과제정보
This is the paper funded by academic support from Dong-A University.
참고문헌
- 김다정, 전석주(2014). 현장체험학습을 위한 가상학습 기반 수업모형의 설계 및 적용.정보 교육학회논문지, 18(1), 133-142.
- 김민정(2012). 박물관 교육프로그램의 현황과 역사 학습, 역사교육연구, 제16호, 37~68. https://doi.org/10.16976/KAHE.2012..16.37
- 김상헌.최희수(2016). 메타버스를 활용한 역사교육콘텐츠 개발방안, 한국콘텐츠학회 2016 춘계종합학술대회, 161-162.
- 권종산(2017). 실감가상현실을 활용한 경험학습 게임 콘텐츠의 개발 및 평가에 대한 연구. 서울대학교 대학원 박사학위 청구논문.
- 대한민국정책브리핑(2022). 2026년 메타버스 시장 점유율 5위..."전문가 4만명.공급기업 220로" https://www.korea.kr/news/policyNewsView.do?newsId=148898285
- 류지헌 유승범(2017). 가상현실 학습환경에서 동작 기반 인터페이스가 실재감 지각 및 수행에 미치는 효과. 한국교육학연구, 23(1), 35-56
- 문성용, 최봉두, 문영래 (2016). 가상현실을 이용한 치과 임플란트 수술 교육, 전자공학회논문지, 53(12), 169-174. https://doi.org/10.5573/IEIE.2016.53.12.169
- 박지숙.임성환(2016). 가상체험을 활용한 미술영재의 감상 수업 연구. 조형연구, 60,183-207.
- 소요환(2016). 가상현실 시뮬레이션 학습의 현존감과 매개변인 몰입이 학습성과 미치는 영향. 커뮤니케이션 디자인학연구, 57(0), 57-69.
- 이경아(2021). 메타버스(metaverse)시대의 미술교육, 美術敎育論叢 35(3), 324~348.
- 이유미, 남기환(2021). 충동성이 모바일뱅킹 사용률에 미치는 영향:신용카드 사용여부의 조절효과와 SNS 중독의 매개효과, 지능정보연구27(3), 113~137.
- 이준식, 박도형(2021). Are you a Machine or Human?: 소셜 로봇의 인간 유사성과 소비자 해석수준이 의인화에 미치는 영향, 지능정보연구, 27(1): 129~149. https://doi.org/10.13088/JIIS.2021.27.1.129
- 양정옥.이숙정(2021). 메타버스(가상증강혼합확장현실)를 이용한 운동재활의 활용 방안, 한국운동역학회지, 31(4), 249-258. https://doi.org/10.5103/KJSB.2021.31.4.249
- 유승범(2017). 수업 문제행동 대처를 위한 착용형 디스플레이와 학생 아바타 기반의 가상 현실 시뮬레이션 개발. 전남대학교 대학원 석사학위 청구논문
- 윤종철.강형엽(2021). 교실에서의 대화형 학습: 학습을 위한 모바일 증강현실 지원 애플리케이션 https://doi.org/10.1002/cav.1989
- 염순자(2011), Augmented Reality for Learning Anatomy, west point, hobart tasmania Austrailia. Proceedings ascilite 2011 Hobart: Concise Paper.
- 한국문화진흥원(2021), 메타버스 2.0시대, 메타버스 활용 사례와 추진 전략 방안, 문화정보 이슈리포트 4(24)
- Abas, H. & Zaman, H. (2011). Visual learning through AR storybook for remedial student, i LNCS, Vol. 7067(157-167).
- Alquraini, T., & Dianne Gut, D. (2012). Critical Components of Successful Inclusion of Students with Severe Disabilities: Literature Review. International Journal of Special Education, 27, 42-59.
