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VR 태권교육 웹서비스 방송이 결합 된 온라인 콘텐츠 서비스 중심의 프로젝트 연구

A study on a service-centered project of VR Taekwon- Korean Wave contents in which Taekwon-education performance is combined with web service broadcasting

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초록

This study revealed limitations in Taekwondo education, which is centered on experience rather than theory, given that Taekwondo is a sport characterized by training oneself based on multiple experiences in a dojang (gymnasium). However, with the advent of experience-oriented media based on VR, AR and MR programs due to the current development of new high- tech media, such media are expected to influence the Taekwondo education system, in terms of pervasiveness and benefits. The research results showed the potentially considerable effects and also the possibility of producing and distributing Taekwondo contents in connection with entertainment, education, experience, and games. AR, VR, and MR are the products of efforts to maximize the possibility of a more realistic approach to three- and four-dimensional display system from a two-dimensional domain, and they are used for not only a convergence with information and communication but multimedia contents. This study intends to present what kind of appeal structure is formed when a high-tech medium through VR is used for taekwondo education, as well as the effective direction of VR Taekwondo education based on market analysis. Currently, this author has personally produced a total of ten Taekwondo-related video contents including cast, story, and plot from chapters 1 to 16, as contents for the Internet Protocol Television (IPTV), and also in association with Taekwondo dojang. The outcome is encouraging in that it shows the possibility of achieving the purposes of both education and entertainment by using a two-dimensional domain and CG chroma key as well as historical figures and historical backgrounds. Further, this study also aims to present the results of new data analysis of VR Taekwondo education by closely analyzing the environment of effective experience-oriented VR Taekwondo education.

Abstract

This study revealed limitations in Taekwondo education, which is centered on experience rather than theory, given that Taekwondo is a sport characterized by training oneself based on multiple experiences in a dojang (gymnasium). However, with the advent of experience-oriented media based on VR, AR and MR programs due to the current development of new high- tech media, such media are expected to influence the Taekwondo education system, in terms of pervasiveness and benefits. The research results showed the potentially considerable effects and also the possibility of producing and distributing Taekwondo contents in connection with entertainment, education, experience, and games. AR, VR, and MR are the products of efforts to maximize the possibility of a more realistic approach to three- and four-dimensional display system from a two-dimensional domain, and they are used for not only a convergence with information and communication but multimedia contents. This study intends to present what kind of appeal structure is formed when a high-tech medium through VR is used for taekwondo education, as well as the effective direction of VR Taekwondo education based on market analysis. Currently, this author has personally produced a total of ten Taekwondo-related video contents including cast, story, and plot from chapters 1 to 16, as contents for the Internet Protocol Television (IPTV), and also in association with Taekwondo dojang. The outcome is encouraging in that it shows the possibility of achieving the purposes of both education and entertainment by using a two-dimensional domain and CG chroma key as well as historical figures and historical backgrounds. Further, this study also aims to present the results of new data analysis of VR Taekwondo education by closely analyzing the environment of effective experience-oriented VR Taekwondo education.

참고문헌 (24)

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