Motion Recognition Interactive Game Activity for Early Childhood
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, Hyung Sook | - |
dc.contributor.author | Chung, Seong-Hee | - |
dc.date.accessioned | 2022-07-13T20:01:24Z | - |
dc.date.available | 2022-07-13T20:01:24Z | - |
dc.date.created | 2021-05-14 | - |
dc.date.issued | 2017-07 | - |
dc.identifier.issn | 1865-0929 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/151967 | - |
dc.description.abstract | The purpose of this study is to experience the elements of science, cognitive, art, relationship, fitness through physical activity in connection with ICT skills. It provides the content of brain development, personality development, creativity and social development through physical activity. It can also to increase the interest and fun of the children by applying type of game. It suggests 36 contents construction grouped for children motion recognition interactive game activities, the concept of mobile interactive projector and application algorism. The subjects and activities are made up by peculiarities of development of children. Activities via subjects are consisted of 3 steps which are DO THINK, DO ACTIVITIES, DO COMMUNICATION. Mobile Interactive Projectors are designed considering variety environments and utilizing mobile PC, Beam projector, KINECT. KINECT is available to detect user movement and collecting activities data related with location and routes of children on the floor by depth camera. We purpose providing creative contents focusing utilization of developed technologies in fields instead of developing brand new technologies. Such approach may offer an opportunity to experience more easily skills in the users. In addition, the development content can be used in child institutions and facilities, as well as educational institutions. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | Springer Verlag | - |
dc.title | Motion Recognition Interactive Game Activity for Early Childhood | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Kim, Hyung Sook | - |
dc.identifier.doi | 10.1007/978-3-319-58753-0_20 | - |
dc.identifier.scopusid | 2-s2.0-85025168159 | - |
dc.identifier.bibliographicCitation | Communications in Computer and Information Science, v.714, pp.130 - 135 | - |
dc.relation.isPartOf | Communications in Computer and Information Science | - |
dc.citation.title | Communications in Computer and Information Science | - |
dc.citation.volume | 714 | - |
dc.citation.startPage | 130 | - |
dc.citation.endPage | 135 | - |
dc.type.rims | ART | - |
dc.type.docType | 정기 학술지(기타) | - |
dc.description.journalClass | 1 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scopus | - |
dc.subject.keywordPlus | Brain | - |
dc.subject.keywordPlus | Human computer interaction | - |
dc.subject.keywordAuthor | Education contents | - |
dc.subject.keywordAuthor | Interactive game | - |
dc.subject.keywordAuthor | Kinect | - |
dc.subject.keywordAuthor | Motion recognition | - |
dc.identifier.url | https://link.springer.com/chapter/10.1007/978-3-319-58753-0_20 | - |
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