Method for field study employing theme park of edutainment park type
Patent Information
- Application Number
- KR1020230042459
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-31
- Publication Date
- 2026-09-16
- Estimated Expiration
- 2043-03-31
Smart Images

Figure 112023036436764-PAT00001_ABST
Abstract
Description
Technology Field
[0001] The contents disclosed in this specification relate to an experiential learning method using an Edutainment Park. For reference, an Edutainment Park is a site for experiential learning created by incorporating technical elements in the form of historical sites, famous landmarks, or parks.
[0002] More specifically, this relates to a method for learning smoothly using an application on a user's terminal when creating a theme park in the form of an edutainment park for experiential learning. Background Technology
[0003] Unless otherwise indicated in this specification, the contents described in this section are not prior art for the claims of this application, and are not to be recognized as prior art simply because they are included in this section.
[0004] Generally, rapid growth brings about significant changes in life in many places, and among these changes, the most prominent area is tourism and exploration due to the increase in leisure time.
[0005] There is significant potential for growth in these fields due to increased leisure time resulting from the establishment of paid leave systems, welfare enhancements, diversification of travel timing, advancements in transportation, and changes in the use of transportation methods.
[0006] Additionally, the prior art literature serving as this background is to the extent of the following.
[0007] (Patent Document 0001) KR1020000018147 A
[0008] (Utility Model Document 0001) KR200201804 B1
[0009] Reference 1 relates to a 'method and device for providing travel information using the Internet,' which provides various travel information about a tourist destination to the user while receiving and providing video footage of the destination in real-time from the site. Thus, it demonstrates a means of more accurately conveying the current situation of the tourist destination to the traveler.
[0010] In addition, Document 2 provides functions such as geographical information and business information in a specific region.
[0011] However, since these conventional methods were designed to provide specific guidance information or to focus on reservations and the purchase of specific items, their intended use was limited, and it was difficult to expect a wider variety of functional characteristics.
[0012] Furthermore, the content theme configuration is cumbersome for users to utilize, and there is a situation where additional materials need to be supplemented.
[0013] Meanwhile, it has been reported recently that with the rise of experiential learning, field trips where students learn by seeing, hearing, and observing in the field are gaining popularity. In particular, experiential learning is the most effective method for understanding natural phenomena. It can be said to be even more effective if the learning subject can be visually or directly touched.
[0014] Consequently, while the variety of experiential learning aids is increasing, the development of structures and facilities for learning spaces related to ecological phenomena remains slow. This is because it is difficult to abstract the naturalness and actual processes of natural ecosystems and apply them to learning sites. In particular, since the concepts of ecological learning centers are abstract, creative thinking is required to simplify learning materials and enhance comprehension.
[0015] The prior art for this technology is as follows.
[0016] (Patent Document 001) KR101459394 B1
[0017] This literature 1 relates to a field learning method that enhances learning effectiveness by providing at least one mission using image matching technology.
[0018] However, the most important aspect of such experiential learning is 'self-directed learning,' and the problem is that this is being overlooked. If learners properly understand the purpose and meaning of studying, they will enjoy studying even in a multimedia environment.
[0019] In this context, an edutainment park is a new form of education that allows students to move beyond textbooks, play in a natural environment, and use state-of-the-art facilities to study in a fun and enjoyable way on their own.
[0020] In other words, it is an educational approach that harmoniously combines sensibility and experience, curriculum education and play, and physical activity and mental health by integrating technological elements into a nature-friendly environment, where learners determine their own learning topics and methods, and share and utilize the results obtained through physical play activities and intellectual challenges.
[0021] Therefore, the present specification aims to create a theme park in the form of an edutainment park in conjunction with such an edutainment park, and to provide a new method through which learners can enjoy and have fun experiential learning by linking it with self-directed experiential learning. The problem to be solved
[0022] The disclosed content aims to provide an experiential learning method for an edutainment park-type theme park, in which a learner engages in experiential learning by utilizing an edutainment park-type theme park.
