DOI QR코드

DOI QR Code

The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation

증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로

  • Choi, Sungho (Management of Technology, Yonsei University) ;
  • Lee, Wonouk (Management of Technology, Yonsei University) ;
  • Kim, Hyunju (Management of Technology, Yonsei University) ;
  • Won, Jongseo (Management of Technology, Yonsei University) ;
  • Lee, Jeehang (Department of Bio and Brain Engineering, KAIST Institute for Health Science and Technology) ;
  • Lee, Yeonjoo (Management of Technology, Yonsei University) ;
  • Kim, Jinwoo (Management of Technology, Yonsei University)
  • 최성호 (연세대학교 기술경영학협동과정) ;
  • 이원욱 (연세대학교 기술경영학협동과정) ;
  • 김현주 (연세대학교 기술경영학협동과정) ;
  • 원종서 (연세대학교 기술경영학협동과정) ;
  • 이지항 (KAIST 바이오 및 뇌 공학과) ;
  • 이연주 (연세대학교 기술경영학협동과정) ;
  • 김진우 (연세대학교 기술경영학협동과정)
  • Received : 2017.06.28
  • Accepted : 2017.08.23
  • Published : 2017.09.30

Abstract

The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

본 연구는 증강현실 홈 트레이닝 시스템을 통해 가상 참여자의 존자개 사용자에게 미치는 영향을 살펴보고자 한다. 구체적으로, 가상의 참여자가 제공되는 경우와 아닌 경우의 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구의 차이에 대해 살펴보았다. 자동으로 실험 참여자들의 자세에 따른 정확도와 피드백을 제공하는 홈 트레이닝 시스템을 직접 개발하였고, 이를 활용하여 다음의 세 가지 가설을 실증하였다. 첫째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 몰입이 더욱 높을 것이다. 둘째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 인지된 경쟁이 더욱 높을 것이다. 셋째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 정보 습득의 욕구가 더욱 높을 것이다. 실험을 통해 세 가지 가설이 모두 지지되었으며, 가상의 참여자가 이용자에 영향을 미침을 확인할 수 있었다. 기존 연구가 가상 트레이닝 시스템 그 자체에 대한 효과를 보는 것에 반해, 본 연구가 가상 트레이닝 시스템을 이용할 때 다른 운동 참여자가 나오는 영상을 보는 것이 유의한가에 대한 답을 하고 있다는 점에서 시사점을 제공한다.

Keywords

References

  1. Beznosyk, A., Quax, P., Coninx, K., & Lamotte, W. (2011, December). Influence of network delay and jitter on cooperation in multiplayer games. In Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry (pp. 351-354). ACM. DOI: 10.1145/2087756.2087812
  2. Brett, E., and Shelton, "How Augmented Reality Helps Students Learn Dynamic Spatial Relationships," Unpublished Doctorial Dissertation, University of Washington, 2003.
  3. Buttussi, F., Chittaro, L., & Nadalutti, D. (2006, September). Bringing mobile guides and fitness activities together: a solution based on an embodied virtual trainer. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (pp. 29-36). ACM. DOI: 10.1145/1152215.1152222
  4. Eyck, A., Geerlings, K., Karimova, D., Meerbeek, B., Wang, L., IJsselsteijn, W., ... & Westerink, J. (2006, May). Effect of a virtual coach on athletes' motivation. In International Conference on Persuasive Technology (pp. 158-161). Springer Berlin Heidelberg. DOI: 10.1007/11755494_22
  5. Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117-140. DOI: 10.1177/001872675400700202
  6. Hanus, M. D. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. retrieved from http://www.sciencedirect.com/science/article/ pii/S0360131514002000, DOI: 10.1016/j.compedu.2014.08.019
  7. Hsiao, K. F. & Chen, N. S. (2011, September). The development of the AR-fitness system in education. In International Conference on Technologies for E-Learning and Digital Entertainment (pp. 2-11). Springer Berlin Heidelberg. DOI: 10.1007/978-3-642-23456-9_2
  8. IJsselsteijn, W., de Kort, Y., Westerink, J., de Jager, M., & Bonants, R. (2004, September). Fun and sports: Enhancing the home fitness experience. In International Conference on Entertainment Computing (pp. 46-56). Springer Berlin Heidelberg. DOI: 10.1007/978-3-540-28643-1_8
  9. Lee, K. (2012) Augmented Reality in Education and Training. Tech Trends, 56(2), 13-21. DOI: 10.1007/ s11528-012-0559-3
  10. Lee, J. H., Cho, W. G., Kim, H. S., Ku, J. H., Kim, J. H., Kim, B. N., & Kim, S. I. (2003). A Virtual Reality System for the Cognitive and Behavioral Assessment of Schizophrenia. Science of Emotion & Sensibility, 6(3), 55-62.
  11. Lepper, M. R. (1988). Motivational considerations in the study of instruction. Cognition and Instruction, 5(4), 289-309. https://doi.org/10.1207/s1532690xci0504_3
  12. Lumsden, L. S. (1994). Student Motivation To Learn. ERIC Digest, Number 92. retrieved from http://files.eric.ed.gov/fulltext/ED370200.pdf
  13. Nielsen (2015) Healthy Eating Trend Around the World. retrieved from http://www.nielsen.com/us/en/insights/reports/2012/healthy-eating-trends-around-the-world.html
  14. Pine, B. J. & Gilmore, J. H. (1999). The experience economy: work is theatre & every business a stage. Brighton, Massachusetts: Harvard Business Press. DOI: 10.5860/choice.37-2254
  15. Roussou, M. (2004). Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. Computers in Entertainment, 2(1), 1010. DOI: 10.1145/973801.973818
  16. Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 3-3. DOI: 10.1145/1077246.1077253
  17. Tauer, J. M. (2000). The Effects of Cooperation and Competition on Task Enjoyment and Performance. Doctoral dissertation, The University of Wisconsin- Madison.
  18. Trope, Y. & Liberman, N. (2010). Construal-level theory of psychological distance. Psychological Review, 117(2), 440. DOI: 10.1037/a0020319
  19. Watson, A., Bickmore, T., Cange, A., Kulshreshtha, A., & Kvedar, J. (2012). An internet-based virtual coach to promote physical activity adherence in overweight adults: randomized controlled trial. Journal of Medical Internet Research, 14(1). retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3374543/. DOI: 10.2196/jmir.1629
  20. Won, J. S., & Choi, S. H. (2017) The Effects of AR (Augmented Reality) Contents on User's Learning: A Case Study of Car manual Using Digital Contents. Journal of Digital Contents Society, 18(1), 151-159 DOI: 10.9728/dcs.2017.18.1.17