• Title/Summary/Keyword: 공간증강공간

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An Efficient Framework for Making Spatial Augmented Reality Digital Contents (공간 증강 현실 디지털 콘텐츠 제작을 위한 효율적인 프레임워크)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.77-84
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    • 2013
  • We introduce a new framework for making spatial augmented reality contents fast and with low cost. The framework allows us to make projection-based augmented reality using off-the-shelf webcams and projectors. Contents producers can make a projection-based augmented reality contents easy and fast by setting a webcam and a projector and then controlling user interfaces of our framework. Since most of previous solutions are expensive and it is too difficult that the producers apply augmented reality techniques themselves, the framework helps them to concentrate contents. Once we set a webcam and a projector correctly, our framework projects a virtual object contents according to the manipulation of a trackable real object. As a result we can see realistic augmented reality contents.

Cyberspace Coordinate Create for Augmented Reality (증강현실을 위한 가상 공간좌표 생성)

  • Ban, KyeongJin;Ryu, NamHoon;Kim, KyeongOk;Han, JeaJung;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.765-769
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    • 2009
  • The Augmented Reality of existing for the interaction which the object and background is smooth used the data glove or marker. It is inconvenient to a use and it occurs the result of immersion feeling decrease. Immersion it will wind from Augmented Reality and the hazard which it strengthens the removal of the additional entry device which stands is necessary. It recognizes the space coordinates which is accurate even from the condition where the hazard marker which will reach does not attach in necessity. Immersion feeling improvement from Augmented Reality wearing the hazard additional entry device it proposes the space coordinate creation technique of the virtuality description below for a interaction without from the present paper. The method which is proposed the image which it acquires the object of virtuality reflected at 2D space and the characteristic line about under extracting the space coordinate which reflects about under calculating it reflected. The application is possible in markerless Augmented Reality and the mobile Augmented Reality.

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Spatial Audio Rendering for AR and VR (AR 및 VR 을 위한 공간 오디오 렌더링)

  • Sang-Wook Kim;Kyeongok Kang;Taejin Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.14-17
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    • 2022
  • 본 논문에서는 현실세계에서 사용되던 오디오 처리 기법을 가상현실과 증강현실로 확장하는 기술에 대해 제시한다. 메타버스 서비스 구축 등에 활용되는 가상현실 공간을 설계할 때에는 오디오 처리를 위해서 가상현실 공간내 사용자가 위치하는 장면에 따른 소리의 회절과 반사에 따른 잔향 효과를 고려해 줄 수 있어야 장면에 몰입된 사용자 경험이 가능하다. 증강현실 응용에서는 실제 정보와 증강된 효과를 제공하기 위해 가상과 실제 정보간의 위치 정합이 영상 또는 위치를 기반으로 하여 제공되어야 한다. 가상현실과 증강현실 지원을 위해 현실세계 오디오 재생 기술에 추가되어야 하는 기술들과 함께 진행중인 몰입형오디오 서비스를 제공하기 위한 국제표준 기술 개발의 현황을 살펴보고, 향후 추가로 기술이 개발되고 보완되어야 할 부분을 제시한다.

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Virture exhibition VARY : VR exhibition and AR exhibits Reality (가상 전시회 VARY : VR 전시공간과 AR을 Reality 하게)

  • Lim, So-hee;Shin, Eun-jin;Bang, Eun-ji;Beak, sun-hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.601-604
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    • 2020
  • 신인 작가나 무명작가들이 전시회를 개최하는 데에 드는 비용적 제약을 비롯하여, 관람객들에게 따르는 공간적 한계점을 보완하기 위해 기획된 가상 전시 공간 플랫폼이다. 가상현실과 증강현실의 발전이 급증하고 있는 가운데, 차세대 ICT 기술을 갤러리라는 항목과 접목시켜 관람객과 전시자 모두가 만족할 수 있는 공간을 구축하였다. VR을 활용한 가상 전시공간을 통해 실감 나는 전시회장 환경을 체험할 수 있는 것은 물론, 증강현실을 통해 마음에 드는 작품을 자신만의 공간에 띄워보며 분위기를 조성할 수 있다. 또한, SNS와 즐겨찾기 기능을 추가해 사용자의 선호도를 파악하고 편의성을 도모하였다. 단순 전시회장에 국한되는 것이 아니라, 대학생들의 졸업 작품 전시회나 박물관 등에도 활용할 수 있는 여지가 충분할 것으로 보여진다.