[0023] In addition, we intend to provide an experiential learning method for an edutainment park-type theme park that conducts such experiential learning in conjunction with self-directed experiential learning. means of solving the problem
[0024] The experiential learning method of an edutainment park-type theme park according to an embodiment is,
[0025] First, when a learner engages in experiential learning using an edutainment park-type theme park, they access a registration management information processing device and install a specific educational application. In this case, the application is an actual experiential learning site regarding historical sites, famous landmarks, or parks constructed as an edutainment park-type theme park.
[0026] Therefore, experiential learning according to the embodiment is performed through this application.
[0027] First, for this experiential learning, events for learning about the objects of exploration in the aforementioned theme park are created in various ways to suit the user's level of application skills, and are placed at the location of the object within the object's story—that is, at the learning site—to create a location-based story. In addition, the events vary differently for each user action regarding the object in order to be performed through interaction with the user.
[0028] Therefore, when a specific learner visits a specific theme park's exploration target, the system is characterized by executing the corresponding event at that location based on a marker trigger, thereby linking experiential learning with self-directed experiential learning.
[0029] In the aforementioned marker trigger method, content is displayed when the camera is pointed at the marker. In contrast, in the embodiment, the marker utilization method acts as a trigger to activate an event. In other words, when creating a zoo AR, animal content is typically called up via spatial recognition, and the animals called up in this way each perform animations.
[0030] Typically, the game content is started by touching an animal, but the embodiment utilizes machine learning to train the animals to resemble a real ecosystem. Furthermore, the environment is created to appear as if they are alive, and when a marker for sale is pointed at the camera, for example, the marker appears as food for the animal, acting as an event trigger. In other words, it is characterized by performing an event that stages a scene of the animal finding and eating food in accordance with its habits. Effects of the invention
[0031] According to the embodiments, when a learner engages in experiential learning, they perform missions tailored to each experiential learning site at the edutainment park provided by the aforementioned educational application, thereby linking the experiential learning with self-directed experiential learning, making the learner enjoy the experiential learning fun and interesting.
[0032] In addition, the above event is performed based on the aforementioned marker trigger in such cases to conduct experiential learning in accordance with the edutainment park format. Brief explanation of the drawing
[0033] FIG. 1 is a conceptual diagram for schematically explaining an experiential learning method for an edutainment park-type theme park according to one embodiment. FIG. 2a is a drawing for explaining real-life environment information applied to the experiential learning method for an edutainment park-type theme park according to one embodiment. FIG. 2b is a drawing for explaining an application applied to the experiential learning method for an edutainment park-type theme park according to one embodiment. FIG. 2c is a drawing for explaining an event applied to the experiential learning method for an edutainment park-type theme park according to one embodiment. FIG. 3 is a drawing showing the system applied to the experiential learning method for an edutainment park-type theme park according to one embodiment in its entirety. FIG. 4 is a block diagram briefly showing the configuration of a user terminal applied to the experiential learning method for an edutainment park-type theme park according to one embodiment. FIG. 5 is a flowchart illustrating the experiential learning method for an edutainment park-type theme park according to one embodiment in sequence. FIG. 6 is an experiential learning method for an edutainment park-type theme park according to one embodiment. Figure 7 is a drawing illustrating an actual example of the applied application and authoring tool, Figure 8 is a drawing illustrating an actual example of a mission applied to the experiential learning method of an edutainment park-type theme park according to one embodiment, Figure 9 is a drawing illustrating a method of viewing learning information applied to the experiential learning method of an edutainment park-type theme park according to one embodiment. Specific details for implementing the invention
[0034] FIG. 1 is a diagram conceptually illustrating an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0035] As illustrated in FIG. 1, the experiential learning method according to one embodiment links the experiential learning with self-directed experiential learning by performing events tailored to each experiential learning site at an edutainment park-type theme park provided by a specific educational application when the learner engages in experiential learning.
[0036] In such cases, the aforementioned experiential learning site is created as a theme park in the form of an edutainment park, and for experiential learning regarding this theme park, technical elements are incorporated in the form of historical sites, famous landmarks, or parks to create a unique experiential learning site. In addition, the user performs events using technical elements while touring historical sites or famous landmarks on a terminal device, thereby linking the experiential learning with self-directed experiential learning.
