차 례 Ⅰ. 증강현실의 이해····························································· 1 1. 증강현실의 개념 ································································· 1 2. 증강현실의 특성 ································································· 2 3. 증강현실의 교육적 장점과 학습 촉진 요소 ···························· 5 Ⅱ. 증강현실의 교육적 활용 사례 ······································· 9 1. 사례조사 개요 ···································································· 9 2. 국가별 사례 분석 ······························································ 11 3. 분석 결과 및 시사점 ························································· 29 Ⅲ. 증강현실의 기술의 최근 동향 ····································· 32 1. 개요 ················································································ 32 2. 사용성 평가 및 개선 ························································· 33 3. 저작 도구 및 개발 프로세스 ·············································· 34 4. 마커 없는 증강현실 ··························································· 35 5. 휴대형 기기 및 U-환경에서의 증강현실 ······························· 35 6. 인터액션 디자인 및 특화 응용 시스템 ································· 36 참고문헌 ················································································ 37 핵심 용어 정리 ······································································· 39
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