• Title/Summary/Keyword: Visual Play

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Analysis on Preferred Element on Constructing Creative Play Space Design (창의적 놀이 공간 구축을 위한 디자인 선호 요소 분석)

  • Han, Hyun-Suk
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.389-396
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    • 2020
  • The purpose of this study is to investigate the various perspectives that children can provide by utilizing specific physical spaces for play, and to study how to effectively apply them to surrounding spaces and environments. AHP was used to analyze the preferred elements for effectively designing a play area. The main keywords were derived through case studies of various domestic and foreign play space designs, and each keyword was grouped and a keyword of a higher concept was derived. The results of the comparison of 14 keywords that were finally drawn using AHP for each element were used to derive the priority for the preferred elements. As a result, preference was derived in the order of "Openness", "Safety", and "Diversity" in the morphological properties of the play space, and "Adventure", "Five senses elements", "Visual elements" and "Interactivity" in the content properties of the play space.

Involvement of Selective Alpha-2 Adrenoreceptor in Sympathetically Maintained Pain

  • Park, Chan-Hong;Yong, An;Lee, Sang-Ho
    • Journal of Korean Neurosurgical Society
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    • v.47 no.6
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    • pp.420-423
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    • 2010
  • Objective : Peripheral nerve injury often leads to neuropathic pain, which is characterized by burning pain, allodynia, and hyperalgesia. The role of the sympathetic nervous system in neuropathic pain is a complex and controversial issue. It is generally accepted that the alpha adrenoreceptor (AR) in sympathetic nerve system plays a significant role in the maintenance of pain. Among alpha adrenoreceptor, alpha-1 receptors play a major role in the sympathetic mediated pain. The primary goal of this study is to test the hypothesis that sympathetically maintained pain involves peripheral alpha-2 receptors in human. Methods : The study was a randomized, prospective, double-blinded, crossover study involving twenty patients. The treatments were : Yohimbine (30 mg mixed in 500 mL normal saline), and Phentolamine (1 mg/kg in 500 mL normal saline) in 500 mL normal saline at 70 mL/hr initially then titrated. The patients underwent infusions on three different appointments, at least one month apart. Thus, all patients received all 2 treatments. Pain measurement was by visual analogue scale, neuropathic pain questionnaire, and McGill pain questionnaire. Results : There were significant decreases in the visual analogue scale, neuropathic score, McGill pain score of yohimnine, and phentolamine. Conclusion : We conclude that alpha-2 adrenoreceptor, along with alpha-2 adrenoreceptor, may be play role in sympathetically maintained pain in human.

Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.95-110
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    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

The effectiveness of an early intervention program based on electronic games in developing the visual perception of children with intellectual disabilities within the age group 2-5 years

  • Felemban, Bashayer Muhammed;Alqudah, Derar Mohammed
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.322-332
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    • 2022
  • The current research aimed to ascertain the effectiveness of the early intervention program based on electronic games in developing the visual perception of children with intellectual disabilities within the age group of (2-5) years, using the quasi-experimental approach with one group, and the study sample consisted of (11) children with disabilities. Simple and medium intellectuals enrolled in the early intervention program at the Successful Communication Center for Day Care in Makkah Al-Mukarramah and were deliberately selected. To achieve the research objectives, the researchers prepared and applied the visual perception scale after ensuring its validity and stability. Three electronic games were also designed and applied to the sample for (17) sessions. The results showed the effectiveness of the electronic games program in developing the visual perception of children with intellectual disabilities within the age group (2-5) years and maintaining this improvement over time. Where the results showed that there were statistically significant differences at the level (α = 0.05) between the grades of the group children in the pre and post-measurements on the visual perception skills scale for children with intellectual disabilities in the post-measurement after applying the program, in favor of the post measurement. The results also showed that there were no statistically significant differences at the level (α = 0.05) between the grades of the group children in the two post and follow-up measurements on the visual perception skills scale for children with intellectual disabilities in the follow-up measurement which indicates the long-term impact of the program. The researchers recommend the necessity of activating educational programs based on various electronic games to develop the visual perception of children with intellectual disabilities and employ them effectively in the educational process for children with intellectual disabilities.

