페이스메이커를 활용한 AR런닝 어플리케이션 콘텐츠에 관한 융합 연구

Translated title of the contribution: A Study on the Convergence of AR Running Application Contents Using Pacemaker

Chong Hoon Lee

Research output: Contribution to journalArticlepeer-review

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 contributionA Study on the Convergence of AR Running Application Contents Using Pacemaker
Original languageKorean
Pages (from-to)505-514
Number of pages10
Journal한국과학예술융합학회
Volume39
Issue number4
DOIs
StatePublished - Sep 2021

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