유적지 투어 지원을 위한 증강 현실기반 프레임워크

Augmented Reality Framework for Archeological Site Tours

  • 투고 : 2015.07.10
  • 심사 : 2015.09.21
  • 발행 : 2015.11.30

초록

사용자 경험 증대를 위해 증강 현실 기술에 대한 활용이 증가하게 됨에 따라, 다양한 증강 현실 어플리케이션들이 문화유산 영역 대상으로 개발되어왔다. 그간 문화유산 영역에서의 증강 현실 기술의 활용이 극적인 진보를 이루었음에도 불구하고, 단순 증강 방법은 증대된 사용자 경험 제공에 걸림돌이 되었으며, 이를 해결하기 위한 효과적인 증강현실의 특성을 반영한 증강 현실 체험 기법에 대한 연구는 부족한 실정이다. 또한 저작 프레임워크의 부재로 인한 일회성에 그치는 콘텐츠 개발은 지속적인 서비스에 핵심이 되는 콘텐츠 생태계 구축에 저해하고 있다. 이러한 문제들을 해결하기 위하여, 우리는 기존의 사물 중심의 증강 방식을 확장한 공간 주도의 증강현실 체험 기법인 스페이스텔링(Spacetelling) 기법과, 이에 필요한 시공간 연계 콘텐츠를 생성하고 지속적인 서비스를 지원하기 위한 스토리스케이프 저작 프레임워크, 그리고 이를 포함한 유적지 투어 지원을 위한 시스템 프레임워크를 제안하였다. 본 제안의 실제적인 구현 가능성을 검증하기 위하여, 현재 진행 중인 K-Culture Time Machine 프로젝트에서의 구현 사례를 제시하였다. 본 연구의 제안을 통하여 지속 가능하면서도, 향상된 사용자 경험을 제공하는 문화유산 증강현실 어플리케이션을 개발할 수 있을 것으로 전망한다.

As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

키워드

참고문헌

  1. Gleue, T. and Dahne, P. Design and implementation of a mobile device for outdoor augmented reality in the archeoguide project. In Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage. ACM. pp. 161-168. 2001.
  2. Damala, A., Stojanovic, N., Schuchert, T., Moragues, J., Cabrera, A. and Gilleade, K. Adaptive augmented reality for cultural heritage: Artsense project. In Progress in Cultural Heritage Preservation. Springer. pp. 746-755. 2012.
  3. Pujol, L., Roussou, M., Poulou, S., Balet, O., Vayanou, M. and Ioannidis, Y. Personalizing interactive digital storytelling in archaeological museums: the chess project. In 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology. Amsterdam University Press. 2012.
  4. Mohammed-Amin, R. K., Levy, R. M. and Boyd, J. E. Mobile augmented reality for interpretation of archaeological sites. In Proceedings of the second international ACM workshop on Personalized access to cultural heritage. ACM. pp. 11-14. 2012.
  5. Kang, J. AR teleport: Digital reconstruction of historical and culturalheritage sites using mobile augmented reality. In Trust, Security and Privacy in Computing and Communications (TrustCom), 2012 IEEE 11th International Conference on. IEEE. pp. 1666-1675. 2012.
  6. Damala, A., Cubaud, P., Bationo, A., Houlier, P. and Marchal, I. Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts. ACM. pp. 120-127. 2008.
  7. Wojciechowski, R., Walczak, K., White, M. and Cellary, W. Building virtual and augmented reality museum exhibitions. In Proceedings of the ninth international conference on 3D Web technology. ACM. pp. 135-144. 2004.
  8. Gimeno, J., Morillo, P., Orduna, J., M. and Fernandez, M. A new AR authoring tool using depth maps for industrial procedures. Computers in Industry. vol. 64. no. 9. pp. 1263-1271. 2013. https://doi.org/10.1016/j.compind.2013.06.012
  9. Lee, T. and Hollerer, T. Handy AR: Markerless inspection of augmented reality objects using fingertip tracking. In Wearable Computers, 2007 11th IEEE International Symposium on. IEEE. pp. 83-90. 2007.
  10. Tang, A., Owen, C., Biocca, F. and Mou, W. Comparative effectiveness of augmented reality in object assembly. In Proceedings of the SIGCHI conference on Human factors in computing systems. 2003. pp. 73-80. ACM.
  11. Bell, B., Feiner, S. and Hollerer, T. View management for virtual and augmented reality. In Proceedings of the 14th annual ACM symposium on User interface software and technology. ACM. pp. 101-110. 2001.
  12. Kulas, C., Sandor, C. and Klinker, G. Towards a development methodology for augmented reality user interfaces. MIXER. vol. 91. 2004.
  13. Matthee, D. D. and de Carvalho, I. Other lives and times in the palace of memory: Storytelling space and immersive performance. 5th Global Conference of inter-disciplinary. May 2014.
  14. Lifton, J. and Paradiso, J. A. Dual reality: Merging the real and virtual. In Facets of Virtual Environments. Springer. pp. 12-28. 2010.
  15. Oh, Y., Kang, C. and Woo, W. U-VR simulator linking real and virtual environments based on contextawareness. Proc. of IWUVR'09. pp. 52-55, 2009.
  16. Kim, H., Lee, W. and Woo, W. CAMAR tag framework: Context-aware mobile augmented reality tag framework for dual-reality linkage. In Ubiquitous Virtual Reality. ISUVR'09. International Symposium on. IEEE. pp. 39-42. 2009.
  17. Yu, J., Benatallah, B., Casati, F. and Daniel, F. Understanding mashup development. Internet Computing, IEEE, vol. 12. no. 5. pp. 44-52. 2008. https://doi.org/10.1109/MIC.2008.114
  18. Gliet, J., Kruger, A., Klemm, O. and Schoning, J. Image geo-mashups: the example of an augmented reality weather camera. In Proceedings of the working conference on Advanced visual interfaces. ACM, pp. 287-294. 2008.
  19. Yoon, H. and Woo, W. CAMAR mashup: empowering end-user participation in U-VR environment. In Ubiquitous Virtual Reality, 2009. ISUVR'09. International Symposium on. IEEE. pp. 33-36. 2009.
  20. Yoon, H. and Woo, W. Concept and applications of in-situ ar mashup content. In Proceedings of 1st international symposium on From digital footprints to social and community intelligence. ACM. pp. 25-30. 2011.
  21. Suh, Y., Shin, C., Woo, W., Dow, S. and MacIntyre, B. Enhancing and evaluating users' social experience with a mobile phone guide applied to cultural heritage. Personal and Ubiquitous Computing. vol. 15. no. 6. pp. 649-665. 2011. https://doi.org/10.1007/s00779-010-0344-2
  22. Ha, T., Kim, Y., Kim, E., Lim, S., Hong, S., Kim, J. and Woo, W. K-culture time machine: Development of creation and provision technology for time* space-connected cultural contents. In LNCS (HCII: Human-Computer Interaction International Conference). 2015 (in-press).