• Title/Summary/Keyword: play pattern

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Proceeding patterns of block play, and differences on block play's quality and symbolic play' pretending elements (구성놀이 전개 유형, 연령, 성별에 따른 구성놀이 질 및 가작화에서의 차이)

  • Han, Suk Sil;Park, Ju Hee
    • Korean Journal of Human Ecology
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    • v.23 no.1
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    • pp.31-46
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    • 2014
  • This study investigated the proceeding patterns of constructive play with lego blocks, and the differences on the quality of constructive play and symbolic play's pretending elements. The subjects were 132 children at child care centers and kindergarten: 64 three-year-olds (36 boy, 28 girl) and 68 five-year-olds (32 boy, 36 girl). The study found three proceeding patterns in the constructive lego play. First, children engaged in constructive and symbolic play simultaneously, or they switched back and forth between symbolic and constructive play. This pattern was termed as "constructive and symbolic play simultaneously or alternatively"(type 3), and it was occurred most frequently. Secondly, children focused only on constructing structures. This pattern was termed as "constructive play only"(type 1), Thirdly, children engaged in symbolic play only after they completed building some structures. This pattern was named "symbolic play after constructive play"(type 2). The findings also indicated that children who were categorized as type 1 and 2 showed higher quality of constructive play and longer duration in play than children as type 3. Five-year-old children sustained play longer and showed higher quality in terms of elaboration, imagination, and variety (number of blocks, shape of blocks). Furthermore, children as type 3 showed a higher level of imaginative play than children as type 1 and 2, especially in terms of role, objet, and context of projection.

Relations Between Qualities of Constructive Play and Problem Solving (구성놀이 질과 문제해결력 간의 관계)

  • Han, Suk-Sil;Park, Ju-Hee
    • Korean Journal of Child Studies
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    • v.28 no.5
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    • pp.143-159
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    • 2007
  • This study examined the relation between the quality of constructive play and convergent and divergent problem solving. The subjects were 48 five-year-old children. Unit blocks were used to test the quality level of constructive play; a 40 piece puzzle and pattern blocks were used to test convergent problem solving; the pattern blocks also were used to test divergent problem solving. Children's block play was videotaped and pictures were taken of constructions made by children. Data were analyzed by correlation and stepwise multiple regression. Results showed statistically significant correlations between the quality of constructive play and convergent and divergent problem solving. Among the sub variables of constructive play, social play patterns affected convergent problem solving; diversity affected divergent problem solving.

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Sequential Transition Patterns of Social Play by Children's Social Competence (유아의 사회적 능력에 따른 사회적 놀이의 연속적 변화 패턴)

  • Kim, Soon Jeong;Kim, Hee Jin
    • Korean Journal of Child Studies
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    • v.28 no.1
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    • pp.17-35
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    • 2007
  • This study examined whether sequential transition patterns of social play differed by children's social competence. The social competence of sixty 5-year-old children was rated by their teachers using the Social Competence Scale(NICHD Early Child Research Network, 1996). Children's social play was observed during free play and coded by criteria developed by Robinson et al(2003). Results showed differences in children's social play behaviors by social competence and differences in the transition patterns of children's social play level by social competence. Children with higher social competence showed a transition pattern moving toward cooperative-social interaction, whereas children with lower social competence showed a transition pattern moving backward to solitary or onlooker behavior.

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A study on the communication of stage costume-Focusing on Peking Opera of China- (무대의상의 의미전달에 관한 연구-중국 경처(Peking Opera)을 중심으로-)

  • 신경섭;조규화
    • Journal of the Korean Society of Costume
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    • v.38
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    • pp.83-100
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    • 1998
  • The purpose of this study is to figure out how stage costume of Peking Opera communicates what the character wants to inform to spectator. The stage costume means the clothing, shoes, headdress, accessory that the cast is worn for communicating personality of character. Stage costume not only reveals the character of new spirit who the director and the work is like to create, but also makes the style of play harmonizing with the atmosphere of the work. So, the stage costume in the play is a sort of symbol system that forms the depth of play. The stage costume of Peking Opera was formed on the basis of the Chinese traditional stage costume in the Qing period, however the style of stage costume was beautified the costume of Ming period and here contained the factors of successive costumes. But the stage costume of Peking Opera don't have the same rank system with real history costume and don't have demarcation according to period and history. Only it is that transformed and created the real history costume with Chinese fine view and made how they wear Chinese fine view and made how they wear the costume according to position, age, personality of character in the play. In the stage costume of Peking Opera, the color is cultural language that director can communicate to spectators and can inform spectator of sex, age, personality, position of the character. The color of the stage costume of Peking Opera reflects the principles of Yin and Yang and the five elements of the Chinese cosmogony. The pattern of decoration also makes the personality and characteristic of the character. The dragon pattern symbols the authority and majesty, so only the character of high position can use it. The pattern of tiger and leopard symbols bravery, so the military officer can use it. Civil officer decorates with the pattern of Japanese apricot, orchid, chrysanthmum, bamboo that symbols integrity and honor. The stage costume of Peking Opera communicates the identity of character with the special form of costume. Kanjien is a costume of the young priestess, Houyi is the Sunwukong'costume. Chayi is a costume of boatman. Lingzi, Sweixiu, Kaoqi is the props for the foramtive effect of stage costume, also they play an important part in expressing the emotion situation. In the result of study, we could know that the form, color, pattern of the stage costume and props of Peking Opera play important parts in communicating informations that let spectator can understand the play. So, the stage costume of Peking Opera is an‘picturizing costume’that the form, color, pattern of the stage costume is a sort of symbol system. It makes spectator feels actually the viewing Peking Opera.

