본문 바로가기
KERD
논문KCI 등재

유아용 게임 놀이 매트를 활용한 보호 앱 개발

The Protection Application Development Utilizing Baby Playing Mat

0

조회

0

다운로드

2

인용

0

참고문헌

키워드

초록

In this study, we designed and implemented a protection application utilizing baby play mat. Proposed application can be configured contents to educate and play a crossword puzzle. While parents and children are away for a while, it is possible to observe play behavior of children and control contents with a smart-phone leveraging the Internet of Things(IoT) technology. The mat is designed to play the play-based education contents or the game for children(aged 0-3). The computing environment of the smart play mat was building by utilizing RFID, Arduino and sensors. This study is expected to be used in various places that require protection of children such as the child-care center, nursery and preschool.

Abstract

In this study, we designed and implemented a protection application utilizing baby play mat. Proposed application can be configured contents to educate and play a crossword puzzle. While parents and children are away for a while, it is possible to observe play behavior of children and control contents with a smart-phone leveraging the Internet of Things(IoT) technology. The mat is designed to play the play-based education contents or the game for children(aged 0-3). The computing environment of the smart play mat was building by utilizing RFID, Arduino and sensors. This study is expected to be used in various places that require protection of children such as the child-care center, nursery and preschool.

참고문헌 (11)

  1. "Overview of the Internet of things" (2012)[URL]
  2. Alessi, S. M., "Multimedia for learning: Method and development" (2001), Allyn & Bacon
  3. 김나영, "교육용 게임 개발 시 고려해야 할 게임의 유익한 요인들에 관한 연구: 초등학교 역사 게임 개발 사례를 중심으로", 한국컴퓨터게임학회논문지, 28(2), pp.53~61 (2015), (사)한국컴퓨터게임학회
  4. Mayer R, "Multimedia Learning" (2009), Cambridge University Press
  5. 윤진열, "교육용 모바일 게임 콘텐츠 서비스 이용자의 특성요인에 관한 연구", 한국컴퓨터게임학회논문지, (20), pp.103~110 (2010), (사)한국컴퓨터게임학회
  6. 김현수, "교육용 게임 콘텐츠 재이용 의도에 영향을 미치는 요인에 관한 연구", 한국컴퓨터게임학회논문지, (20), pp.33~43 (2010), (사)한국컴퓨터게임학회
  7. "Sphero" (2016)[URL]
  8. "IoT design system" (2016)[URL]
  9. 최영환, "개인화 콘텐츠를 제공하기 위한 모바일 디바이스 기반 PCPS 시스템", 한국컴퓨터게임학회논문지, (19), pp.235~240 (2009), (사)한국컴퓨터게임학회
  10. 이경미, "RFID와 음성인식을 이용한 유아용 디지털 보드게임 개발", 한국컴퓨터게임학회논문지, 24(3), pp.101~108 (2011), (사)한국컴퓨터게임학회
  11. "Security Intelligence Plan" (2016)[URL]

관련 논문AI추천

이 간행물의 다른 논문 (14건)