References
- Alakarppa, I., Jaakkola, E., Vayrynen, J., & Hakkila, J. (2017). Using nature elements in mobile AR for education with children. Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, Article 41. https://doi.org/10.1145/3098279.3098547
- Aslan, D., Cetin, B. B., & Ozbilgin, I. G. (2019). An innovative technology: Augmented Reality based information systems. Procedia Computer Science, 158, 407-414. https://doi.org/10.1016/j.procs.2019.09.069
- Bae, Y. M. & Kim, H. S. (2013). An analysis of user satisfaction on a case of D children's library website. Journal of the Korean Society for Information Management, 30(2), 7-33. https://doi.org10.3743/KOSIM.2013.30.2.007
- Bang, M. Y. & Hong, D. S. (2021). A study on multi-sensory elements in AR picture book. Journal of Korea Design Forum, 26(3), 197-206. https://doi.org/10.21326/ksdt.2021.26.3.017
- Bloom, L. & Lahey, M. (1978). Language Development and Language Disorders. New Jersey: Wiley.
- Bonus, J. A. & Mares, M.-L. (2019). Learned and remembered but rejected: Preschoolers' reality judgments and transfer from Sesame Street. Communication Research, 46(3), 375-400. https://doi.org10.1177/0093650215609980
- Chung, Y. K. & Choi, Y. K. (2012). A study on perception and use of e-books by librarians and children. Journal of the Korean Society for Information Management, 29(1), 45-62. https://doi.org/10.3743/KOSIM.2012.29.1.045
- Creswell, J. W. & Poth, C. N. (2016). Qualitative Inquiry and Research Design: Choosing Among Five Approaches. New York: SAGE Publications.
- Dahya, N., King, W. E., Lee, K. J., & Lee, J. H. (2021). Perceptions and experiences of virtual reality in public libraries. Journal of Documentation, 77(3), 617-637. https://doi.org/10.1108/JD-04-2020-0051
- Deak, G. O. (2006). Do children really confuse appearance and reality? Trends in Cognitive Sciences, 10(12), 546-550. https://doi.org/10.1016/j.tics.2006.09.012
- Druin, A. (2002). The role of children in the design of new technology. Behaviour and information technology, 21(1), 1-25. https://doi.org/10.1080/01449290110108659
- Ehn, P. (2017). Learning in participatory design as I found it (1970-2015). In Participatory Design for Learning. London: Routledge, 7-21.
- Guo, Y., Yuan, Y., Li, S., Guo, Y., Fu, Y., & Jin, Z. (2023). Applications of metaverse-related technologies in the services of US urban libraries. Library Hi Tech, ahead-of-print (ahead-of-print). https://doi.org/10.1108/LHT-10-2022-0486
- Harborth, D. (2017). Augmented Reality in Information Systems Research: A Systematic Literature Review. Proceedings of the Twenty-third Americas Conference on Information Systems, 16.
- Herrera, G., Vera, L., Sevilla, J., Portales, C., & Casas, S. (2018). On the development of VR and AR learning contents for children on the autism spectrum: From real requirements to virtual scenarios. Augmented Reality for Enhanced Learning Environments, 106-141. https://doi.org/10.4018/978-1-5225-5243-7.CH005
- Isa, I. (2023). AR, VR, and immersive technologies: The new mode of learning and the key enablers in enhancing library services. 88th International Federation of Library Associations World Library and Information Congress, Rotterdam.
