DOI QR코드

DOI QR Code

Augmented Reality exhibition content implemented using Project Tango

프로젝트 탱고 기반의 증강현실 전시 콘텐츠 구현

  • Kim, Ji-seong (Department of Tourism Convergence Software, Jeju National University) ;
  • Lee, Dong-cheol (Department of Management Information Systems, Jeju National University)
  • Received : 2017.08.10
  • Accepted : 2017.08.23
  • Published : 2017.12.31

Abstract

Museums are converging with digital technology to convey information to viewers in various ways. Augmented reality technology enhances virtual objects seamlessly in the real world, and provides a high sense of immersion and realism because it can use various senses of users in combination with information providing role of exhibits. However, the location-based augmented reality may cause the inaccurate registration of the virtual object with the real world due to the error of the GPS information, and the vision-based augmented reality can be enhanced at the position where the marker is placed. To solve this problem, we implemented the exhibition contents that interact with the real world by using the developed project tango. The exhibited contents were based on Lenovo Phab 2 Pro and Project Tango SDK in Unity 3D. Visitors were able to improve immersion and realism in exhibition contents, and it would be able to combine with various exhibition fields such as shopping malls as well as museums.

박물관은 디지털 기술과 융합으로 관람객에게 다양한 방식으로 정보를 전달하고 있다. 증강현실 기술은 현실세계에 이음새 없이 가상객체를 증강시켜주는 방식으로 전시물에 대한 정보 제공 역할과 결합하여 사용자의 다양한 감각을 사용할 수 있어 높은 몰입감과 현실감을 제공해준다. 그러나 위치기반 증강현실은 GPS 정보의 오차로 인해서 가상객체가 현실세계와 부정확한 정합현상을 유발시키고 비전기반 증강현실은 마커가 배치된 위치에 증강이 가능하나 기하학적인 패턴은 사용자의 체험의 집중도를 감소시킨다. 이런 문제를 해결하기 위해 개발된 프로젝트 탱고를 이용하여 현실세계와 상호작용하는 전시 콘텐츠를 구현하였다. 구현한 전시 콘텐츠는 Lenovo Phab 2 Pro를 기반으로 Unity 3D에서 Project Tango SDK를 사용하였다. 관람객이 전시콘텐츠에 몰입감과 현실감을 향상시킬 수 있었으며 박물관뿐만 아니라 쇼핑몰 등 다양한 전시분야와 접목할 수 있을 것이다.

Keywords

References

  1. D. Buhalis, R. Law, "Progress in Information Technology and Tourism Management: 20 Years on and 10 Years after the Internet-The State of eTourism Research," Tourism Management, vol. 29, no. 4, pp. 609-23, Aug. 2008. https://doi.org/10.1016/j.tourman.2008.01.005
  2. M. A. Park, "A study of applying augmented reality technology to museum experience," M.S. Thesis, Department of Digital Media and Cultural Contents, The Graduate School at Catholic University, KOREA, 2016.
  3. K. M. Yeo, J. H. Ahn, "LBS technology and standardization trend," Electronics and telecommunications trends, vol. 25, no. 6, pp. 11-19, Dec. 2010.
  4. H. H. Park, J. Y. Park, "Augmented Reality Element Technology and Trends," Journal of Korea Multimedia, vol. 20, no. 4, pp. 24-36, Dec. 2016.
  5. Google Developers, (2017. Fab) Tango Developer Overview, [Internet]. Available : Tango, https://developers.google.com/tango/developer-overview.
  6. G. X. Zhang, I. H. Suh, "Loop Closure in a Line-based SLAM," Journal of Korea Robotics Society, vol. 7, no. 2, pp. 120-128, Jun. 2012. https://doi.org/10.7746/jkros.2012.7.2.120
  7. S. A. Oh, "A Study on the Using Augmented Reality for Transforming Messages in the Museums," Journal of Korea Design Knowledge Society, vol. 23, pp. 167-176, Aug. 2012.