DOI QR코드

DOI QR Code

모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구

3D Graphic Nursery Contents Developed by Mobile AR Technology

  • Park, Young-sook (Department of Convergence Technology, Hoseo Graduate School of Venture) ;
  • Park, Dea-woo (Department of Convergence Technology, Hoseo Graduate School of Venture)
  • 투고 : 2016.10.31
  • 심사 : 2016.11.10
  • 발행 : 2016.11.30

초록

본 논문에서는 모바일 증강현실기술 기반을 활용한 3D전래동화 콘텐츠에 관한 연구이다. 지식기반사회의 핵심콘텐츠 산업으로 주목받고 있는 시공간을 연결하는 SW기술 증강현실(Augmented Reality) 기술을 활용하여 흥미로운 전래동화를 한국어, 중국어, 영어로 자막언어선택으로 외국어학습에 적용한다. 이를 위해 상호작용 AR게임(놀이)으로 재구성하였다. 전래동화는 3D 콘텐츠 제작을 위해 6~8개의 scene으로 분량을 구성하고, 각색하여 번역하였다. 더빙은 모국어로 사용하는 원어민 성우를 통해 표준발음을 사용하여 더빙하였고, 효과음은 장면에 어울리도록 별도 제작하여 편집하였다. 시나리오를 구성하고, 3D 모델구성, 인터렉션 구성, 사운드 이펙트를 구성하고 콘텐츠 메타데이터를 작성한 후, Unity 3D 게임엔진을 실행하여 프로젝트를 생성하고, 스크립터로 기술한다. 재미있고 유익한 전래동화를 ICT기술을 접목한 융복한 콘텐츠로 경험하면서, 첨단기술기반 교육을 수용하며, 생활주변에서 소프트웨어를 인식할 수 있는 기회를 가지게 한다.

In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

키워드

참고문헌

  1. NIPA, "2007 domestic digital content market research," National IT Industry Promotion Agency, KOREA, NIPA Report 2008, 2008.
  2. Y. S. Park, "Study on Mobile 3D Robotics SW and Learning Contents produced on Augmented Reality Base," Ph. D. dissertation, Department of Convergence Technology, Hoseo Graduate School of Venture at Hoseo University, KOREA, 2016.
  3. H. N. Chun, "A Study of the Convergent Educational Contents Design and Implementation Using Augmented Reality Technology," Ph. D. dissertation, Department of Computer and Information Telecommunication Engineering, The Graduate School at Sangmyung University, KOREA, 2013.
  4. Y. W. Kim, "The Evolution of Imagination looking through the Augmented Reality Applied Picture books", Humanities Contents, vol. 19, no. 3, pp. 465-489, Nov. 2010.
  5. Y. S. Park, D. W. Park, "Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book," Journal of Korea Institute of Information and Communication Engineering, KOREA, vol. 18, no. 6, pp. 1355-1360, Jun. 2014. https://doi.org/10.6109/jkiice.2014.18.6.1355
  6. Y. S. Park, D. W. Park, "Research of 3D Graphic Nursery Contents by Mobile AR Technology," in Proceeding of Conference on Korea Institute of Information and Communication Engineering, KOREA, vol. 20, no. 2, pp. 179, Oct. 2016.

피인용 문헌

  1. SW교육 콘텐츠 개발의 학습자 선호 분석 vol.21, pp.6, 2016, https://doi.org/10.14352/jkaie.2017.21.6.691
  2. Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation vol.23, pp.4, 2018, https://doi.org/10.9708/jksci.2018.23.04.071
  3. 증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구 vol.17, pp.4, 2016, https://doi.org/10.22678/jic.2019.17.3.015
  4. VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향 vol.24, pp.2, 2016, https://doi.org/10.6109/jkiice.2020.24.2.252