- Jeong, Y. C. & Cha, J. G. (2015). A production of edutainment contents using augmented reality. Journal of Korea Game Society, 15(5), 79-87. https://doi.org/10.7583/jkgs.2015.15.5.79
- Kang, J. H. & Cha, S. J. (2020). A study on evaluation of the reading culture promotion project and development direction of smart era at the national library for children and young adults. Journal of the Korean Biblia Society for Library and Information Science, 31(2), 203-221. https://doi.org/10.14699/kbiblia.2020.31.2.203
- Kaufmann, H. & Schmalstieg, D. (2002). Mathematics and geometry education with collaborative augmented reality. ACM SIGGRAPH 2002 Conference Abstracts and Applications, 37-41. https://doi.org/10.1145/1242073.1242086
- Kensing, F. & Blomberg, J. (1998). Participatory design: issues and concerns. Computer Supported Cooperative Work, 7(3-4), 167-185. https://doi.org/10.1023/A:1008689307411
- Kim, B. K. & Kim, M. J. (2019). The simulation effect: Augmented reality-based intervention for children with autism spectrum disorders. The Journal of Learner-Centered Curriculum and Instruction, 19(5), 911-930. https://doi.org/10.22251/jlcci.2019.19.5.911
- Kim, E. H. (2020). Structural relationship among parental warmth, smart-media dependency, executive function deficit, and pragmatic language ability for nine-year-old children. The Journal of Learner-Centered Curriculum and Instruction, 20(7), 1037-1059. https://doi.org/10.22251/jlcci.2020.20.7.1037
- Kim, J. S. & Kwon S. Y. (2022). A study on the direction of metaverse platform in the library: focusing on the method and difference of using the metaverse platform of domestic and foreign libraries. Journal of the Korean Society for Information Management, 39(4), 307-345. https://doi.org/10.3743/KOSIM.2022.39.4.307
- Kim, T. Y., Park, T. Y., Yang, D. M., & Oh, H. J. (2017). A study on the current status and application strategies of the smart devices in the library. Journal of the Korean Society for Library and Information Science, 51(4), 203-226. https://doi.org/10.4275/KSLIS.2017.51.4.203
- Kim, Y. J. & Kwon S. Y. (2022). A study on the generation MZ users' perception of metaverse in public libraries. Journal of the Korean Society for Information Management, 39(3), 217-240. https://doi.org10.3743/KOSIM.2022.39.3.217
- Korea Internet Security Agency (2010). 2010 Survey on Internet Usage.
- Krippendorff, K. (2018). Content Analysis: An Introduction to Its Methodology. New York: SAGE Publications.
- Lee, E. H. & Lee, J. Y. (2011). A study on user perception of public library information service using smart phones. Journal of the Korean Society for Information Management, 28(3), 377-392. https://doi.org/10.3743/KOSIM.2011.28.3.377
- Lee, K. J., Roldan, W., Zhu, T. Q., Kaur Saluja, H., Na, S., Chin, B., Zeng, Y., Lee, J. H., & Yip, J. (2021). The show must go on: a conceptual model of conducting synchronous participatory design with children online. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Article 345. https://doi.org/10.1145/3411764.3445715
- Lombard, M., Biocca, F., Freeman, J., IJsselsteijn, W., & Schaevitz, R. J. (2015). Immersed in media: Telepresence theory, measurement & technology . Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-10190-3
- Makhaeva, J., Frauenberger, C., & Spiel, K. (2016). Creating creative spaces for co-designing with autistic children: the concept of a "Handlungsspielraum". In Proceedings of the 14th Participatory Design Conference, 51-60. https://doi.org/10.1145/2940299.2940306
- Munoz Cardona, J. E., Chandra, S., Rios Rincon, A., Wood, L. J., & Dautenhahn, K. (2021). Designing games for and with children: co-design methodologies for playful activities using ar/vr and social agents. Proceedings of the 20th Annual ACM Interaction Design and Children Conference, 662-665. https://doi.org/10.1145/3459990.3460517
- Noh, Y. H. (2014). A study suggesting the development direction of the next generation digital library. Journal of the Korean Society for Information Management, 31(2), 7-40. https://doi.org/10.3743/KOSIM.2014.31.2.007
- Noh, Y. H., Kang, P. S., & Kim, Y. J. (2020). A study on the activation measures of library's online services to overcome COVID-19. Journal of Korean Library and Information Science Society, 51(4), 185-210. https://doi.org/10.16981/kliss.51.4.202012.185
- Noh, Y. H. & Ro, J. Y. (2021). A study on the service provision direction of the national library for children and young adults in the 5G era. International Journal of Knowledge Content Development and Technology, 11, 77-105. https://doi.org/10.5865/IJKCT.2021.11.2.077
- Oh, J. H. & Park, Y. W. (2019). A study on pre-schoolers' smart media use and parents' perception. Korean Journal of Child Care and Education Policy, 13(3), 3-26. https://doi.org/10.5718/kcep.2019.13.3.3
- Oh, Si-Young (2019. November 20). The VR Industry Cringes at the Education Ministry's Letter Banning VR Devices for Primary School Students. IT Chosun. Available: https://it.chosun.com/news/articleView.html?idxno=2019112000681
- Park, J. Y. (2011). A study on practical use of children's art: Design from a new media. Journal of Korean Society of Communication Design, 14(2), 89-98.