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The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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A Study on Chinese Characters Play of Edo Period in Japan by Comparison with the Pattern of Tungp'o(東坡体)'s Characters Play and Paza(破字), the Method to Make an Analysis of Chinese Characters; Focused Nanji and Iruiimyo (동파체(東坡体)·파자(破字)와의 비교를 통해 본 일본근세 한자문자유희 - 난지(難字)·이루이 이묘(異類異名)를 중심으로 -)

  • Keum, Young-Jin
    • Cross-Cultural Studies
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    • v.48
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    • pp.193-222
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    • 2017
  • In this study, I examined the relationship between the pattern of Tungp'o (東坡体)'s characters play, Paza(破字) and Nanji(難字), Iruiimyo(異類異名) the Chinese characters play, developed in the Edo period in Japan. I found out the following. First, Nanji and Iruiimyo's method of Chinese character transformation is like Tungp'o(東坡体)'s characters play and Paza(破字), that is to make an analysis of Chinese character. For example, to extend or shorten to character's length, and to increase or reduce the character's size. And, I also found out there is no block type characters play in Nanji and Iruiimyo. Second, I also found that the similarity of the method of Chinese character transformation between the pattern of Tungp'o(東坡体)'s characters play, Paza(破字) and Nanji(難字), Iruiimyo(異類異名). The method of to flip character (180 degrees) and to letting character lie down (90 degrees) is very similar each other. But there is no method to make incline of character (45 degrees) in Nanji and Iruiimyo. Third, I found that the method to extract part of character also exists in Chinese and Japanese characters play. And, I also found that the method to decompose characters in half from the pattern of Tungp'o(東坡体)'s characters play, but I can't find this method from Nanji and Iruiimyo. To decompose characters in half is very like the method of paja. So, we can understand that Nanji and Iruiimyo is located in the middle stage of the pattern of between Tungp'o(東坡体)'s characters play and Paza(破字).

Social and Cognitive Play Patterns in Terms of Young Children's Cognitive Styles (유아의 장독립성-장의존성 인지양식에 따른 사회, 인지적 놀이형태에 관한 연구)

  • Cho, Boo Kyung;Jang, Sun Hwa
    • Korean Journal of Child Studies
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    • v.16 no.1
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    • pp.49-64
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    • 1995
  • The purpose of this study was to investigate differences in social play, cognitive play, and social-cognitive play patterns as related to young children's field independence-dependence cognitive styles. Sixteen field independent and sixteen field dependent children were selected from a group of 79 young children with the use of Preschool Embedded Figures Test(PEFT). Their social play, cognitive play, and social-cognitive play patterns were observed. The data collected for this study were analyzed by using SPSS/$PC^+$; frequency, percentage and ${\chi}^2$ test. The results of this study were that (1) difference of social play patterns as related to young children's field independence-dependence cognitive styles was not found, (2) differences were found in cognitive play patterns as related to young children's field independence-dependence cognitive styles, and (3) differences were found in social-cognitive play pattern as related to young children's field independence-dependence cognitive styles.

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Continuous Moving Pattern Mining Approach in LBS Platform

  • LEE, J.W.;Heo, T.W.;Kim, K.S.;Lee, J.H.
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.597-599
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    • 2003
  • Moving pattern is as a kind of sequential pattern, which can be extracted from the large volume of location history data. This sort of knowledge is very useful in supporting intelligence to the LBS or GIS. In this paper, we proposed the continuous moving pattern mining approach in LBS platform and LBS Miner. The location updates of moving objects affect the set of the rules maintained. In our approach, we use the validity thresholds that indicate the next time to invoke the incremental pattern mining. The mining system will play a major role in supporting the various LBS solutions.

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An Analytical Study on the Environmental Design of Play Therapy from Children with developmental disability (발달장애아동의 놀이치료환경에 관한 공간분석)

  • Lee, Pyung;Lee, Eun-Suk;Lim, Kyung-Ran
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.247-250
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    • 2008
  • As society and culture becomes complicated and diverse, so do the ensuing problems. The symptoms from the stress there was mainly focused on the adult group, however, now, they are shown in children. So the play therapy attracts attention as a way to cure stress. This study is intend to analysis an environment of play therapy space which would play an active role during treatment through the understanding of children's playing behavior. Disable children's playing therapy and pattern should be considered in the playing environmental design, and their feelings also need to be considered. The cozy and relaxed environment is important to children, so that they can have a natural interaction with the environment during the therapies. Output the factor of environment for play therapy and suggest the space of play therapy which fit on it.

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Design of the Dasan Children's Park (다산 어린이 공원설계)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.51-59
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    • 2001
  • This paper presents a design of the Dasan Children\`s Park which is located Shindang- dong, lung-gu, Seoul which has an area of about 3,678$m^2$. Objectives for the design were to make nature-friendly space, learning space, interesting play space, space for every child, adventure play space, traditional play space, sense of place, and recycle space. For the space compositions a children\`s garden, a traditional play space, and a science play space were located around the S shaped main route. Facilities relating nature, science, culture. environment and adventure play were arranged in the 3 main spaces. The Children\`s Garden is a green space for learning and playing with natural elements. It is composed of a ecological learning space, a children\`s story garden, a children\`s song road, an environmental labyrinth, and a pall space leer handicap children. The Science Play Place is a place space for learning scientific theories through plays to which scientific theories were applied. It is composed of a total play structure, a math experience playground, a \"Keojunggi\" play space, a sound reflecting experience space, arid an infant playground. The Traditional Play Madang(space) is a space for traditional plays. It is composed of a traditional play pattern, a sun dial, and a floor fountain. The Recycle Road is a dragon shaped road fort learning about resource recycling and conservation. It is composed of a dragon head, body, tail space and a dragon bead(cint mani).int mani).

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