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A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

Other Titles
A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>
Authors
최동희정진헌
Issue Date
Dec-2023
Publisher
한국인터넷방송통신학회
Keywords
Pet; Tamagotchi; Tamagotchi; Augmented reality; Design; Content; Interaction
Citation
The International Journal of Advanced Smart Convergence, v.12, no.4, pp 306 - 313
Pages
8
Indexed
KCI
Journal Title
The International Journal of Advanced Smart Convergence
Volume
12
Number
4
Start Page
306
End Page
313
URI
https://scholarworks.dongguk.edu/handle/sw.dongguk/19930
DOI
10.7236/IJASC.2023.12.4.306
ISSN
2288-2847
2288-2855
Abstract
Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.
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