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증강현실 기반 문화재 학습 게임 프로토타입 설계

Prototype Design of Augmented Reality Based Educational Game for Cultural Assets

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초록

This paper is aimed at designing learning contents by applying augmented reality, as a plan to improve learning effect of learners who will study cultural properties. Learning cultural assets does not contain educational media which is able to be used for current learning. Even if is has the media, they are not fitting for the current educational situation, and most of them are simple. Insufficiency of educational media will make learners, who are interested in cultural properties and who are about to freshly learn cultural properties, far away from their desires to lean. Learning cultural properties is appropriate for a learning type to apply augmented reality. Accordingly, the author is aiming at developing educational media by applying augmented reality to learning cultural assets. In order to apply augmented reality, this paper examines concept of augmented reality and its application cases, accelerated learning factors and efficiency through the relevant pre-studies and development cases of educational application, and methods by which augmented reality is used for learning media. Based on these studies, this paper applied a learning theory stated in the pre-study, and designed learning contents by using augmented reality producing library. By means of the augmented reality based cultural properties learning contents, this paper plans to help learners who will study cultural properties and the relevant education, and to be a reference for designing learning contents applying augmented reality in the future.

Abstract

This paper is aimed at designing learning contents by applying augmented reality, as a plan to improve learning effect of learners who will study cultural properties. Learning cultural assets does not contain educational media which is able to be used for current learning. Even if is has the media, they are not fitting for the current educational situation, and most of them are simple. Insufficiency of educational media will make learners, who are interested in cultural properties and who are about to freshly learn cultural properties, far away from their desires to lean. Learning cultural properties is appropriate for a learning type to apply augmented reality. Accordingly, the author is aiming at developing educational media by applying augmented reality to learning cultural assets. In order to apply augmented reality, this paper examines concept of augmented reality and its application cases, accelerated learning factors and efficiency through the relevant pre-studies and development cases of educational application, and methods by which augmented reality is used for learning media. Based on these studies, this paper applied a learning theory stated in the pre-study, and designed learning contents by using augmented reality producing library. By means of the augmented reality based cultural properties learning contents, this paper plans to help learners who will study cultural properties and the relevant education, and to be a reference for designing learning contents applying augmented reality in the future.

참고문헌 (10)

  1. 박종승, "증강현실 게임의 소프트웨어 디자인 프레임워크", 한국컴퓨터게임학회논문지, (22), pp.59~67 (2010), (사)한국컴퓨터게임학회
  2. 박종승, "인터액티브 증강현실 게임공간의 생성을 위한 편집도구 설계", 한국컴퓨터게임학회논문지, (16), pp.99~106 (2009), (사)한국컴퓨터게임학회
  3. 김준호, "증강 현실 기술을 이용한 보드 게임 설계 및 구현", 한국컴퓨터게임학회논문지, 24(1), pp.45~51 (2011), (사)한국컴퓨터게임학회
  4. Min-Jae Koo, "A Study of Learning Contents Design using Augmented Reality", 석사, pp.2009
  5. Byung-tae Jan, "Augmented Reality Technologies", Journal of KIISE, 15(11), pp.14~19 (1997)
  6. Brett E. Shelton, "How augmented reality helps students learn dynamic spatial relationships", 박사, pp.2003
  7. Hedley., "Three-dimensional geographic visualization and spatial mental models", 박사, pp.2003
  8. Barab., "Virtual Solar System project : Building understanding through model building", Journal of Research in Science Teaching, 37(7), pp.719~756 (2000)
  9. Sun-Young Nam, "Augmented Reality Based Mathematical Experience Learning Model", 석사, pp.2008

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