[0037] In the experiential learning method according to one embodiment, first, when a learner performs experiential learning, the learner connects to a registration management information processing device and installs a specific educational application on the user terminal.
[0038] These applications establish actual experiential learning sites regarding historical sites, attractions, or parks as edutainment park-type theme parks.
[0039] For example, experiential learning sites are created in various forms, such as public health, recreation, play, and learning. Here, as a traditional village, traditional tools are displayed to allow visitors to experience the life and lifestyle of their ancestors.
[0040] Therefore, experiential learning according to one embodiment is performed using such an application.
[0041] This experiential learning is created based on location-based stories by designing various events for learning about the objects of exploration in the theme park to suit the user's level of application skills, and placing them at the location of the object within the object's story—that is, at the learning site. Additionally, to perform events through interaction with the user, the objects are made to vary differently according to the user's actions. For example, the size, color, and movement of the objects are changed according to user actions. Furthermore, the aforementioned level of skills information is received as user information, for example, based on user key operations.
[0042] For example, there are methods such as making an object at a specific location disappear or greatly enlarge it when the user touches it, or adjusting the movement of the object to move quickly or slowly depending on the speed of contact.
[0043] Therefore, when a specific learner visits a specific theme park's destination, the relevant event is executed at that location based on a marker trigger to link experiential learning with self-directed experiential learning.
[0044] In the aforementioned marker trigger method, content is displayed when a camera is pointed at the marker. In contrast, in the embodiment, the marker utilization method acts as a trigger to activate an event. In other words, content is mostly called up through spatial recognition, and the mechanisms called up in this way each operate with animation.
[0045] In other words, usually, the game content is started by touching a specific object, but the embodiment uses machine learning to train exploration targets—here, devices—as if they were real life. Then, an environment is created as if it were real life, and when a commercially available marker is purchased and pointed at the camera, for example, the marker appears as a bean from a millstone or a specific seed from a shovel, acting as an event trigger.
[0046] In such cases, markers are created for various mission events. For instance, they are made of coin-shaped plastic and sold. Users point a camera at the location of a specific target to perform spatial recognition, and then use the marker to execute specific events designed to learn about the target at that location. Users purchase this marker separately and recognize it via the camera to trigger the event. In other words, a plastic teaching aid that appears as a marker is sold to users to trigger specific events.
[0047] As another example, if the object of exploration in such a theme park is a millstone, a scene of grinding beans in a millstone is staged using beans as a trigger. Or, if the object of exploration is a shovel, a scene of cultivating a vegetable garden by shoveling and planting the corresponding red bean seeds is staged using red bean seeds as a trigger.
[0048] Through this, the experiential learning method according to one embodiment performs experiential learning in conjunction with self-directed experiential learning by conducting events tailored to each experiential learning site at an edutainment park-type theme park provided by the aforementioned educational application when a learner engages in experiential learning.
[0049] In addition, the above event is performed based on the aforementioned marker trigger in such cases to conduct experiential learning in accordance with the edutainment park format.
[0050] Another example is that when the device is shaken up and down in conjunction with the user's terminal, it performs the action of holding a shovel and working, or when shaken strongly or weakly, it performs the action of working quickly or slowly. In other words, it provides various events by performing additional events to the event of the subject of exploration. Here, the event is cultivating a vegetable garden by shoveling and planting red bean seeds.
[0051] Additionally, the operation of these user terminals is detected through various existing sensors. In other words, immersion and education are maximized by actively utilizing the terminal's sensors based on motion and activity.
[0052] FIG. 2a is a drawing for explaining real-life environment information applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0053] As illustrated in FIG. 2a, the real-life environment information applied to the experiential learning method according to one embodiment is created by learning about the millstone as in real life when the object of exploration in the aforementioned traditional village is a millstone.
