• Title/Summary/Keyword: AR contents

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An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction (초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.5
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    • pp.75-85
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    • 2009
  • This study compared the differences between a group that studied with AR contents and a group that studied in a traditional method to examine the effects of AR contents use in elementary school science classes. The effects in four areas of studying were examined : study focus rate, study activities consuming variables, study participation activeness and instructional climate. As a result, there was no significant difference in study concentration rate between the AR and traditional groups. For study participation activeness, the AR group had higher participation actions, but there was no difference between the groups for language participation. For study activities consuming variables, the AR group stimulated more diverse study activities than the traditional group. For instruction climate, the AR contents group contributed more to creating a positive climate compared to the traditional group. Therefore, the results showed that application of AR contents on science classes would stimulate active participation of students and various study activities and help create a positive instructional climate.

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E-textbook contents planning study applying Augmented Reality design technology (증강현실(AR) 디자인 기술을 적용한 E-교과서 콘텐츠 기획 연구)

  • Yoo, young-mi;Jo, seong-hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.7-8
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    • 2017
  • 증강현실(AR)의 기술력은 우리들의 생활속에 깊숙이 침투하여 혁신적인 변화를 가져오고 있다. 증강현실(AR)의 기술동향을 살펴보고, E-교과서 분야에 증강현실(AR)이 적용됐을 때 교육적 효과가 극대화 될 것으로 기대를 모으게 된다. 이에 증강현실(AR) 기술동향과 E-교과서 사례를 분석하여 증강현실(AR) 디자인 기술을 적용한 E-교과서 콘텐츠 기획에 관해 연구하고자 한다.

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Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.

The Effects of AR(Augmented Reality) Contents on User's Learning : A Case Study of Car manual Using Digital Contents (증강현실기술(AR) 콘텐츠가 사용자의 학습적 효과에 미치는 영향: 자동차 매뉴얼 디지털콘텐츠 제작을 중심으로)

  • Won, Jong-Seo;Choi, Sung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.17-23
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    • 2017
  • The purpose of this study is to find out the effects of AR digital contents on user learning context. More and more companies using digital contents for their products. Especially, some companies using AR (Augmented Reality) digital contents as a manual of their car. This Application affords diverse information to customers who want to know usage of its interface. Using this application, the study shows the effects of using AR digital contents on user's absorption, physical presence, immersion.

Development of Evaluation Scheme for Usability of AR/VR Contents (AR/VR 콘텐츠의 사용성 평가 체계 개발)

  • Han, Sumin;Jeong, Hanil;Lee, Hoijun;Lee, Jaeyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.236-249
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    • 2021
  • Due to the spread of AR/VR headset, AR/VR contents market gains huge interests. However, various obstacles such as discomfort that restricts usability and absence of standard to evaluate usability block the growth of AR/VR contents industry. To overcome these problems, this study tries to develop an evaluation scheme for the usability of R/VR contents and a prototype system. The proposed evaluation system divides usability related items into safety and convenience items and performs evaluation by item through automatic and experience evaluation by system and experts/experience teams according to characteristics, and comprehensively evaluates the usability of AR/VR content. In this study, a detailed process fo usability evaluation and the prototype system are developed to verify the evaluation scheme. Developed scheme is expected to help the AR/VR content industry overcome the usability issues, and develop high-quality AR/VR content.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Advertising in the AR Ecosystem and Revitalization Strategies for the Advertising and PR Industry: Centered on Qualitative Research (AR 생태계(C-P-N-D)에서의 광고, PR 산업 분야의 활성화 방안: 질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.67-80
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    • 2019
  • Augmented Reality (AR) is a crucial technology in the Fourth Industrial Revolution that can revolutionize the existing Information and Communication Technology (ICT) market and powerfully create a new market However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing AR market. Thus this research explores the big picture of the AR industry as it pertains to Politics, Economy, Social, and Technology through in-depth interview with seven AR experts who are leading the domestic AR market. The research also analyzes the AR market's Strengths, Weaknesses, Opportunities, and Threats. Furthermore, it looks for strategies to vitalize the advertising and PR industry by analyzing the Contents, Platform, Network, and Devices of the AR ecosystem. The results of the research indicate a need for the government's strengthened policy of supporting the AR market, fostering of pace-setting killer contents, connecting services of several industries through AR platforms, strengthening the network of communication systems such as through 5G, and the commercialization and industrialization of domestic devices in order to vitalize the AR industry in its marketing and PR spheres. Therefore, this research suggests measures to revitalize the marketing and PR industries of the AR ecosystem, which has only recently gotten to its developing stage and provides an academic as well as practical foundation for future research in the field of AR.

Development of Augmented Reality (AR) Smartphone Application for Hwaseong Fortress Tourism (수원 화성 증강현실(AR) 관광 모바일 애플리케이션 개발)

  • Kim, Changhyuk;Song, Kisu;Baek, Seunghyeun;Kim, Jinyoung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.8
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    • pp.87-94
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    • 2018
  • Hwaseong Fortress was designated as a World Heritage Site by UNESCO in 1997 in recognition of its architectural, cultural, and historical significance. In order to provide a compelling and active experience to the visitors of Hwaseong Fortress more effectively and intuitively, an augmented reality (AR) mobile application is developed. The main objective of this paper is to describe the implementation of AR technology in the developed application; and most importantly, how the application is designed for the visitors to actively and intuitively experience the various architectural and historical contents of Hwaseong. The tour routes and their point of interests were selected carefully after deliberation of their contents. To maximize the user interaction with the application and the architectural contents of Hwaseong, not only the conventional AR technology (marker method), but also the markerless AR method is adopted in the developed application. It is expected that visitors of Hwaseong Fortress enjoy the tour, while learning the architectural, historical, and cultural contents through the active and intuitive interaction with the developed AR mobile application.