinds of features were drawn by research of the harmony and disharmony of used colors for the cases after substituting the theory of color harmony through the measured color. brightness, and saturation. First. series Y and YR were used mainly for warm image as the concept of play therapy room. Second, the various colors were used for comfortable image like home. But the various patterns were used by mixing for the therapy room F, so it gives confusing impression. Third, series YR and achromatic color as the color of wood were used unavoidably for using materials of manufactured goods.

H-TREES, RESTRICTIONS OF DOWLING GROUP GEOMETRIES

  • Mphako-Banda, Eunice
    • Bulletin of the Korean Mathematical Society
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    • v.52 no.3
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    • pp.955-962
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    • 2015
  • It has been established that the role played by complete graphs in graph theory is similar to the role Dowling group geometries and Projective geometries play in matroid theory. In this paper, we introduce a notion of H-tree, a class of representable matroids which play a similar role to trees in graph theory. Then we give some properties of H-trees such that when q = 0, then the results reduce to the known properties of trees in graph theory. Finally we give explicit expressions of the characteristic polynomials of H-trees, H-cycles, H-fans and H-wheels.

A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.383-390
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    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.

Analysis of Innovative/ Self-initiated Play Spaces within Present Community Conditions Understood by Children - Focused on the Middle Childhood -

  • Yoon, Sarah So-Jung;Lee, Kyung-Hoon
    • Architectural research
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    • v.12 no.2
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    • pp.31-40
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    • 2010
  • The main objective of this study is to investigate the perception, recognition and response of innovative/ self-initiated play and its correlation to play space and play environment understood by children in their middle childhood years. Play, play theory, and the acceptance of play have an important role in child development. In recent years, play and the importance of innovative/ self-initiated play have been associated with a number of important societal issues. The impact of play and/or lack of play during the developmental stages of childhood directly influence a child's ability to mature and adapt into society. In order to investigate the overall perceptions of play and play space among the average child in their middle childhood, a questionnaire survey was distributed and analyzed using SSPS 15.0. This survey was conducted within the site specific context of South Korea. Interestingly enough, the differences in the responses can be organized into three main categories: age, gender and housing type. In result different directions for further study and research for future play spaces and play environments that support innovated/ self-initiated play have been suggested.

Symbolic Play Theories of Cognitive-Structural Aspects (아동의 상징놀이에 관한 이론적 고찰: 인지구조적 발달 이론을 중심으로)

  • Cho, Eun Jin
    • Korean Journal of Child Studies
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    • v.18 no.2
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    • pp.177-190
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    • 1997
  • The two major theoretical frameworks that have informed research on symbolic play and cognitive development were reviewed. Piaget and Vygotsky had different views of the role of symbolic play in children's development. For Piaget, play is primarily an assimilative activity; that is, in play, children modify reality to fit their existent cognitive schema and desires. In his view, play does not facilitate development, but it is used to consolidate existent concepts. For Vygotsky, play is a precursor to symbolization and is a leading factor in development. Particularly the lack of a sociocultural dimension in Piaget's theory brought about the influence of Vygotsky, for whom this dimension is central. However, the research yielded so far has not fully investigated the wider sociocultural elements that define and inform the play context. This article concludes by suggesting an approach to children's play that is directed by a proper estimation of the interaction between its cognitive, emotional, and sociocultural dimensions.

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A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

The Effects of the Play with Multiplication Activities Based on Skemp's Theory on Mathematics Achievements and Attitudes towards Mathematics (Skemp 이론에 따른 곱셈 놀이활동이 수학학업성취도 및 수학적 태도에 미치는 효과)

  • Park, Man-Goo;Park, Kyeong-Seon
    • Journal of the Korean School Mathematics Society
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    • v.12 no.3
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    • pp.211-230
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    • 2009
  • The purpose of this study was to investigate the effects of using the play with multiplication activities based on Skemp's theory for mathematics achievements and attitudes toward mathematics of elementary school students. For this study, we rearranged Skemp's play activities according to our curriculum in the area of multiplication and applied them to the 2nd grade classes of an elementary school. The plays with multiplication activities were applied to the experimental group while traditional teaching method was used with the current mathematics textbook for the comparative group. We obtained the following conclusions: First, in terms of mathematics achievement, the experimental group who used the plays with multiplication activities based on Skemp's theory didn't show significant difference with the comparative group. Second, it proved that the plays with multiplication activities based on Skemp's theory was more effective for lower level of students than the higher level of students. Third, the plays with multiplication activities based on Skemp's theory have positive effects on improving students' attitudes toward mathematics. We need to use the plays with multiplication activities based on Skemp's theory in the classrooms and find problems with the applying the activities. In addition, we need to develop a more various activities based on Skemp's theory for a better teaching.

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Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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