Distribution of AMPA Glutamate Receptor GluR1 Subunit-immunoreactive Neurons and their Co-Localization with Calcium-binding Proteins and GABA in the Mouse Visual Cortex

  • Kim, Tae-Jin;Ye, Eun-Ah;Jeon, Chang-Jin
    • Molecules and Cells
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    • v.21 no.1
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    • pp.34-41
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    • 2006
  • The neuronal localization of alpha-amino-3-hydroxyl-5-methyl-4-isoxazole propionic acid (AMPA) glutamate receptor (GluR) subunits is vital as they play key roles in the regulation of calcium permeability. We have examined the distribution of the calcium permeable AMPA glutamate receptor subunit GluR1 in the mouse visual cortex immunocytochemically. We compared this distribution to that of the calcium-binding proteins calbindin D28K, calretinin, and parvalbumin, and of GABA. The highest density of GluR1-immunoreactive (IR) neurons was found in layers II/III. Enucleation appeared to have no effect on the distribution of GluR1-IR neurons. The labeled neurons varied in morphology; the majority were round or oval and no pyramidal cells were labeled by the antibody. Two-color immunofluorescence revealed that 26.27%, 10.65%, and 40.31% of the GluR1-IR cells also contained, respectively, calbindin D28K, calretinin, and parvalbumin. 20.74% of the GluR1-IR neurons also expressed GABA. These results indicate that many neurons that express calcium-permeable GluR1 also express calcium binding proteins. They also demonstrate that one fifth of the GluR1-IR neurons in the mouse visual cortex are GABAergic interneurons.

The Effect of Group Occupational Activity Program on Visual Perception and Motor Function of Children in Community Children Center (집단 작업 활동 프로그램이 지역아동센터 아동의 시지각 및 운동기능에 미치는 효과)

  • Kim, Hye-Jin;Kim, Eun-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.14 no.1
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    • pp.9-18
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    • 2016
  • Objective : The current study investigated the effectiveness of group occupational activity program in increasing visual-perception and motor function of children in Community Children Center. Methods : Five children aged between 6-9 years in a community children center participated in the group occupational activity program. The program was designed to facilitate children's visual-perception and motor function based on play occupations. We examined performances of MVPT-3 and BOT-2 before and after the program. Results : Children who participated in the group program showed significant increases in visual perception and motor function. Conclusion : The study revealed the effectiveness of group occupational activity program in promoting visual perception and motor function of children in a community children center, which suggests the possibility of application of occupational activity toward low-income children in the community.

A Study on the 6th Graders' Use of Visual Representations in Mathematical Problem Solving (수학 문제 해결과정에서 초등학교 6학년 학생들의 시각적 표현에 관한 연구)

  • Hwang, Hyun-Mi;Pang, Jeong-Suk
    • Education of Primary School Mathematics
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    • v.12 no.2
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    • pp.81-97
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    • 2009
  • Visual representations play an important role for students to understand the meaning of a given problem, devise problem-solving approaches, and implement them successfully. The purpose of this study was to investigate how 6th graders would use visual representations in solving mathematical problems and in what ways such use might affect successful problem solving. The results showed that many students preferred numerical expressions to visual representations. However, students who used visual representations, specifically schematic representations, performed better than those who employed numerical representations. Given this, this paper includes instructional implications to nurture students' use of visual representations in a way to increase their problem solving ability.