- Almutairi, A., & Al-Megren, S. (2017). Preliminary Investigations on AR for the Literacy Development of Deaf Children. Mayalysia: Springer International Publishing
- Azuma, R. et al. (2011). Recent advances in AR. IEEE Comput. Graph. Appl. (1-27). doi:10.4061/2011/908468
- Bacca, J., Baldiris, S., & Fabregat, R. (2018). Insights into the factors influencing student motivation in AR learning experiences in vocational education and training. Front. Psychol. 9(1486). doi: 10.3389/fpsyg.2018.01486
- Benda, P., Ulman, M., & Smejkalova, M. (2015). AR as a working aid forintellectually disabled persons for work in horticulture. Agris Online Papers Econ. Inform. 7(31-37). https://doi.org/10.7160/aol.2015.070403
- Colpani, R.,& Homem, M. R. P. (2016). An innovative AR educational framework with gamification to assist the learning process of children with intellectual disabilities, in IISA 2015-6th International Conference on Information, Intelligence, Systems and Applications (Corfu).
- Diegmann, P., Schmidt-Kraepelin, M., Eynden, S.,& Basten, D. (2015). Benefits of AR in Educational Environments-A Systematic Literature Review. http://aisel.aisnet.org/wi2015
- Fernandez, A., et al.(2015). Troyoculus: an AR system to improve reading capabilities of night-blind people, in Lecture Notes in Computer Science.
- Fombona, J., Pascual-Sevillano, M.-A., & Gonzalez-Videgaray, M. (2017). M-learning and AR: a review of the scientific literature on the WoS RepositoryTT-M-learningy realidad aumentada: doi: 10.3916/C52-2017-06Gast.
- Hsiao, K. F.,& Rashvand, H. F. (2015). Data modeling mobile AR:integrated mind and body rehabilitation. Multimed. Tools Appl. 74 (3543-3560).doi: 10.1007/s11042-013-1649-8
- Hrishikesh, N., & Nair, J. J. (2016). Interactive learning system for the hearing impaired and the vocally challenged, in 2016 International Conference on Advances in Computing, Communications and Informatics,(Jaipur).
- Kang, Y. (2021). Metaverse framework and building block.J. Korea Inst. Inf. Commun. Eng.25, 1263-1266. doi: 10.6109/JKIICE.2021.25.9.1263
- Kerdvibulvech, C. (2016). A novel integrated system of visual communication and touch technology for people with disabilities, in Lecture Notes in Computer Science, Springer(509-518)
- Lin, C., et al.(2015). Integrating motion-capture AR technology as an interactive program for children, in LNCS, Vol. 9177, eds. LosAngeles, CA: Springer(149-156).
- Lindsay. G. (2018). Inclusive education theory and practice: What does this mean for paediatricians?, Elsevier, 28(8), pp368-373. https://doi.org/10.1016/j.paed.2018.06.002
- Martin-Sabaris, R.-M. (2017). AR for learning in people with Down syndrome: an exploratory study. Rev. Lat. Comun. Soc.(737-750).doi: 10.4185/RLCS-2017-1189-39en
- Mirzaei, M. R., et al. (2014). Audio-visual speech recognition techniques in AR environments. Vis. Comput(245-257). doi: 10.1007/s00371-013-0841-1
- Nincarean, D., Alia, M. B., Halim, N. D. A., & Rahman, M. H. A. (2013). Mobile AR: the potential for education. Proc. Soc. Behav. Sci. 103(657-664). doi:10.1016/j.sbspro.2013.10.385
- Parton, B. S. (2017). Glass vision 3D: digital discovery for the deaf. TechTrends 61(141-46). doi:10.1007/s11528-016-0090-z.
