Abstract
AR running application contents are needed to improve user experience and provide customized contents during exercise. The difference of this study is the contents that combine the use of pacemaker and gamification in AR running application. The purpose of this study is to design and pre-study contents for commercialization. First, the study analyzed the application of running application and pacemaker. Second, the digital human pacemaker creation method and the contents using personal characteristics data were designed to provide user-customized contents. Third, the gamemification contents were designed to improve motivation and achievement. Based on the results of the study, if the AR running app is commercialized in the future, it is expected to improve user experience in terms of stability, information provision, continuity, playfulness, and effectiveness in exercise, and to use digital human in other exercise applications.
| Translated title of the contribution | A Study on the Convergence of AR Running Application Contents Using Pacemaker |
|---|---|
| Original language | Korean |
| Pages (from-to) | 505-514 |
| Number of pages | 10 |
| Journal | 한국과학예술융합학회 |
| Volume | 39 |
| Issue number | 4 |
| DOIs | |
| State | Published - Sep 2021 |