Implementation of a Bubble Popping System for Educational Augmented Reality (교육용 증강 현실을 위한 버블 포핑 시스템 구현)

  • Lee, Woo-Keun;Jung, Da-Un;Choi, Chang-Yeol;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.371-374
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    • 2009
  • 가상 현실과 현실 세계가 공존하는 증강 현실은 현재 및 향후 실감미디어 콘텐츠에 중요한 역할을 할 것으로 기대된다. 증강 현실은 게임, 엔터테인먼트, 교육 분야 등에서 응용에 따라 다양한 기술들의 결합이 요구된다. 본 논문에서는 교육적 효과를 주는 버블 포핑 증강 현실 기법을 제안한다. 버블 포핑 시스템은 비디오 입력용 웹캠, 마커 패턴 영상, 그래픽 구 버블 객체, 그래픽 마우스 등으로 구성된다. 일반 마우스의 이동에 따라 그래픽 마우스가 3차원 공간상에서 이동하면서 버블과의 충돌이 발생하게 되면, 충돌시 발생하는 버블의 이벤트로 동적 움직임, 터짐 등의 버블 효과를 구현할 수 있는 방법을 제안한다. 충돌 검출은 카메라와 마커 패턴의 좌표계 및 버블의 3차원 공간위치, 그리고 3차원 모델 데이터를 이용하여 구현한다. 제안 시스템은 ARToolkit을 기반으로 제작되었으며, 시각적인 마커 기반 시스템으로 버블의 움직임과 사용자의 인터랙션을 통해, 버블 포핑의 증강현실을 전달한다. 향후, 현재 개발 중인 포스 피드백 기능이 있는 진동촉각공간 햅틱 마우스와 접목하여 보다 실감적인 증강현실 기술을 개발할 예정이다.

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Implementation of Spatial Augmented Reality Using Fog Screen (포그 스크린을 이용한 공간증강현실(SAR) 구현)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.43-54
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    • 2019
  • In this paper, we review the applicability of fog screen to implement 'Spatial Augmented Reality' which displays the image on the whole space of real space or in real space by separating display equipment and user, in contrast to the traditional Augmented Reality. Through three exhibitions and one performance, we confirmed t hat the fog screen, which can be passed through, is a suitable material for implementing the Spatial Augment ed Reality. We found that the hologram production was easier than before because of fog screen. Through the questionnaire survey conducted on performers along with the exhibition, we found that only about half of people know what a fog screen is, and about 10% of the total respondents saw the fog screen. In order to investigate the effect of fog screen on the surrounding space, we conducted an experiment to observe the change of humidity according to the time and distance in the Children's Culture Center of the Asian Culture Center. We found that the humidity within a radius of 5m around the fog screen could increase by 2~3%($6,400m^3$ standard). Thus we provided some safety requirement with fog screen when works made of materials vulnerable to moisture such as paint, paper, and wood are exhibited at the same time with fog screen in the exhibition hall.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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A Short Survey and Requirement Analysis for Augmented Reality Visualization Techniques (증강정보의 효과적인 가시화 기법 동향 및 요구사항)

  • Kim, Youngwon Ryan;Ahn, Euijai;Kim, Gerard Jounghyun
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.27-33
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    • 2015
  • Augmented reality (AR) adds on and displays synthetic information spatially registered to real world objects. As a particular and important type of information visualization technique, AR possesses unique advantages and limitations. In this paper, we put forth three requirements for an effective augmentation, namely, "naturalness," "visibility," and "persistence," and review notable augmentation techniques around these three perspectives. Based on the review and analysis, future directions for AR based information visualization techniques are proposed.

Association Based Reasoning Method Using Rescorla-Wagner Model and Galton Free Association Test for Augmented Reality E-Commerce (증강현실 전자상거래 위한 Rescorla-Wagner 모형과 Galton 자유연상 실험을 활용한 연상 기반 추론 방법)

  • Kwon, Oh-Byung;Jung, Dong-Young
    • The Journal of Society for e-Business Studies
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    • v.14 no.3
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    • pp.131-151
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    • 2009
  • Natural interface is important to select and provide the services in ubiquitous smart space such as u-plant, u-distribution. Augmented Reality(AR) has recently begun to receive attention as a realization tool for natural interface. AR provides virtual object on real environment and it differs from virtual reality. When AR is used, it has advantage to provide information intuitively and collaboratively. However AR is rarely used in e-commerce domain of ubiquitous smart space, and it has limitation which predefined information and services provide in a static manner. Hence, the purpose of this paper is to propose a methodology of AR based e-commerce which provides personalized association service by considering user's dynamic context. To do so, association algorithm is developed based on Rescorla-Wagner model and Galton's free association test.

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