• Title/Summary/Keyword: AR 어플리케이션

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Design and Implementation for Augment Reality Application Using Open Source (오픈소스를 활용한 증강현실 어플리케이션 설계 및 구현)

  • Cha, Tae-soo;Kim, Jong-bae;Shin, Yong-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.538-541
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    • 2014
  • With the increased market demand for advanced specifications in smart phones, smart phones that have functions with wireless communications with high speed, cameras with high pixel and with high graphic processing ability have appeared. Furthermore, as traditional Augmented Reality technology has been practicable in mobile devices, many application's use AR technology, so AR's portability has been increased. But application with AR technology, which was implemented in smart phones has created capacity issues as applications are taking up a large portion of the memory capacity of phones. This research designed and implemented optimized AR technology by Mixare, AR open source, to solve such problems. As a result, I assured that there has been a decrease in application's memory used on the basis of mobiles.

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Design and Implementation of Educational AR Applications for Children (유아를 위한 교육용 AR 어플리케이션의 설계와 구현)

  • Kim, Chorong;Shin, Jinseop;Choi, Gyuho;Park, Eunju;Lim, Hankyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.517-520
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    • 2019
  • 교육의 질이 향상됨과 동시에 학습 콘텐츠의 질 역시 향상되고 있고 어플리케이션, AI, AR 등 다양한 기술들과 접목된 다양한 교육 방식들이 존재하게 되었다. 이와 함께 스마트폰의 기술 발달과 보급률 증가에 따라 다양한 기술들과 접목된 교육용 어플리케이션들에 대한 접근 또한 쉬워지고 있다. 이에 본 논문에서는 유아의 학습 능력을 조사하여, 단어 학습에 있어 의미파악, 단어 인지, 바른 발음 지도 등을 길러 줄 수 있도록 AR 기술을 접목한 교육용 AR 어플리케이션을 설계하고 이를 구현하였다. 본 논문에서 개발한 어플리케이션은 유아의 인지와 학습 방법을 토대로 하여 바른 발음과 철자를 지도하고, 단어 학습에 있어 낱말이 가진 의미파악을 도와주며, 반복학 습을 통하여 단어를 인지하고 사용할 수 있도록 도와준다. 본 논문의 어플리케이션은 AR 기술을 융합하여 이미지만을 사용한 교육보다 쉽게 의미를 파악하는데 도움을 줄 수 있고 이에 따라 인지 능력도 상승시켜 줄 것이라 기대한다.

A Planning study on the VR/AR Common Platform in Electric Power Industry (전력산업에서 VR/AR 기술동향 및 공통 플랫폼 구성방안 연구)

  • Chae, Changhun;Choi, Minhee;Yoo, Eungeun;Lim, Chanuk;Park, Jinwoo;Jung, Namjoon
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.3
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    • pp.397-402
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    • 2016
  • Recently, many ICT companies are trying to expand the ecosystem of VR (Virtual Reality) and AR (Augmented Reality). They are developing a variety of industries such as entertainment, education, e-commerce and so on. There is also contains the power, energy field. And application related with VR/AR will increase in power industry. Thus, Platform is necessary because there are problems such as re-use, interface with legacy system and security. We can expect the convenience and efficiency by developing VR/AR power platform. In this paper, we will discuss the trends of VR/AR technologies, possibilities of VR/AR in energy field, essential elements of VR/AR power platform. In the future, we expect to lead standards of VR/AR in energy and to develop a killer application such as Pokemon GO.

A Study on the Creation of Augmented Reality Map (증강현실 지도제작에 대한연구)

  • Kim, Tae-Eun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.335-341
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    • 2018
  • This paper is a study on map contents to be embedded in a new type of mobile device that combines 2D information and 3D information by combining 2D information with augmented reality technology. We also describe the planning and production of a 3D map application called 'NSU AR Map' using Unity3D engine to help understand this paper. 'NSU AR Map' is a map application that enables accurate identification of user's location and real-world view through 360 View. Based on the experience gained during the process of 3D map application, this paper will present how 3D technologies and augmented reality technologies are applied to new map applications and how they can be developed in the future.

