• Title/Summary/Keyword: 공간 증강현실

Search Result 312, Processing Time 0.022 seconds

Viewer Tracking in 3D Environment and Bare-hand Interaction using the Binocular Augmented Reality System with Smartphones (스마트폰을 이용한 양안식 증강현실 시스템의 3차원 공간에서의 시점 위치 추적 및 맨손 인터랙션 기술)

  • Hwang, Jae-In;Lee, Jinwoo;Rho, Seungmin;Lee, Youna;Lim, Yongwan;Kim, Junho
    • Journal of the HCI Society of Korea
    • /
    • v.10 no.2
    • /
    • pp.65-71
    • /
    • 2015
  • In this paper, we present binocular augmented reality system with smartphones. With improvements of performance and resolution of recent smartphones, various virtual reality devices using smartphones and applications are appearing in the market. But the augmented reality system with smartphones are not that popular because of the lack of required technologies. In our work, we discuss about 3D mapping and tracking using computer vision. Also, we provide hybrid tracking using sensors in the smartphone which can handle the computer vision failure cases. Bare hand 3D interaction method in our system will be also presented.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.2
    • /
    • pp.866-871
    • /
    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Development of Interactive Mobile Application based on Augmented Reality (증강현실 기반의 상호작용이 가능한 모바일 응용프로그램 개발)

  • Park, Byung-June;Back, Young-Tae;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.45-47
    • /
    • 2014
  • 본 논문에서는 증강현실 기술을 응용하여 한정된 공간에서가 아닌 실제 세상에서 사람들과 상호작용할 수 있는 모바일 응용 프로그램 개발 전략을 클라이언트와 서버 단으로 나누어 설명하였다. ARToolKit이라는 오픈소스 라이브러리를 사용하여 증강현실을 구현하였으며, 클라이언트 시스템은 동시에 다수의 사용자가 상호작용을 하는 것을 이슈로 구현하였고, 서버 시스템은 클라이언트의 요청에 대한 신속한 응답처리를 위해 처리 과정에서의 의사 결정 단계를 최소화 시킨다는 것을 목표로 구현하였다.

  • PDF

Architecture of Metadata Schema for Augmented Reality Service (증강현실 서비스를 위한 메타데이터 스키마 구조)

  • Park, Je-Ho;Lee, Yonghwan;Kim, Youngseop
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.11a
    • /
    • pp.84-85
    • /
    • 2014
  • 실제적인 객체를 컴퓨터로 재구성하여 실제 공간에서의 경험 대상을 가상 세계의 경험 대상으로 변환하여 실제 세계와의 혼합된 세계를 제공하는 증강현실 실제 세상과 정보 전달에 필요한 증강현실 객체를 혼합하여 제공한다. 이러한 가상객체가 존재하는 환경은 컴퓨터를 이용하여 실제 객체를 인식하여 표현할 뿐만 아니라 제공된 입력 자료에 상응하는 서비스를 제공하게 된다. 본 논문에서는 증강현실 시스템을 지원하기 위한 정보를 체계적으로 표현하고 전달체계에 이용되는 메타데이터를 구성하기 위한 구조적 모델을 제시한다.

  • PDF

Augmented Reality-based Programming Tool Analysis for Elementary (초등학생을 위한 증강현실 기반 프로그래밍 도구 분석)

  • Kim, JeongA;Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.93-99
    • /
    • 2021
  • The purpose of this study is to analyze recently developed tools and relevant literature in order to discuss development scheme of augmented reality-based programming tools targeting elementary school students. Literature review draws conclusion that touch mode in the mobile augmented reality is effective, especially in the environment where manipulates commands and it is required to design contents taking class environment and teaching-learning strategy into account. Such research findings indicate that augmented reality-based programming tools targeting elementary school students should be designed to increase their interest in programming in a way that when physical teaching materials or specific space are recognized, the programmed problems will be augmented to allow students to combine the commands in the augmented environment.

  • PDF

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.337-356
    • /
    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.

Comparison of Machine Learning Models for Image Classification on Composite Images (합성 이미지에 대한 기존 머신 러닝 이미지 분류 모델의 성능 비교)

  • Jeong, YoonJin;Han, Ji-Hyeong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2021.06a
    • /
    • pp.324-326
    • /
    • 2021
  • 증강현실은 현실 공간에 가상의 객체를 합성한 영상을 생성하는 기술이다. 증강현실 기술에 대한 지속적인 수요 증가와 기술 발전이 이루어져 왔으며, 앞으로 사용자에게 현실을 기반으로 생성된 이질감이 느껴지지 않는 정교한 영상을 제공할 수 있으리라 기대할 수 있다. 본 논문에서는 증강현실 기술로 생성된 합성 영상이 정교한 영상임을 판단할 수 있는 객관적인 기준을 마련하기 위해 기존의 머신 러닝 기반의 이미지 분류 모델들로 합성 이미지 예측에 대한 실험을 진행하고 그 결과를 비교한다.

  • PDF

Development of an augmented reality based underground facility management system using BIM information (BIM을 활용한 증강현실 기반 지하시설물 관리 시스템 개발에 관한 연구)

  • Shin, Jaeseop;An, Songkang;Song, Jeongwoog
    • Journal of Korean Tunnelling and Underground Space Association
    • /
    • v.24 no.6
    • /
    • pp.525-538
    • /
    • 2022
  • In Korea, safety accidents are continuously occurring due to the aging of underground facilities and lack of systematic management. Moreover, although the underground space is continuously being developed, the current status information is not clearly recorded and managed, so there is a limit to the systematic management of underground facilities. Therefore, this study developed an augmented reality-based system that can effectively maintain and manage underground facilities that are difficult to manage because they are located underground. In order to develop an augmented reality-based underground facility management system, three essential requirements, 'precise localization', 'use of BIM information', and 'ensure usability' were derived and reflected in the system. By utilizing Broadcast-RTK, the positional precision was secured to cm level, and the configuration and attribute information of the BIM was converted into the IFC format to construct a system that could be implemented in augmented reality. It developed an application that can optimize usability. Finally, through simulation, the configuration and attribute information of structures and mechanical systems constituting underground facilities were implemented in augmented reality. In addition, it was confirmed that the accurate and highly consistent augmented reality system works even in harsh environment (near high-rise building).

CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space (CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.673-676
    • /
    • 2009
  • In this paper, we describe CAMAR Companoin, a context-aware mobile AR system that provides a user-adaptive assistance with an augmented picture according to the user's context in smart space. It recognizes physical objects and tracks the movement of those objects with a camera embodied to a mobile device. CAMAR Companion observes a mobile user's context, which is sensed by various kinds of sensors in environments, and infers user preference for the content in the situation. It recommends multimedia content relevant to the user's context. It overlays selected content over associated physical objects and enables the user to experience the content in a user-centric manner. Furthermore, we have developed the prototype to illustrate how our system could be used for a mobile user's well-being care applications in smart home environments. In this application, we found that our system could perceive a user preference even though a user's context is changed dynamically, and then adapt the multimedia content with respect to the user's context effectively. As such, the proposed user-adaptive system has the potential to play an important role in developing customized user interfaces in mobile devices.

  • PDF

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
    • /
    • v.8 no.2
    • /
    • pp.21-27
    • /
    • 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.

  • PDF