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A Study on Intentions of Tongyeng Ogwangdae Costume : Focused on dialogs (통영오광대 복식의 의도성에 관한 연구 : 대사를 중심으로)

  • Kim, Cho-Young;Kim, Eun-Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.541-549
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    • 2015
  • Korean traditional mask play was done at outdoor to let spectators join the play and take mask at performance and to have disadvantage of poor transfer of dialog to the spectators. Performers transferred dialog directly and/or indirectly by using visual costume, and Tongyeong Ogwangdae with many dialogue expressions concerning the costume made use of proper intention to help spectators understand. In this study, the author watched performance of Tongyeong Ogwangdae to collect and investigate not only image material but also photograph material and to classify intention of the costume into three: First, contents of the dialog were intended to make shape. The costumes of Hongbaek Yangban, Meoktal Yangban and Jorijung of the 2nd section gave spectators contents of the play, and the costume of Halmi Yangban of Nochangtal of the 4th section described dialog of Halmi. Second, dialog had connotative metaphor. The costume of Yeongno of Yeongnotal of the 3rd section symbolized an unfinished dragon, while that of Halmi of Nongchangtal of the 4th section did sacred of Halmi. And, Nongchagtal Ai's costume of the 4th section prayed for value of Ai, richness of the life and fecundity. Third, conflict between characters was intended by indirect media. The costume of Maltukee of metaphor mask of the 2nd section became base of the assertion supporting that Maltukee had better birth history than Yangban had, and the costume of Yeongnoyangban of Yeongnotal of the 3rd section produced conflict at disclosure of identity.

A Study on the Visual Perception Space Structure Analysis of Exhibition Contents Organization in Natural History Museum (자연사박물관 전시내용구성의 시지각적 공간구조분석에 관한 연구)

  • Kim, Eun-Jung;Hong, Kwan-Seon
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.80-92
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    • 2009
  • Natural history museums preserve and manage the creatures living in each country, so they play unique roles for bio-diversity, and in fact, their roles are really instrumental for the collection, preservation, research, exhibition and education of creatures in the 21st century. Therefore, this research has the purpose to survey the status of our country's existing natural history museums, analyze their visual perception space structural characteristics, and ultimately utilize their characteristics as basic data in planning out and designing spaces of natural history museums to be established later on. As for the research scope, the research selected as research subjects 7 natural history museums that currently have composite set of open type and mixed type and have been accommodating comparatively active exhibitions since 2000 among 10 or so natural history museums in our country. Research method is that the research analyzed the exhibition spaces of 7 natural history museums by using depthmap program which can analyze space with visual graph analysis function, and analyzed the visibility among unit areas by each natural history museum integration and exhibition contents composition. In such analysis method, the research was able to quantitatively analyze the visual characteristics of exhibition space that induces and adjusts the motion of audience. Visual perception quantitative analysis as in this research will enhance exhibition design by considering the correlation between audience and exhibited items when planning out natural history museums space to be established later on.

A Study on Visual Metaphors that appear in the Stage Design of Bob Crowley - Focused on the stage design of 'AIDA' - (밥 크로울리 무대디자인에 나타나는 시각적 은유에 관한 연구 - 뮤지컬 '아이다' 무대디자인을 중심으로 -)

  • Hwang, Su-Yeon;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.55-63
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    • 2013
  • The main purpose of (the) performing arts is to efficiently communicate the themes and meanings which performances contain under limited time and place to the audience. Stage design should visually express play writer's scripts and director's interpretations of works, amid limitations. Although it is mostly designed metaphorically, in many cases, it is used only as a tool describing the background of performances but fails to effectively convey the true message of scenes to spectators. On the other hand, Bob Crowley has been recognized for his own design presentation skills to win 'Best Scenic Design of a Musical' of Tony Awards for six times and still exerts great influence on the musical and performing arts fields as a set designer. This study analyzes his reading of scripts and visual metaphor expressions, focusing on the musical, 'Aida' where the skills are mostly notable. To that end, we studied the concept of stage arts and theory of visual metaphoric expression to derive the features of his own technique in visual metaphor. Then, the features were applied to each scene of 'Aida' to see how they are displayed on stage. The result shows that Bob Crowley not only describes the background on stage, but also visualizes characters' personality and emotions in scenes. Such method of his expression is a proof to enhanced performance level by maximizing the atmosphere. Considering that a stage design should be based on the capacity of a designer to reinterpret the space with renewed viewpoints, visual metaphoric expression can serve as an effective tool to deliver clear messages to the audience under limited time and space, which is open to various methods of expressions.