[0054] For example, in a traditional rural village, the subject of grinding with a millstone is an ordinary woman in her 20s who is taught through real-life scenarios, applying various amounts of force to grind soybeans, red beans, mung beans, and buckwheat. In such cases, learning is conducted in a manner similar to real life, varying according to temperature, humidity, and weather conditions. Furthermore, on the other hand, the subject of grinding with a millstone is an ordinary woman in her 30s who is taught to grind soybeans, red beans, and mung beans flexibly, as in real life; additionally, in a different type of village—that is, in a different location—an ordinary middle-aged woman in her 50s is taught to grind soybeans and red beans with skilled craftsmanship, as in real life.
[0055] Through this, various environments similar to real life are created.
[0056] In this case, the marker is a bean, red bean, mung bean, etc., and the event is a scene of grinding a bean or red bean.
[0057] FIG. 2b is a drawing for explaining an application applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0058] As illustrated in FIG. 2b, the application applied to the experiential learning method of an edutainment park-type theme park according to one embodiment is an educational application installed on a terminal of a visitor visiting the edutainment park-type theme park. Thus, the theme park is experientially learned through the application.
[0059] The above application includes, for example, a living environment input unit, a learning unit for executing a target for exploration based on the living environment information, and an execution unit for operating a target for exploration based on the learning result of the learning unit.
[0060] Here, the aforementioned living environment input unit receives realistic living environment information to train the subject of exploration on their daily life. Specifically, it receives information such as temperature and humidity related to the season and location, weather, various sounds heard from the surroundings, the place of use, the user, surrounding objects, and objects used. In this case, the living environment information is defined and received differently for each subject of exploration.
[0061] Then, the learning unit trains according to the living environment information. That is, it trains the living environment information according to the set machine learning format, treating the life of the visitor in the theme park as if it were real life.
[0062] Therefore, the execution unit performs experiential learning of the exploration target according to the learning results of the learning unit. That is, events for learning about the exploration target located in the theme park are created to suit the user's level of application technology, and are placed at the location of the exploration target within the exploration target's story—that is, at the learning site—to create a location-based story. In addition, the events vary differently depending on the user's actions regarding the object in order to be performed through interaction with the user. Thus, when a specific learner visits an exploration target in a specific theme park, the event is executed at that location based on a marker trigger to link experiential learning with self-directed experiential learning.
[0063] For example, events are designed differently depending on the learning objectives of the visitors, such as events to learn the history of traditional tools or to learn how to use them.
[0064] Furthermore, markers are created in various ways based on living environment information and events. For example, they are made differently depending on the usage location and user of the exploration subject, or for specific events such as learning the history of traditional tools or how to use them.
[0065] FIG. 2c is a drawing for explaining an event applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0066] As illustrated in FIG. 2c, the event applied to the experiential learning method of an edutainment park-type theme park according to one embodiment is set up to experientially learn the real life of the visitor.
[0067] These events are configured differently based on the user's technical proficiency and are placed at each location of the exploration target within the target's story. In other words, they are designed to interact with the user based on location-based stories. Additionally, supplementary events for these are created in the same manner.
[0068] For example, events are designed differently according to the learning objectives of visitors to the theme park, such as events to learn the history of traditional tools, how to use them, or how to use them in daily life.
[0069] A practical example is explained with reference to Fig. 9.
[0070] FIG. 3 is a diagram showing the overall system applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0071] As illustrated in FIG. 3, the system applied to the experiential learning method according to one embodiment mainly includes a management information processing device (100) connected via a private network, etc. and a customer terminal (200), that is, a user terminal (200).
[0072] Additionally, it includes a service information processing device (300).
[0073] The above-mentioned management information processing device (100) provides the aforementioned application to the user terminal when exploring various theme parks through the app store.
[0074] The above user terminal (200) receives and installs an application from the above management information processing device (100), and performs experiential learning by executing events according to the exploration targets of the theme park that the user wishes to explore. Then, by utilizing the aforementioned markers for each exploration target, the user performs event trigger actions to conduct experiential learning in accordance with the format of the experiential learning site.