- Radu, I. (2012). Why should my students use AR? A comparative review of the educational impacts of augmented-reality. 2012 IEEE International Symposium on Mixed and Augmented Reality, 313-314. https://doi.org/10.1109/ISMAR.2012.6402590
- Radu, I. & Schneider, B. (2019). What can we learn from augmented reality (AR)? Benefits and drawbacks of AR for inquiry-based learning of physics. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Article Paper 544. https://doi.org/10.1145/3290605.3300774
- Reed, K. & Miller, A. (2020). Applying gamification to the library orientation. Information Technology and Libraries, 39(3), 1-26. https://doi.org/10.6017/ITAL.V39I3.12209
- Santos, J. F. & Esposo-Betan, S. M. S. (2018). Advantages and challenges of using augmented reality for library orientations in an academic/research library setting. Proceedings of the IATUL Conferences, Article 7.
- Shim, S. Y. (2009). Children's play and new media games. Journal of Korean Council for Children & Rights, 13(1), 107-129.
- Shim, S. Y. & Oh, J. Y. (2007). Parent's and teacher's understanding and needs of children's hands-on experience contents based augmented reality(AR) technology. Journal of Korean Council for Children & Rights, 11(4), 693-717.
- Simko, L., Chin, B., Na, S., Saluja, H. K., Zhu, T. Q., Kohno, T., Hiniker, A., Yip, J., & Cobb, C. (2021). Would you rather: a focus group method for eliciting and discussing formative design insights with children. Proceedings of the 20th Annual ACM Interaction Design and Children Conference, 131-146. https://doi.org/10.1145/3459990.3460708
- Sung, J. H., Byun, H. W., & Nahm, J. H. (2015). An exploratory study of the associations between the use of smart devices and preschoolers' developmental level and empathy. Journal of Early Childhood Education, 35(2), 369-394. https://doi.org/10.18023/kjece.2015.35.2.016
- Walsh, G., Druin, A., Guha, M. L., Bonsignore, E., Foss, E., Yip, J. C., Golub, E., Clegg, T., Brown, Q., Brewer, R., Joshi, A., & Brown, R. (2012). DisCo: a co-design online tool for asynchronous distributed child and adult design partners. Proceedings of the 11th International Conference on Interaction Design and Children, 11-19. https://doi.org/10.1145/2307096.2307099
- Wang, Q., Huang, J., & Lee, H.M. (2017). Analysis of children's book production using AR technology. 2017 Proceedings of the Design Conference of Korean Society of Design-Science, 82-83. Available: https://www.dbpia.co.kr/Journal/articleDetail?nodeId=NODE07267928
- Warren, J. L., Antle, A. N., Kitson, A., & Davoodi, A. (2022). Lessons Learned and Future Considerations for Designing Remotely Facilitated Co-Design Studies with Children Focused on Socio-Emotional Experiences. Interaction Design and Children, 37-49. https://doi.org/10.1145/3501712.3529722
- Yip, J. C., Sobel, K., Gao, X., Hishikawa, A. M., Lim, A., Meng, L., Ofiana, R. F., Park, J., & Hiniker, A. (2019). Laughing is scary, but farting is cute: a conceptual model of children's perspectives of creepy technologies. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Article Paper 73. https://doi.org/10.1145/3290605.3300303
- Zill, N. (2001). Advantages and limitations of using children and adolescents as survey respondents. Seventh Conference on Health Survey Research Methods: US Department of Health and Human Services, 47-50.