• 제목/요약/키워드: Augmented Book

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A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.24 no.6
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.

A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

Implementation and Evaluation of an Educational AppBook with User Interaction (사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가)

  • Choi, Jong Myung;Lee, Young Ho;Lee, Sang Il
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.121-129
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    • 2014
  • As e-books have been becoming common, the market for digital textbooks also has been expected to grow rapidly. In this paper, we introduce our experience of developing interactive e-books with Unity3D, and the result of user's experiment of using the books. The e-books are targeted to the lower grades in elementary schools, and they are a series of a fairy tale story with educational information on flat tide. They support rich user interactions such as dragging and clicking objects and rich media including 3D animations, videos, pictures, and augmented reality. We separate educational information from the main story in order to meet some incompatible issues among story, education, and user interaction. We conducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) of them liked the e-books. They also thought the e-books would help them study about flat tide and sea creatures in there.

Design and Implementation of Smart Pen based User Interface System for U-learning (U-Learning 을 위한 스마트펜 인터페이스 시스템 디자인 및 개발)

  • Shim, Jae-Youen;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1388-1391
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    • 2010
  • In this paper, we present a design and implementation of U-learning system using pen based augmented reality approach. Student has been given a smart pen and a smart study book, which is similar to the printed material already serviced. However, we print the study book using CMY inks, and embed perceptually invisible dot patterns using K ink. Smart pen includes (1) IR LED for illumination, IR pass filter for extracting the dot patterns, and (3) camera for image captures. From the image sequences, we perform topology analysis which determines the topological distance between dot pixels, and perform error correction decoding using four position symbols and five CRC symbols. When a student touches a smart study books with our smart pen, we show him/her multimedia (visual/audio) information which is exactly related with the selected region. Our scheme can embed 16 bit information, which is more than 200% larger than previous scheme, which supports 7 bits or 8 bits information.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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Augmenting Interactivity of Touch Pad by Adding Isometric Rate Control

  • Heo, Seong-Kook;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.240-244
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    • 2009
  • In this paper, we present FloatingPad, a touch pad based device with better scrolling feature and more interaction styles than a traditional touch pad. When we interact with a real object like a picture or a book, we manipulate on the object, and we also move, rotate, and flip the object. We applied this idea into a touch pad. In FloatingPad, the touch pad is not fixed to the device. It is floating on the device; it can be slid on the device. Therefore a user can have additional degree of freedom of input by shifting and rotating the touch pad while having the traditional touch pad input. By using this technique, the interactivity of the touch pad can be augmented, and better scrolling feature can be provided by reducing clutching occurs on the position scrolling devices by using the movement of the touch pad as rate control. We implemented the prototype device and conducted a user study with three applications developed for FloatingPad.

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Immersive Electronic Cooking System on Table Top Display (테이블 탑 디스플레이 기반 실감형 전자 요리 시스템)

  • Jang, Han-Byul;Kim, Song-Gook;Kim, Jang-Woon;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.561-566
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    • 2007
  • 본 논문에서는 실감형 요리 시스템의 제작에 대하여 기술한다. 실감형 요리 시스템은 요리를 만드는 과정을 컴퓨터를 이용해 가상적으로 체험해 볼 수 있게 한다. 증강현실 기술을 이용, 모의부엌에서 요리 재료 카드를 인식함으로써 요리재료를 요리 용기에 투입하고 투입된 요리 재료는 증강현실 부엌에 나타나게 된다. 또한 멀티 터치가 가능한 지능형 인터페이스 플랫폼인 테이블 탑 디스플레이를 기반으로 증강현실 오브젝트와 사용자가 서로 상호작용할 수 있도록 한다. 테이블 탑 디스플레이에서의 터치와 hand gesture를 인식하여 맨손의 손동작에 의해 상호작용을 구현한다. 이 시스템은 특히 어린이들을 대상으로 하여 실감나는 요리 체험을 할 수 있으며, 요리 과정을 보다 효과적으로 학습하는데 활용될 수 있다.

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The Visual Display of Temporal Information for E-Textbook: Incorporating the Mind-mapped Timeline Authoring Tool

  • Lee, HeeJeong;Alvin Yau, Kok-Lim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3307-3321
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    • 2018
  • With the ever-increasing queries related to temporal (or time-related) information, such as the product launching time, in search engine, most web pages will be augmented with such information in the future. Meanwhile, the gradual emergence of the use of electronic textbooks (or e-Textbooks), which enrich the traditional paper-based textbooks with multimedia contents such as interactive quizzes and multimedia-based simulations, has led us to infer that e-Textbooks will be blended with temporal information to support learning. The use of temporal information helps teachers and students to understand the level of prior knowledge required to study a topic, as well as the sequence of learning activities and related sub-topics, that best attains the educational goals. This paper presents a simple yet efficient tool called TimeMap, which is based on mind mapping, to create an e-Textbook called TimeBook that takes account of time-related curriculum and the ability of students to learn via collaboration.

A Study of a Book Management System using an Mobile Augmented Reality (모바일 증강현실을 이용한 도서관리 시스템에 관한 연구)

  • Kim, Ik-Han;Jung, Won-Woo;Jang, Sung-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.619-620
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    • 2019
  • 도서관에서 사용자들이 책을 빌리거나 반납하기 위해서는 'ㄱ'부터 시작하여 'ㅎ'까지 순서대로 진열이 되어 있는 책의 위치를 찾아가야 한다. 책을 반납할 때, 책을 다시 제자리에 놓는다면 문제가 없지만 사람들이 책을 읽고 진열대에 다시 넣는 과정에서 착오가 생겨, 다른 진열대 넣는 경우, 도선관 사서가 이를 찾아내, 올바른 위치에 놓아야 한다. 또한, 사용자들이 반납한 책들을 도서관 사서가 실수로 다른 곳에 진열할 수도 있다. 본 논문에서는 이러한 문제점을 줄이기 위해, 지능형 모바일 증강현실에 기반한 도서 위치 관리 방법을 제시한다. 제시된 방법에서는 책의 위치 정보, 각도 등 다양한 센싱 정보를 활용하여 진열된 책들이 제자리에 있는지를 실시간으로 점검하고 책의 위치가 잘못 되었을 경우, 도서관 사서에게 이를 알려 책의 위치를 바로 잡도록 하였다.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.