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題名:
The Application of Augmented Reality Using Merge Cube in Glycoscience Dissemination
書刊名:
International Journal of Digital Media Design
作者:
Lin, Gwo-long
出版日期:
2021
卷期:
13:1
頁次:
頁1-13
主題關鍵詞:
Augmented reality
;
Merge cube
;
2D teaser animation
;
3D animation
;
3D game
原始連結:
連回原系統網址
相關次數:
被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
排除自我引用:0
共同引用:0
點閱:3
Biomedical knowledge is often considered difficult for adolescents. However, if we can apply the right tools
effectively in education, it would be easier to help expand adolescents’ scientific knowledge. In recent years, the
application of Merge Cube in Augmented Reality has gradually expanded to science education for adolescents.
Since Merge Cube is regularly used with a single-function app and is rarely story-driven, in our research, we
applied Merge Cube to a multifunctional app and emphasized more on the story elements. With the teaser
animation as the opening, the whole project is story-driven and designed in an integrated AR environment. The
digital content in the project includes five themes, which are 2D interaction, 3D animation, 3D games, the hall
of fame, and website, aiming to create an entertaining and educational innovative field while the adolescents
learn about biomedical knowledge. This research is an interdisciplinary project. The biomedical materials are
provided by The Department of Biological Science and Technology of I-Shou University. From these materials,
we use Merge Cube as the platform and Unity software as an integration tool to produce and design digital
content respectively throughout this large-scale project. All the digital content will then be integrated into a
mobile app in the end. Once the app is opened, users can hold the Merge Cube in front of their smartphones, and
enjoy the digital content. After the project is completed, we conducted four exhibitions respectively in Pingtung,
Chiayi, Kaohsiung, and Penghu in cooperation with the popular science dissemination activities held by the
Ministry of Science and Technology. According to our survey on the participating students in the exhibitions,
over 90 percent of students believed this project helped them understand more about biomedical knowledge and
considered the digital content intriguing. The results indicate that the project have received positive affirmation.
以文找文
期刊論文
1.
Feiner, S. K.(2002)。Augmented Reality: A New Way of Seeing。Scientific American Magazine,286(4),48-55。
2.
Chang, Y.-S.、Hu, R. Y.-J.、Chen, H.-W.(2019)。Learning Performance Assessment for Culture Environment Learning and Custom Experience with an AR Navigation System。Sustainability,11(17)。
3.
Jang, S.、Liu, Y.(2020)。Continuance use intention with mobile augmented reality games: Overall and multigroup analyses on Pokémon Go。Information Technology & People,33(1),37-55。
4.
Hackett, M.、Proctor, M.(2016)。Three-dimensional display technologies for anatomical education: a literature review。Journal of Science Education and Technology,25(4),641-654。
5.
Hosseinian, S.、Arefi, H.、Navab, N.(2019)。C-Arm Pose Estimation and Navigation in Surgeries for Augmented Reality Application。Int. Arch, Photogramm. Remote Sens. Spatial Inf. Sci.,XLII-4/W18,497-505。
6.
Ha, H.-G.、Hong, J.(2016)。Augmented Reality in Medicine。Hanyang Med Rev,36(4),242-247。
7.
Janiaud, P.、Serghiou, S.、Ioannidis, J. P. A.(2019)。New clinical trial designs in the era of precision medicine: An overview of definitions, strengths, weaknesses, and current use in oncology。Cancer Treat Rev,73,20-30。
8.
Kalia, M.、Mathur, P.、Navab, N.、Salcudean, E. S.(2019)。Marker-less Real-Time Intra-Operative Camera and Hand-Eye Calibration Procedure for Surgical Augmented Reality。Healthcare Technology Letters,6(6),255-260。
9.
Madanipour, P.、Cohrssen, C.(2020)。Augmented reality as a form of digital technology in early childhood education。Australasian Journal of Early Childhood,45(1),5-13。
10.
Parekh, P.、Patel, S.、Patel, N.、Shah, M.(2020)。Systematic review and meta-analysis of augmented reality in medicine, retail, and games。Vis. Comput. Ind. Biomed. Art,3。
11.
龐中培(2014)。28醣分子開啟製藥新時代。科學人,148,28-33。
延伸查詢
12.
Yu, J.、Hung, J. T.、Wang, S. H.、Cheng, J. Y.、Yu, A. L.(2020)。Targeting glycosphingolipids for cancer immunotherapy。FEBS Lett,594(22),3602-3618。
13.
Uppot, R. N.、Laguna, B.、McCarthy, C. J.、de Novi, G.、Phelps, A.、Siegel, E.、Courtier, J.(2019)。Implementing Virtual and Augmented Reality Tools for Radiology Education and Training, Communication, and Clinical Care。Radiology,291(3),570-580。
14.
翁啟惠(2017)。我的醣科學研究之路。科學人,186,52-59。
延伸查詢
15.
Azuma, Ronald T.(1997)。A Survey of Augmented Reality。Presence: Teleoperators & Virtual Environments,6(4),355-385。
會議論文
1.
You, S.、Neumann, U.(2010)。Mobile augmented reality for enhancing E-learning and E-business。2010 International Conference on Internet Technology and Applications。
2.
Mendenhall, S.、Ha, V.、Xu, Y.、Tillery, P.、Cohen, J.、Sharp, J.、MacIntyre, B.(2012)。NerdHerder: Designing for Physical Actions in an Augmented Reality Puzzle Game250-253。
圖書
1.
Brown, Tim、Katz, B.(2009)。Change by design: How design thinking transforms organizations and inspires innovation。HarperBusiness。
其他
1.
InfoTimes(20200512)。《科技》2024年AR/VR產值上看650億美元,https://tw.stock.yahoo.com/news/%E7%A7%91%E6%8A%80-2024%E5%B9%B4ar-vr%E7%94%A2%E5%80%BC%E4%B8%8A%E7%9C%8B650%E5%84%84%E7%BE%8E%E5%85%83-041302480.html。
2.
Ulloa, Z.(2020)。Merge Cube: The Future of Education is Now!,https://www.educationfund.org/file_download/inline/d6f78e29-5b90-4bc4-9b35-8545295db61a。
3.
TNW(2013)。13 industries that tech founders should watch,https://thenextweb.com/news/13-industries-tech-founders-should-watch/amp。
4.
University of Wisconsin Whitewater(2021)。Borrowable Technology for STEM Education,https://libguides.uww.edu/c.php?g=548702&p=6277148。
圖書論文
1.
Ardito, C.、Buono, P.、Costabile, M. F.、Lanzilotti, R.、Pederson, T.(2007)。Re-experiencing History in Archaeological Parks by Playing a Mobile Augmented Reality Game。On the Move to Meaningful Internet Systems 2007: OTM 2007 Workshops。
2.
Liarokapis, F.、Freitas, S.(2010)。A Case Study of Augmented Reality Serious Games。Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native。IGI Global。
3.
Wang, L.、Wang, X.、Ju, Q.、Li, Q.、Li, M.、Zhang, W.(2011)。Game-Based Mobile Learning System for Campus on Android Platform。Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Edutainment 2011。Springer。
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