[0075] The above service information processing device (300) provides a basic authoring tool to a service provider related to theme parks in various fields through the above management information processing device (100). Thus, the service provider author actual living environment information or AR information for missions, etc., for each visitor target through this basic authoring tool. In this case, the user terminal (200) divides service groups by various fields to determine users and receives the basic authoring tool through the service information processing device (300).
[0076] FIG. 4 is a block diagram briefly illustrating the configuration of a user terminal applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0077] As illustrated in FIG. 4, the user terminal (200) applied to the experiential learning method according to one embodiment mainly comprises a key signal input unit (201), a camera module (202), a communication unit (203), a storage unit (204), a display unit (205), and a control unit (206).
[0078] Additionally, the management information processing device (100) applied to the experiential learning method according to one embodiment includes a key signal input unit (101), an interface unit (102), a storage unit (103), a display unit (104), and a main processing unit (105).
[0079] The key signal input unit (201) receives various user setting information, such as a park to be visited and a target to be visited, for an experiential learning method according to one embodiment.
[0080] The above camera module (202) recognizes a marker for an event trigger and activates an event of the exploration target.
[0081] The above communication unit (203) connects to a registration management information processing device and receives an application according to one embodiment.
[0082] The above storage unit (204) classifies and stores various setting information and registration information, such as the aforementioned application and learning results for the experiential learning method according to one embodiment, by user.
[0083] When such learning is performed, the display unit (205) displays the learning result under the control of the control unit (206).
[0084] The above control unit (206) controls each unit, receives and stores an application from the registration management information processing device, and displays the learning results by marker through the above display unit (205) for each exploration target.
[0085] FIG. 5 is a flowchart illustrating, in sequence, an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0086] As illustrated in FIG. 5, the experiential learning method according to one embodiment first obtains an educational application installed on a terminal of a user who has visited an edutainment park-type theme park through the existing method from a registration management information processing device (S501). Then, the theme park is experienced through the application.
[0087] Under these conditions, the life of the subject of exploration is first trained using a machine learning format configured to resemble real life.
[0088] Next, events for users to learn about the learned exploration target's lifestyle are set differently according to the user's level of application skills.
[0089] Then, the configured events are placed at each location of the exploration target within the exploration target's story. In other words, they are created and linked based on location-based stories.
[0090] This layout information is registered in correspondence with the location information of the target to be explored. In other words, it creates an environment that feels like real life.
[0091] Then, the user to perform the registered event is spatially recognized at the corresponding location (S502).
[0092] In this recognized state, a marker for an event trigger for executing the corresponding event of the user is recognized (S503 and S504). This marker is sold by the registration management information processing unit and is created to match the event to be executed by the user, thereby executing the event (S505).
[0093] Furthermore, events are executed differently for each recognized event trigger marker. That is, when a marker is pointed at the camera, it acts as an event trigger, activating the event of the exploration target.
[0094] As described above, in one embodiment, when a learner engages in experiential learning, events are performed at various experiential learning sites in an edutainment park-type theme park provided by a specific educational application, thereby linking the experiential learning with self-directed experiential learning and making the experiential learning enjoyable and fun.
[0095] In addition, the above event is performed based on the aforementioned marker trigger in such cases to enable experiential learning in accordance with the edutainment park format.
[0096] Meanwhile, as another embodiment of this experiential learning method, when an event of the subject to be explored is executed, additional events are executed in conjunction with the user terminal to provide a variety of events based on actions and activities.
[0097] To this end, additional events of the above event are first set up so that the user can deeply learn about the learned life of the exploration target.
[0098] Then, terminal operation information is configured to determine whether to execute this additional event. In this case, the terminal operation information is recognized through various sensors of the terminal. That is, various events are provided by actively utilizing the user terminal's various sensors based on operation and activity.
[0099] Then, the above additional events and terminal operation information are placed at each location of the exploration target on the story of the exploration target.
[0100] This placement information is registered in correspondence with the location information of the corresponding exploration target.
[0101] Next, the operation information of the registered terminal is recognized at the time of execution of the corresponding event.
[0102] Therefore, the corresponding additional events are executed differently depending on the operation information of the recognized terminal.
