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자료유형
학술저널
저자정보
박성원 (Hoseo University) 박재윤 (Hoseo University)
저널정보
한국데이터전략학회 Journal of Information Technology Applications & Management Journal of Information Technology Applications & Management Vol.30 No.1
발행연도
2023.2
수록면
21 - 32 (12page)

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초록· 키워드

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This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children"s education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children"s perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children"s picture books and education.

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Abstract
1. 서론
2. AR, QR 애니메이션의 특성 연구
3. AR, QR 애니메이션의 공통점과 차별점
4. AR, QR 그림책 애니메이션의 시지 각의 확장성
5. 결론
References

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