TV혼합현실을 위한 RGB Segmentation 최적화 및 분산처리 방법

  • Jeong, YeongHwan;Bang, SeongBae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.54-57
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    • 2019
  • 모바일 디바이스와 스마트 글래스의 확산/보급으로 다양한 AR/VR/MR 어플리케이션이 출시 되었으나, 사용자들이 일반적으로 가정에서 많이 사용하는 대형 Display인 TV에서 이용할 수 있는 AR/VR/MR 어플리케이션은 거의 없는 실정이다. TV 디바이스에서 이러한 영상처리 기법을 이용하려면 별도의 카메라나 CPU가 필요한데, 이를 이용하기 위해 사용자들이 별도의 투자를 하기 어렵기 때문이다. 본 논문에서는 사용자에게 가장 친숙한 모바일 디바이스와, 디지털 TV신호를 수신하기 위한 STB를 연동하여 다양한 AR/VR/MR 서비스를 이용할 수 있는 방법을 제안하고 실제 시스템 구현과 실험을 통해 제안된 방법의 품질 및 실시간성 향상을 검증한다.

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Three-Dimensional Placing of Lighting Devices and 3D Viewer Technology Using AR Foundation (AR Foundation을 이용한 조명기기 3차원 배치 및 3D뷰어 기술 개발)

  • Lee, Su-Young;Park, Chan-Hyung;Kwak, Young-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.737-740
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    • 2022
  • 본 논문에서는 AR Founation을 이용하여 조명기기를 생활공간에 배치시키는 소비자 맞춤형 증강현실 시스템을 제안한다. 시스템은 조명기기를 다양한 고객의 요구에 맞추어 바닥, 벽면, 천장에 맞게 배치 시킬 수 있는 솔루션을 제공한다. 우선 조명기기를 3D 스캐너를 이용하여 3차원 모델링을 한다. 그리고 모델링된 개체에 블렌더를 이용하여 받침대 및 부수적인 요소를 추가하여 3차원 조명기기를 완성한다. 완성된 조명기기는 사용자의 요구에 따라 3차원 공간상에 위치 시킬 수 있는 기능을 제공한다. 이와 같은 시스템은 스마트 기기를 활용하여 간단한 스마트폰 터치를 통해 손쉬운 공간 설계 지원이 가능하다. 구현된 시스템은 모바일 AR 어플리케이션 개발을 통하여 기존의 AR 어플리케이션의 가구 배치 프로그램에 비해 다양한 연출 효과를 줌으로써 사용자에게 생생한 현장감을 주는데 효과적이다.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

Development of Outdoor Augmented Reality Based 3D Visualization Application for Realistic Experience of Structures (구조물 실감 체험을 위한 야외 증강현실 기반의 3D 시각화 어플리케이션 개발)

  • Lee, Young-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.305-310
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    • 2015
  • Recently, as AR(Augmented Reality) technology develops, it is used in field of diverse industry and specially affects structures and human interaction in field of architecture. This paper proposes 3D visualization application for realistic experience of structures by using outdoor AR technology. Proposed application visualizes structures such as high buildings, bridges, ships, and so on to be constructed in future, considering ambient environment by using outdoor AR technology, provides precisely user structures after completing construction and offers more realistic information and immersion as compared with previous methods.

GPS-based Augmented Reality System for Social Network Environment (소셜 네트워크 환경에서 GPS기반 증강현실 시스템)

  • Yang, Seung-Eui;Jieg, Jiu;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.762-767
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    • 2013
  • Recently, researches on augmented reality(AR) are actively being conducted, and on addition of AR in social network system has become a necessity. In this paper, we propose GPS-based AR system for social network. This proposed system adds the recent check-in coordinates by automatically synchronizing a friend list in facebook and represents those added location coordinates in a real-world environment by using AR. Marker-based AR system that was commonly used by existing users consumes too much storage space and processing frequency for driving handle devices. But, location-based AR application can solves the disvantages of the standard marker=based AR system. Therefore, this proposed system allows an user with iOS hand devices to use GPS-based AR system by automatically searching the optimal speed for wifi and 4G. This will improve social network service.