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논문 기본 정보

자료유형
학술저널
저자정보
이지혜 (한양대학교)
저널정보
한국디자인문화학회 한국디자인문화학회지 한국디자인문화학회지 제24권 제1호
발행연도
2018.3
수록면
531 - 541 (11page)
DOI
10.18208/ksdc.2018.24.1.531

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초록· 키워드

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The popularize of smart phones and the technological developments in performance have led to increased usability of augmented reality systems. Research is actively underway on the utilization of mobile augmented reality. While the study on the mobile augmented reality has focused on the technical application of augmented reality, it is insufficient to consider the practical use of augmented reality studies considering the practical use of contents in various fields. Accordingly, it was designed to develop a real-life application by analyzing the factors that affect the convenience of the mobile augmented reality application and the factors that affect its usability. As a research method, 10 applications with more than 10,000 downloads were used as the basis for case analysis based on the top rankings of Google and Naver’s augmented reality applications. First, through a previous study, we analyzed the characteristics of augmented reality and the following visual factors, such as the use of the user - centered portal application of the mobile augmented reality, by type of Naver and by using them. In particular, the characteristics of the types of public service programs were divided into three categories, including location guidance service, shopping guide service, and other services, and the contents of each ranked application characteristics were analyzed. As a result, a precise guideline on the interface of augmented reality based mobile applications has not been established so far, showing discomfort in acquiring information from the combination of virtual information with the real world in the usability segment. This is understood to be the future design of interfaces to mobile three-dimensional screens, an augmented reality characteristic, that will require multI-dimensional studies and is an in-depth study of the feedback of actual users and learners.

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Abstract
Ⅰ. 서론
Ⅱ. 이론적 배경
Ⅲ. 모바일 증강현실 생활편의형 어플리케이션 활용사례
Ⅳ. 결론
Reference

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UCI(KEPA) : I410-ECN-0101-2018-600-001801962