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Augmented Reality-Based Role-Playing Contents for Education

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Proceedings of the International Conference on IT Convergence and Security 2011

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 120))

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Abstract

In recent years, augmented reality technologies have been a subject of great interest among the lots of community. In the education applications, old-fashioned materials are still used, despite remarkable technological developments in the industrial area. Textbooks are mainly used in educational systems and many educators are very passive about applying new materials. In this paper, we present an augmented reality system for education. Our system consists of an authoring tool that can be used to create educational contents, a viewer that plays those contents, and an engine to power the tool and viewer. Based on the system, we present three role-playing contents for increasing educational benefits.

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Acknowledgements

This work was supported by the IT R&D program of MKE/MCST/IITA (Development of learner-participational and interactive 3D Virtual learning contents technology).

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Correspondence to Sukhyun Lim .

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Lim, S., Jee, HK., Youn, J., Lee, J. (2012). Augmented Reality-Based Role-Playing Contents for Education. In: Kim, K., Ahn, S. (eds) Proceedings of the International Conference on IT Convergence and Security 2011. Lecture Notes in Electrical Engineering, vol 120. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2911-7_30

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  • DOI: https://doi.org/10.1007/978-94-007-2911-7_30

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  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-007-2910-0

  • Online ISBN: 978-94-007-2911-7

  • eBook Packages: EngineeringEngineering (R0)

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