[0103] For example, the event is to cultivate a vegetable garden by shoveling and plant red bean seeds, and the additional event is to hold the shovel and work slowly or quickly.
[0104] That is, the user terminal's location recognition sensor detects the motion of the user shaking the terminal up and down, and executes an additional event of holding a shovel and working. Alternatively, if the user shakes it strongly or weakly, an additional event of working quickly or slowly is executed.
[0105] FIG. 6 is an actual example of an application and a basic authoring tool applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0106] As illustrated in FIG. 6, the actual application applied to the experiential learning method according to one embodiment first performs a second experiential learning in accordance with the experiential learning site through the following method when visiting an edutainment park-type theme park (refer to the exploration mode in FIG. 6).
[0107] To this end, the actual application mentioned above is additionally created as follows.
[0108] First, the visit format of the above-mentioned theme park is set to be divided into exploration mode and field mode.
[0109] And, the experiential learning site of the aforementioned exploration subject is created as VR information.
[0110] For example, VR information is created as 360-degree photos to allow a tour of each target, namely the location, content, and additional information of the facility. Thus, one can examine every nook and cranny of the facility and check the missions in advance in a classroom or similar setting.
[0111] So, before visiting the site, you can preview the mission site in a 360-degree spatial view and enjoy the introduction to the learning and play activities available at the site, as well as the scenery of the site.
[0112] In addition, learning information from the created experiential learning site is created as AR information.
[0113] The aforementioned AR information is created as mission information to enable visitors, for example, friends, to learn effectively by examining the details of each facility together. In this case, a list of users who will proceed with the mission together via the application is added using conventional account methods.
[0114] For example, in the case of a recreational or educational park, the mission involves a multiple-choice answer method that asks about the characteristics and content of the target.
[0115] Therefore, when visiting a specific location, you create memories through specialized augmented reality missions accompanied by stories registered at that place.
[0116] Next, based on the learning information created in this way, missions for experiential learning are created as AR information, tailored to each user's level of application skills.
[0117] The aforementioned mission is created by placing it at each location within the experiential learning site within the story of the relevant experiential learning. In other words, it is created based on a location-based story.
[0118] In addition, to perform the created mission by interacting with the user, information that varies differently for the objects of the corresponding AR information according to the visitor's actions is created.
[0119] Next, register the created information corresponding to the location information of the exploration target.
[0120] Based on the information registered in this way, users who have visited a specific target are recognized at the corresponding location.
[0121] Therefore, upon user recognition, it guides the user to the relevant experiential learning site using VR information and curates learning information from the guided site as AR information. This operation is performed in both exploration mode and field mode.
[0122] And, based on curated learning information, check the user's app proficiency level for experiential learning.
[0123] Therefore, a mission corresponding to the verified user's application skill level is executed at each location of the experiential learning site within the story of the experiential learning using the corresponding AR information, and the executed mission is varied differently according to the user's actions on the objects of the corresponding AR information to interact with the user and perform a second experiential learning.
[0124] Additionally, through the method below, AR information for the mission is updated based on the degree of success of the event or mission; once people have established a certain level of awareness regarding specific experiential learning sites and exploration targets, more in-depth details are provided.
[0125] On the other hand, if the content regarding specific tour targets—such as equipment and facilities—is perceived to be relatively difficult for people and thus lacks awareness, it is presented in a slightly easier and simpler manner.
[0126] To this end, first, whenever a mission is performed according to the aforementioned AR information, the mission execution results are received back, and a large number of results are collected during the set period.
[0127] Then, based on the results of these mission executions, the mission success rate and utilization rate are calculated for each visitor in each theme park.
[0128] For example, the success rate is calculated by aggregating the number of successes per execution attempt to a value greater than a set threshold. Additionally, the usage rate is calculated by determining the estimated number of uses expected for each target during a specific period and using the ratio of actual usage to estimated usage during that period.
[0129] Therefore, AR information is re-created for each theme park's exploration target in correspondence with the success and usage rates of these missions.
[0130] For example, if the success and usage rates are high, the relevant AR information for each exploration target is reworked into deeper and more meaningful mission content. Conversely, if the success and usage rates are low, the relevant AR information is reworked into easier and simpler mission content.