- Park, S.-M., and Kim, Y.-G. (2022). A metaverse: taxonomy, components, applications, and open challenges.IEEE Access10, 4209-4251. doi: 10.1109/access.2021.3140175
- Phon, D. N., Ali, M. B., & Halim, N. D. (2014). Collaborative AR in education: a review, in 2014 International Conference on Teaching and Learning in Computing and Engineering (Kuching: IEEE), 78-83. doi: 10.1109/LaTiCE.2014.23
- Prieto, J. F., Lacasa, P., and Martinez-Borda, R. (2022). Approaching metaverses: mixed reality interfaces in youth media platforms.New Techno Humanit.doi: 10.1016/j.techum.2022.04.004
- Rospigliosi, P. A. (2022). Metaverse or simulacra? Roblox, Minecraft, meta and the turn to virtual reality for education, socialisation and work. Interact. Learn. Environ.30, 1-3. doi: 10.1080/10494820.2022.2022899
- Sheehy, K., Ferguson, R., & Clough, G. (2014). Augmenting learners:educating the transhuman, in Augmented Education, eds K. Sheeh, R. Ferguson and G. Clough (New York, NY: Palgrave Macmillan), 137-158.
- Song, J.(2022). The Introducing voice -based public services for strengthening the accessibility of the social vulnerables and open public communication, J Intell Inform Syst 2022 June: 28(2): 279~306.
- Sytwu, T.-A., & Wang, C.-H. (2016). An investigation of the effects of individual differences on mobile-based AR english vocabulary learning, in Mobile Learning Design. Lecture Notes in Educational Technology, eds doi: 10.1007/978-981-10-0027-0_23
- Tobar-Munoz, H., Fabregat, R., & Baldiris, S. (2014). Using a videogame with AR for an inclusive logical skill learning session, in 2014 International Symposium on Computers in Education (SIIE), (La Rioja: IEEE), 189-194
- UNICEF(2019). Inclusive education https://www.unicef.org/education/inclusive-education
- UNESCO(2021). Inclusion in education. https://en.unesco.org/themes/inclusion-in-education
- 교육부(2021). 건강장애학생 메타버스 체육대회 (검색일: 2022.1.15.) https://www.moe.go.kr/boardCnts/view.do?m=0204&s=moe&page=1&boardID=408&boardSeq=89312&lev=0&opType=N
- 경향신문 2021.8.25.일자, 문화면, 메타버스비긴즈, https://www.khan.co.kr/culture/book/article/202108251627001
- 디지털 데일리 2022. 1.25일자, 온라인 홈 메타버스정책②: AI윤리 다음 문제, 메타버스 윤리는 어떻게?
- 대학지성 2021.8.9.일자, 학술교육면, 메타버스(metaverse)의 교육적 활용, 그 가능성과 한계는 무엇인가?
- 동아일보 2019.10.26일자, 특집기사, 장애학생 95%가 일반교 다니는 미국:1대1 맞춤지원 캐나다
- 머니투데이 2021.11.9.일자, 문화면, LG CNS, 장애 청소년에게 AI.메타버스 가르친다.
- 이로운넷 2021.10.23.일자, 지역면, 발달장애인 직업교육에 '메타버스'를 더했더니.
- 천지일보, 2021.12.17.일자, 사회,교육캠퍼스면, 숙명여대, 장애학생 위한 메타버스 기반 '2021 Together Job Fair' 개최.
- metaquest https://www.oculus.com/experiences/go/1994117610669719/(검색일:1월2일).
- pwc, 2021. How virtual reality is redefining soft skills training(검색일: 1월2일) https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html
- fastcompany. 2022. The metaverse can provide a whole new opportunity for education. Here's what to consider (검색일:1월2일). https://www.fastcompany.com/90718919/the-metaverse-can-provide-a-whole-new-opportunity-for-education-heres-what-to-consider
- TechTarget, What is the metaverse? An explanation and in-depth guide, 2022.11.18. https://www.techtarget.com/whatis/feature/The-metaverse-explained-Everything-you-need-to-know
- WORLDBANKGROUP, Education Meets the Metaverse: Reimagining the Future of Learning https://olc.worldbank.org/about-olc/education-meets-the-metaverse-reimagining-the-future-of-learning
- FORRESTER, Predictions 2023: The Metaverse And NFTs https://www.forrester.com/report/predictions-2023-the-metaverse-andnfts/RES178194