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A Case Study of Utilizing Augmented Reality of Kid App
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유아용 APP의 증강현실 활용 사례 연구

논문 기본 정보

Type
Academic journal
Author
Jung, Soo A (한양대학교) Kim, Hun (한양대학교)
Journal
The Korean Society Of Design Culture JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE Vol.22 No.2 KCI Accredited Journals
Published
2016.6
Pages
585 - 599 (15page)

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A Case Study of Utilizing Augmented Reality of Kid App
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Abstract· Keywords

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Recently in an advanced ubiquitous mobile devices, people are learning information anywhere with out time and place limit. Such learning effect is away from the traditional analog forms and enhanced multidimensional sense.
This study aim at examine about augmented reality of kids app uses status through the case study arrange and analyse sub-elements with case, and have a object in suggest current augmented reality’s problem solve.
As the scope of the case study was limited to the augmented reality app connected with supportive tool for over 5 years old kids. This study made framework to organize elements of augmented reality’s property through the previous research. For this framework ARcontents problem was derived with substituting and comparing to each elements. Also to compare case of ARcontents, this study used number of review and average rating.
The study divided the properties of augmented reality to presence, interaction, immersion, autonomy for examine the status of utilization of augmented reality kids apps. Sub-elements of immersion derived providing clear goals, difficulty, intrinsic motivators and sub-elements of autonomy are derived cooperative learning, practical learning, Constructivist learning elements. This study case analyzed through the sub-derived factor. The standard of contents is over 5 years kids app serving as google play store with support products. For augmented reality kids app’s status first, presence of augmented reality contents are not naturally seeming yet. Because of synthesis and tracking skills are not developed completely. For the interaction part of the augmented reality app’s status some contents are aim at implement 3d objects and they limited controllability fectors and it effects hard to able constructivist learning. About immersion part augmented reality app aim at implement 3d Objects can’t established immersion and stop in disposable content. And part of autonomy fectors most of contents have cooperative and reality learning fectors but hard to have constructive leaning fectors.
These elements absense appeared significantly from number of review. Osmo and Pororo sketch pop’s review numbers are common and case of Deeuno ARdishes and Kidsrang mat’s review number, product’s evaluation was good but ARcontents review number was less.
For future mobile device environment based augmented reality, study will be continue about various ubiquitous mobile products combined with contents and about following learning effects.

Contents

Abstract
국문초록
Ⅰ. 서론
Ⅱ. 이론적 개념
Ⅲ. 증강현실의 특성
Ⅳ. 결론
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UCI(KEPA) : I410-ECN-0101-2017-600-000849268