과제정보
This research was funded by a 2021 research Grant from Sangmyung University.
참고문헌
- H. J. Kwon and J. H. Sung, "A Study on the Problem and Improvement of VR Content Using Motion Platform and VR HMD," Journal of Korea Game Society, vol. 19, no. 3, pp. 15-24, 2019. https://doi.org/10.7583/JKGS.2019.19.3.15
- K. Y. Yoon, "Digital Transformation and Foresight," Journal of Futures Studies, vol. 3, no. 2, pp. 157-175, 2018.
- Physical_computing [Internet]. Available: https://wikipedia.org/wiki/Physical_computing.
- Munhwa.com, "5G Smart Factory in 32 small and medium-sized enterprises. Increase productivity, reduce manpower," [Internet]. Available: http://www.munhwa.com/news/view.html?no=2020081301032539344001.
- Y. J. Jang. "Development and Application of Physical Computing Educational Board Suitable to School Education," Korea University, 2018.
- J. Huizinga, "Home Ludens : A Study of the Play Element in Culture," Boston Beacon Press, 1995.
- O' Sullivan and D. T. Igoe, Physical Computing: Sensing and Controlling the Physical World with Computers, Thomson, 2004.
- C. Crawford, "The Art of Interactive Design," No Starch Press, 2003.
- D. A. Jeong, Media Art, Temptation of Digital, Commbooks, 2007.
- K. S. Eom, Y. J. Jang, and W. G. Lee, "Development of a Board for Physical Computing Education in Secondary Schools Informatics Education," The Journal of Korean Association of Computer Education, vol. 19, no. 2. pp. 41-50, 2016. https://doi.org/10.32431/KACE.2016.19.2.005
- S. M. Kim, "Development of Physical Computing Education tool using Media art," Sungkyunkwan University, 2019.
- R. Greene, Internet Art, Thames&Hudson Ltd, 2004.
- W. W. Kim, "Development of STS Model Turtle Ship Based on Physical Computing Platform for Students of Department of Electricity, Electronic and Communication in Industrial High School," Journal of The Korea National University of Education, 2017.
- Escape Room [Internet]. Available: https://en.wikipedia.org/wiki/Escape_room.
- M. H. Lee, "A Study on Sense of Place in Rom-Escape Games," Ewha womans University, 2017.
- W. J. Hong, H. Lee, and J. S. Choi, "Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking," Journal of The Korean Association of Information Education, vol. 24, no. 6, pp. 585-596, 2020. https://doi.org/10.14352/jkaie.2020.24.6.585
- S. E. Kim, "Development of Artificial intelligence(AI)-based Maker Education Program using Physical Computing," The Korean Journal of Technology Education, vol. 20, no. 3, pp. 76-95, 2020.
- R. Greene, Internet Art, Thames&Hudson Ltd, 2004.
- Chris. Milk The Treachery of Sanctuary. The Treachery of Sanctuary@BARBICAN+CREATORS PROJECT [Internet]. Available: http://milk.co/treachery.html.
- F. de Meredieu, Art and Nouvelles Technologies, LAROUSSE, 2005.
- J. D. Bolter and D Gromala, Windows and Mirrors, Massachusetts, 2003.
- J. Abrams, "Ubiquity/Urbiquity: the B.U.G. and other Ludic(rous) Pursuits," Abstract. Opening Keynote for the Sixth International Conference on Ubiquitous Computing, 2004.
- J. H. Lee, "Design Methodology for Big Games," Archives of Design Research, vol. 23, no. 3, pp. 229-240, 2010.
- H. J. Song, H. S. No, and D. W. Rhee, "A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games," Journal of Korea Game Society, vol. 17, no. 6, pp. 51-62, 2017. https://doi.org/10.7583/JKGS.2017.17.6.51
- M. h. Lee, "A Study on Sense of Place in Rom-Escape Games," Ewha womans University, 2017.
- K. Y. Park, "A Study on Teacher Education and Design for an ICT-based Future Elementary-Secondary School Using the Delphi Method," The Journal of Korean Teacher Education, vol. 34, no. 1, pp. 103-126, 2017. https://doi.org/10.24211/TJKTE.2017.34.1.103