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    공간컴퓨팅의 현재와 미래 : 매치업사업 교육과정을 중심으로 = The Present and Future of Spatial Computing: Focusing on the MatchUp Program Curriculum

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    https://www.riss.kr/link?id=A110108852

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study conceptualizes spatial computing not as a specification-driven extension of XR technologies but as a paradigm shift in user experience. Drawing on human–computer interaction(HCI) theory, spatial computing is defined as a continuum of user, context, and interaction, integrating environmental perception, multimodal natural input, and the spatial persistence of digital objects. An analysis of major industrial platforms indicates that spatial computing extends beyond immersive media toward reconfiguring everyday and professional work environments.
    The study further situates this conceptualization within South Korea’s job-based lifelong learning policy, the MatchUp program, and proposes principles for curriculum design and evaluation. Five analytical dimensions—embodied input, spatial understanding, object persistence, social interaction, and governance and safety—are identified and translated into learning outcomes and performance-based criteria. By linking conceptual definition, industrial application, and educational design, this framework positions spatial computing as a set of job-relevant competencies rather than a device-centered technology.
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    This study conceptualizes spatial computing not as a specification-driven extension of XR technologies but as a paradigm shift in user experience. Drawing on human–computer interaction(HCI) theory, spatial computing is defined as a continuum of user...

    This study conceptualizes spatial computing not as a specification-driven extension of XR technologies but as a paradigm shift in user experience. Drawing on human–computer interaction(HCI) theory, spatial computing is defined as a continuum of user, context, and interaction, integrating environmental perception, multimodal natural input, and the spatial persistence of digital objects. An analysis of major industrial platforms indicates that spatial computing extends beyond immersive media toward reconfiguring everyday and professional work environments.
    The study further situates this conceptualization within South Korea’s job-based lifelong learning policy, the MatchUp program, and proposes principles for curriculum design and evaluation. Five analytical dimensions—embodied input, spatial understanding, object persistence, social interaction, and governance and safety—are identified and translated into learning outcomes and performance-based criteria. By linking conceptual definition, industrial application, and educational design, this framework positions spatial computing as a set of job-relevant competencies rather than a device-centered technology.

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