[0131] Meanwhile, the basic authoring tool according to one embodiment is provided to service providers related to theme parks in various fields. For example, the same basic authoring tool previously registered by the applicant is utilized. That is, the palette tool and the brush tool are used.
[0132] Therefore, the service provider uses this basic authoring tool to author real-life environment information or AR information for missions for each visitor of an edutainment park-type theme park.
[0133] Additionally, the above basic authoring tool is configured based on the Tiltbrush open source and has the ability to save and share objects created with the functions of Tiltbrush on the web.
[0134] In addition, it is equipped with features to implement such content in augmented reality, and enables the creation and sharing of content through collaboration and interactive communication among users.
[0135] In addition, it may be a tool other than the Tiltbrush open source, for example, it may be a concept of creating 3D objects using Metabrush created with the Tiltbrush open source and displaying them outdoors as augmented reality, and authoring augmented reality content with a tool other than Metabrush.
[0136] The method of authoring AR content requires the use of 3D engines such as Unity and VR authoring tools such as Tiltbrush. Unity is used to create interactive content, while the open-source Tiltbrush is used for works such as augmented reality artworks for exhibitions in a given space. Augmented reality edutainment content is authored using a comprehensive method, but parts such as artwork are also created using the open-source Tiltbrush.
[0137] FIG. 7 is a drawing for explaining a mission applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0138] As illustrated in FIG. 7, the mission according to one embodiment exists on the created story data of the experiential learning, and the sequence of the story and the position where the AR event is placed have the same configuration in sequence.
[0139] This location-based mission or event links the user's actual location with the game's location information and the story assigned to the region.
[0140] For example, when the user arrives at a specific building, an event is triggered in the game where a specific boss appears, or when the user arrives at a specific area, new locations and items are added, thereby omitting separate gameplay elements.
[0141] Alternatively, AR games or missions are designed for multiple users to participate in together. The goal is to provide an experience that users can enjoy together by applying virtual elements to the real world, where multiple users experience it in the same real-world space.
[0142] FIG. 8 is an actual example of a mission applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0143] As illustrated in FIG. 8, the mission according to one embodiment, as shown in the figure on the right, is an edutainment content in which the copper mine event involves learning about geology while mining minerals. The event is conducted using the mobile device's gyroscope sensor, accelerometer sensor, and camera sensor. When the event is executed, the surrounding space appears.
[0144] For example, a volcano spews fire and erupts rocks, and you can mine the rocks by clicking the pickaxe on the screen. However, you must approach the rocks that have fallen nearby and break the actual rocks with the pickaxe to mine the minerals.
[0145] After breaking a rock with a pickaxe, if you switch to the magnifying glass on the screen and shine it on the rock, you will find the minerals contained within, and information about them will be provided.
[0146] Another example is in specific theme parks, such as geological parks, where the subject of exploration is collected directly to gain a more realistic understanding of its contents. In this case, the subject of exploration is the nautilus.
[0147] First, these missions select a location to perform the relevant actions.
[0148] Start a mission at the selected location, and the surroundings on the AR screen transform into the location related to that target.
[0149] In such places, use the magnifying glass feature on the settings screen to locate the target.
[0150] As a result of the above search, the target is collected in the screen magnifying glass.
[0151] Therefore, if the set number of corresponding targets is found using the information collected in this way, the mission is terminated.
[0152] FIG. 9 is a drawing for explaining a method of viewing learning information applied to an experiential learning method of an edutainment park-type theme park according to one embodiment.
[0153] As illustrated in FIG. 9, the method for viewing learning information according to one embodiment searches, views, and retrieves information such as the site conditions and environment within the AR portal when entering a specific learning area.
[0154] Specifically, an AR portal is created in a pre-registered area to allow users to view local information in the form of virtual objects within an AR virtual reality environment, such as a museum or library, while simultaneously viewing the actual site.
