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      인스타그램 스토리 필터를 사용한 AR 필터: 정신 건강 인식을 촉진하는 새로운 시도 = AR Filter Using Instagram Storyfilter: A New Frontier for Spread Mental Health Awareness

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      https://www.riss.kr/link?id=A108847591

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      This thesis mainly aims to study the target tracker in Instagram's feature’s possibilities to carry out augmented reality (AR) effects together to replace simple AR mobile apps.. Augmented reality (AR) has continuously evolved, and these days almost everyone has a smartphone to try out the effects of AR, but downloading another new app just to try a one-time effect might be a hassle for the user. Therefore, this study mainly aims to study any other replacement for AR mobile apps to make users feel and experience AR technology easily. Together with this study, spread mental health awareness (PSA). this study tries to make people aware of this situation and might open their eyes to it by showing them the artwork that the artist created. It's not that the public service announcement (PSA) that is already out there is not effective; just drawing and artwork might have a different impact on the audience. Plus, with the AR technology, the audience might be more aware after viewing the artwork. In this study, the effect on the artwork will be shown through an animation that relates to the artwork's story. It will also help the audience easily understand the artwork.
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      This thesis mainly aims to study the target tracker in Instagram's feature’s possibilities to carry out augmented reality (AR) effects together to replace simple AR mobile apps.. Augmented reality (AR) has continuously evolved, and these days almost...

      This thesis mainly aims to study the target tracker in Instagram's feature’s possibilities to carry out augmented reality (AR) effects together to replace simple AR mobile apps.. Augmented reality (AR) has continuously evolved, and these days almost everyone has a smartphone to try out the effects of AR, but downloading another new app just to try a one-time effect might be a hassle for the user. Therefore, this study mainly aims to study any other replacement for AR mobile apps to make users feel and experience AR technology easily. Together with this study, spread mental health awareness (PSA). this study tries to make people aware of this situation and might open their eyes to it by showing them the artwork that the artist created. It's not that the public service announcement (PSA) that is already out there is not effective; just drawing and artwork might have a different impact on the audience. Plus, with the AR technology, the audience might be more aware after viewing the artwork. In this study, the effect on the artwork will be shown through an animation that relates to the artwork's story. It will also help the audience easily understand the artwork.

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      참고문헌 (Reference)

      1 Megan Kee, "tweentytweenty Art Project May"

      2 "https://developer.apple.com/documentation/arkit"

      3 T. Suryani, "What should companies do to improve brand awareness through Instagram? the lens of signaling theory" 15 (15): 247-279, 2022

      4 D. Freeman, "Virtual reality in the assessment, understanding, and treatment of mental health disorders" 47 (47): 2393-2400, 2017

      5 "Unreal Engine"

      6 Lorna Collins, "The mental elf, Art and mental health on Instagram, 2021"

      7 S. Usmani, "The future of mental health in the metaverse General Psychiatry" 35 (35): e100825-, 2022

      8 Bella Martins Bruce Hanington, "The Pocket Universal Methods of Design"

      9 S. Widodo, "Teaching mildly mentally retarded children using augmented reality" 18 (18): 184-199, 2019

      10 "Spark AR Studio"

      1 Megan Kee, "tweentytweenty Art Project May"

      2 "https://developer.apple.com/documentation/arkit"

      3 T. Suryani, "What should companies do to improve brand awareness through Instagram? the lens of signaling theory" 15 (15): 247-279, 2022

      4 D. Freeman, "Virtual reality in the assessment, understanding, and treatment of mental health disorders" 47 (47): 2393-2400, 2017

      5 "Unreal Engine"

      6 Lorna Collins, "The mental elf, Art and mental health on Instagram, 2021"

      7 S. Usmani, "The future of mental health in the metaverse General Psychiatry" 35 (35): e100825-, 2022

      8 Bella Martins Bruce Hanington, "The Pocket Universal Methods of Design"

      9 S. Widodo, "Teaching mildly mentally retarded children using augmented reality" 18 (18): 184-199, 2019

      10 "Spark AR Studio"

      11 J. Fromm, "Social media data in an augmented reality system for situation awareness support in emergency control rooms" 25 (25): 303-326, 2021

      12 N. Daykin, "Review: The impact of art, design and environment in mental healthcare:a systematic review of the literature" 2008

      13 N. Salari, "Prevalence of stress, anxiety, and depression among the general population during the COVID-19 pandemic : a systematic review and meta-analysis Globalization and Health" 16 (16): 2020

      14 A. F. Jorm, "Mental health first aid training for high school teachers : a cluster randomized trial" 12 (12): 1-11, 2012

      15 "Google"

      16 J. Koivisto, "Getting healthy by catching them all:a study on the relationship between player orientations and perceived health benefits in an augmented reality game" 2019

      17 C. Berenguer, "Exploring the impact of augmented reality on children and adolescents with autism spectrum disorder : a systematic review" 17 (17): 6143-, 2020

      18 C. Berenguer, "Exploring the impact of augmented reality on children and adolescents with autism spectrum disorder : a systematic review" 17 (17): 6143-, 2020

      19 F. Pallavicini, "Editorial : virtual reality, augmented reality, and video games for addressing the impact of COVID-19 on mental health" 2 : 2021

      20 A. Javornik, "Augmented reality : research agenda for studying the impact of its media characteristics on consumer behavior" 30 : 252-261, 2016

      21 I. L. Nunes, "Augmented Reality in Support of Disaster Response" 2007

      22 B. Martin, "Art Making Promotes Mental Health : A Solution for Schools That Time Forgot" 2022

      23 K. Saha, "A computational study of mental health awareness campaigns on social media Translational Behavioral Medicine" 9 (9): 1197-1207, 2019

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