참고문헌
- Express Wire. (2019). Online Education Industry 2018 Global Market Research report, 360 Market Updates [Online]. https://www.360marketupdates.com/enquiry/requestsample/12847307
- U. Yang& G. I. Kim. (1999). Implementation and Evaluation of Just Follow Me: An Immersive, VR-Based, Motion-Training System. Presence: Teleoperators & Virtual Environments, 11, 304-323. DOI:10.1162/105474602317473240
- K. E. Raheb, M. M. Stergiou, A. Katifori & Y. E. Ioannidis. (2019). Dance Interactive Learning Systems: A Study on Interaction Workflow and Teaching Approaches. ACM Comput. Surv., 52(3), 50. DOI:10.1145/3323335
- C. Pribeanu, A. Balog & D. D. Iordache. (2017). Measuring theperceived quality of an AR-based learning application: a multidimensionalmodel, Interactive Learning Environments, 25(4), 482-495, DOI:10.1080/10494820.2016.1143375
- E. Mangina. (2017). 3D learning objects for augmented/virtual reality educational ecosystems. 2017 23rd International Conference on Virtual System & Multimedia (VSMM), 1-6. DOI:10.1109/vsmm.2017.8346266
- S. C. Y. Yuen, G. Yaoyuneyong & E. Johnson. (2011). Augmented Reality: An Overview and Five Directions for AR in Education, Journal of Educational Technology Development and Exchange (JETDE). 4(1), 11. DOI: 10.18785/jetde.0401.10
- J. Martin-Gutierrez et al. (2017). Virtual technologies trendsin education. EURASIA Journal of Mathematics Science and TechnologyEducation, 13(2), 469-486. DOI:10.12973/eurasia.2017.00626a
- R. Zhou, Y. Song, T. He & F. Asmi. (2016). Applying Augmented Reality Technology to E-Learning: Science Educational AR Products as an Example. 2016 IEEE 13th International Conference on e-Business Engineering (ICEBE), 129-133. DOI: 10.1109/ICEBE.2016.030
- S. Dow, B. MacIntyre & M. Mateas. (2008). Styles of play in immersive and interactive story: case studies from a gallery installation of AR Facade. Advances in Computer Entertainment Technology. DOI: 10.1145/1501750.1501838
- R. S. Sutton & A. G. Barto. (1988). Reinforcement Learning: An Introduction. IEEE Transactions on Neural Networks, 16, 285-286. DOI:10.1037/a0019441
- J. M. Lim. (2016). The Relationship between Successful Completion and Sequential Movement in Self-Paced Distance Courses, The International Review of Research in Open and Distributed Learning, 17(1). DOI:10.19173/irrodl.v17i1.2167
- M. B. Gonzalez & P. A. Rodriguez. (2003). Un instrumento para evaluar el uso y las actitudes hacia los videojuegos. Pixel-Bit. Revista de Medios y Educacion, 20, 17-32. DOI:10.12795/pixelbit
- M. Dunleavy, C. Dede & R. Mitchell. (2009). Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology, 18, 7-22. DOI:10.1007/s10956-008-9119-1
- H. B. Santoso, M. Schrepp, R. Y. Isal, A. Y. Utomo & B. Priyogi. (2016). Measuring User Experience of the Student-Centered e-Learning Environment. Journal of Educators Online, 13(1), 58-79. Web site: http://www.thejeo.com
- J. Zhang, Y. Sung, H. Hou & K. Chang. (2014). The development and evaluation of an augmented reality-based armillary sphere for astronomical observation instruction. Computers & Education, 73, 178-188. DOI:10.1016/j.compedu.2014.01.003