[0155] Furthermore, multiple data points are registered within a region, allowing for use through the same interface. Registered data, which sequentially searches for and displays relevant information near the visited location, includes location data and is displayed with priority based on distance from the user. Explanation of the symbols
[0156] 100 : Management information processing device 200 : Service information processing device 300 : User terminal
Claims
Claim 1 An educational application installed on a terminal of a user visiting an edutainment park-type theme park; a method for experiential learning through said application, comprising: a first step of training the life of a subject to be explored in said theme park using a set machine learning format; a second step of setting an event for the user to experientially learn the life of the subject to be explored learned in said first step; a third step of placing the event set in said second step at the location of the subject to be explored within the story of the subject to be explored; a fourth step of registering the event placed in said third step in correspondence with the location information of the subject to be explored; a fifth step of recognizing a user to perform the event registered in said fourth step at the location of the subject to be explored; and a sixth step of recognizing a marker for an event trigger for the execution of the event by the user recognized in said fifth step. and a 7th step of performing experiential learning by executing the corresponding event by means of an event trigger marker recognized in the 6th step; wherein the 2nd step comprises: a 2-1 step of setting an additional event of the event for the user to deeply learn the life of the exploration target learned in the 1st step; and a 2-2 step of setting operation information of a terminal to determine whether to execute the additional event set in the 2-1 step; the 3rd step comprises a 3-1 step of placing the additional event and the operation information of the terminal set in the 2-1 and 2-2 steps at the location of the exploration target on the story of the exploration target; the 4th step comprises a 4-1 step of registering the additional event and the operation information of the terminal placed in the 3-1 step in correspondence with the location information of the exploration target; and the 7th step comprises a 7-1 step of recognizing the operation information of the terminal registered in the 4-1 step when the corresponding event is executed. and a 7-2 step of deep learning by executing additional events differently according to the operation information of the terminal recognized in the 7-1 step; and after the 7-2 step, a 7-2-1 step of collecting the results of the events learned by the 7-2 step for a preset period;Step 7-2-2, which calculates the success rate and utilization rate of the event according to the results of the event collected by the above Step 7-2-1; and further comprising a 7-2-3 step of resetting and updating the event in correspondence with the success rate and utilization rate of the event calculated by the above 7-2-2 step; wherein the above 7-2-3 step varies the content of the AR information of the event in correspondence with the success rate and utilization rate of the event calculated by the above 7-2-2 step, and the above 2 step comprises: a 2-1 step of creating the experiential learning site of the exploration target as VR information; a 2-2 step of creating the learning information of the experiential learning site created in the above 2-1 step as AR information; a 2-3 step of creating a mission for performing a second experiential learning based on the learning information created in the above 2-2 step as AR information; and a 2-4 step of creating the mission created in the above 2-3 step by positioning it at the experiential learning site within the story of the experiential learning. and a 2-5 step of creating information that varies the AR information according to user actions in order to perform the mission created in the 2-4 step by interacting with the user; wherein the 4th step comprises: a 4-1 step of registering the information created in the 2-1 to 2-5 steps corresponding to the location information of the exploration target; the 5th step comprises: a 5-1 step of recognizing the user who visited the exploration target at the corresponding location according to the information registered in the 4-1 step; after the 7th step, a 8-1 step of guiding the corresponding experiential learning site to the corresponding VR information upon user recognition in the 5-1 step; a 8-2 step of curating the learning information of the experiential learning site guided in the 8-1 step into the corresponding AR information; and an 8-4 step of executing a mission for a second experiential learning based on the learning information curated in the 8-2 step at the location of the experiential learning site within the story of the experiential learning using the corresponding AR information.A method for experiential learning in an edutainment park-type theme park, further comprising: a second experiential learning step 8-5, which involves performing a second experiential learning by varying the corresponding AR information according to user actions to perform the mission executed in the above 8-4 step in interaction with the user.; Claim 2 delete Claim 3 delete
Citation Information
Patent Citations
System for experiential learning of cultural assets and the method thereof
KR1020200124792A
An experiential learning framework applying location-based augmented reality
KR1020220071468A
System for providing field trip service associating korean history with traditional ceramics
KR102331581B1
