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2 권중문, "프레즌스(presence) 결정 요인에 대한 연구:미디어 형태와 수용자 특성을 중심으로" 한국지역언론학회 7 (7): 5-38, 2007
3 김영상, "증강현실을 적용한 관광지 사물인식 실감체험 앱 콘텐츠 구현" (사)한국스마트미디어학회 5 (5): 122-129, 2016
4 원강식, "증강현실을 이용한 복원영상의 박물관 교육분야 활용방안" 한국콘텐츠학회 10 (10): 205-212, 2010
5 서희전, "증강현실기반 학습 환경에서 학습자의 현존감, 학습 몰입감, 사용성에 대한 태도, 학업성취도의 관계 연구" 한국교육정보미디어학회 14 (14): 137-166, 2008
6 노경희, "증강현실 콘텐츠 기반 수업이 학업성취, 학습흥미, 몰입에 미치는 효과" 한국콘텐츠학회 10 (10): 1-13, 2010
7 허옥, "증강현실 광고의 프레즌스 매개효과가 광고 태도, 브랜드 태도 그리고 구매 의도에 미치는 영향" 한국광고홍보학회 (90) : 71-98, 2011
8 황하성, "온라인 게임 이용자의 심리적 경험이 게임 중독에 미치는 영향:지각된 현실감(Perceived Reality)과 프레즌스(Presence) 개념을 중심으로" 한국지역언론학회 11 (11): 474-510, 2011
9 이청아, "모바일 지갑의 가치와 지속사용의도의 영향요인 : VAM 모형을 기반으로" 한국전자거래학회 20 (20): 117-135, 2015
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