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사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가

Implementation and Evaluation of an Educational AppBook with User Interaction

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초록

As e-books have been becoming common, the market for digital textbooks also has beenexpected to grow rapidly. In this paper, we introduce our experience of developinginteractive e-books with Unity3D, and the result of user's experiment of using the books. Thee-books are targeted to the lower grades in elementary schools, and they are a series of afairy tale story with educational information on flat tide. They support rich user interactionssuch as dragging and clicking objects and rich media including 3D animations, videos,pictures, and augmented reality. We separate educational information from the main story inorder to meet some incompatible issues among story, education, and user interaction. Weconducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) ofthem liked the e-books. They also thought the e-books would help them study about flat tideand sea creatures in there.

Abstract

As e-books have been becoming common, the market for digital textbooks also has beenexpected to grow rapidly. In this paper, we introduce our experience of developinginteractive e-books with Unity3D, and the result of user's experiment of using the books. Thee-books are targeted to the lower grades in elementary schools, and they are a series of afairy tale story with educational information on flat tide. They support rich user interactionssuch as dragging and clicking objects and rich media including 3D animations, videos,pictures, and augmented reality. We separate educational information from the main story inorder to meet some incompatible issues among story, education, and user interaction. Weconducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) ofthem liked the e-books. They also thought the e-books would help them study about flat tideand sea creatures in there.

참고문헌 (13)

  1. 유금, "프로슈머 계층을 위한 스마트 모바일 디바이스 기반 e-book 콘텐츠 고도화 연구", 디지털디자인학연구, 11(4), pp.61~70 (2011), 한국디지털디자인학회
  2. "디지털교과서, HTML5로 재개발된다" (2012)[URL]
  3. 문영순, "유아를 위한 전자그림책의 상호작용성에 의한 디지털 문학표현에 관한 연구 -NOSY CROW의 신데렐라를 중심으로-", 디자인융복합연구(구.인포디자인이슈), 11(3), pp.93~109 (2012), 디자인융복합학회(구.한국인포디자인학회)[DOI]
  4. 김재인, "증강현실 기반 손 그림자놀이를 이용한 상호작용형전자책", HCI 학술대회, pp.335~338 (2013)
  5. 조수선, "웹 공통 API를 이용한 스마트폰 전자책 응용", 한국콘텐츠학회 논문지, 11(11), pp.28~33 (2011), 한국콘텐츠학회
  6. 성은모, "e-Book 인터페이스에서 시각적 경험 설계를 위한 디지털 텍스트 구조의 물리적 요인분석 및 콘텐츠 개발", 한국콘텐츠학회 논문지, 11(11), pp.79~90 (2011), 한국콘텐츠학회
  7. 김정아, "e-book 어플리케이션 GUI의 사용성 분석 - 아이패드 환경에서 e-book 어플리케이션을 중심으로 -", 디지털디자인학연구, 12(4), pp.97~108 (2012), 한국디지털디자인학회
  8. 시정곤, "코멘트 분석을 통해 본 소셜 e-book의 성공 가능성", HCI Korea 2013, pp.1167~1170 (2013), HCI Korea
  9. 최종명, "사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계", (사)디지털산업정보학회 논문지, 9(2), pp.33~40 (2013), (사)디지털산업정보학회
  10. 최종명, "다중 뷰를 지원하는 HTML5 기반의 E-book 리더 설계", 한국지식정보기술학회 논문지, 8(5), pp.53~61 (2013), 한국지식정보기술학회
  11. Jongmyung Choi, "An HTML5-based interactive e-book reader", International Journal of Software Engineering and its Applications, 8(2), pp.67~74 (2014), Science and Engineering Research Support Society
  12. "Unity3D"[URL]
  13. "Qualcomm Vuforia"[URL]

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