• Title/Summary/Keyword: AR Marker

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Interaction Augmented Reality System using a Hand Motion (손동작을 이용한 상호작용 증강현실 시스템)

  • Choi, Kwang-Woon;Jung, Da-Un;Lee, Suk-Han;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.425-438
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    • 2012
  • In this paper, We propose Augmented Reality (AR) System for the interaction between user's hand motion and virtual object motion based on computer vision. The previous AR system provides inconvenience to user because the users have to control the marker and the sensor like a tracker. We solved the problem through hand motion and provide the convenience to the user. Also the motion of virtual object using a physical phenomenon gives a reality. The proposed system obtains geometrical information by the marker and hand. The system environments like virtual space of moving virtual ball and bricks are made by using the geometrical information and user's hand motion is obtained from the hand's information with extracted feature point through the taping hand. And it registers a virtual plane stably by getting movement of the feature points. The movement of the virtual ball basically is parabolic motion with a parabolic equation. When the collision occurs either the planes or the bricks, we show movement of the virtual ball with ball position and normal vector of plane and the ball position is faulted. So we showed corrected ball position through experiment. and we proved that this system can replaced the marker system to compare to jitter of augmented virtual object and progress speed with it.

Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

The Study on Marker-less Tracking for the Car Mechanics e-Training AR(Augmented Reality) System (자동차 정비 e-Training 증강현실 시스템에서의 Marker-less Tracking 방안 연구)

  • Yoon, Ji-Yean;Kim, Yu-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.264-270
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    • 2012
  • e-Training focusing on the experience and practice accelerates actual-active learning and enforces the learning effects against the existing theory based education. The most typical hans-on training system is augmented reality. Especially, in the training field installed augmented reality system, the automobile maintenance trainee experiences effective training with the immediate information, which is indicating the location of parts and the procedure of repairing. The tracking is the core technology of the augmented reality system. The performance of augmented reality system depends on the tracking technology. Therefore, this paper suggests the tracking technology which is proper to the e-Training augmented reality service technology for the car mechanics.

Development of augmented reality based IoT control platform using marker (마커를 이용한 증강현실 기반 사물인터넷 제어 플랫폼 개발)

  • Shin, Kwang-Seong;Youm, Sungkwan;Park, YoungJoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1053-1059
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    • 2021
  • In order to realize a smart home, a new type of service that converges the two technologies is required as a method to overcome the respective limitations of augmented reality and IoT technologies. Augmented reality recognizes objects and projects augmented content with the recognized objects on the screen. This technology mainly uses image processing methods such as markers as a method for recognizing objects. In this paper, an augmented reality-based IoT control platform using markers was developed. By defining a marker unique to the object, a unique identifier displayed on the camera was distinguished. A smart home system was implemented by calling a controller to control things. The proposed system receives state information of objects through symptom reality and transmits control commands. The proposed platform was verified by manipulating household lights.

An Implementation of Table-top based Augmented Reality System for Motor Rehabilitation of the Paretic Hand (손 마비환자의 재활운동을 위한 테이블-탑 증강현실 시스템 구현)

  • Lee, Seokjun;Park, Kil Houm;Lee, Yang Soo;Kwak, Ho Wan;Moon, Gye Wan;Choi, Jae Hun;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.254-268
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    • 2013
  • This paper presents an augmented reality (AR) based rehabilitation exercise system to enhance the motor function of the hands for the paretic/hemi-paretic patient. The existing rehabilitation systems rely on mechanical apparatus for palsy rehabilitation, but we aim to use the rehabilitation system at home with easy configuration and minimized equipment by the computer vision based approach. The proposed method evaluates the interaction status of the fingertip action by using the position and the contact of the fingertip markers. We obtain the 2D positions of the fingertip markers from a single camera, and then transform the 3D positions from the calibrated camera space by using an ARToolKit marker. We adopt simple geometric calculation by the conversion of the 2D interest points into the 3D interaction points for the simple interactive task in AR environment. Some experimental results show that the proposed method is practical and simply applicable to the applications with personal AR interaction.

ARVisualizer : A Markerless Augmented Reality Approach for Indoor Building Information Visualization System

  • Kim, Albert Hee-Kwan;Cho, Hyeon-Dal
    • Spatial Information Research
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    • v.16 no.4
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    • pp.455-465
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    • 2008
  • Augmented reality (AR) has tremendous potential in visualizing geospatial information, especially on the actual physical scenes. However, to utilize augmented reality in mobile system, many researches have undergone with GPS or ubiquitous marker based approaches. Although there are several papers written with vision based markerless tracking, previous approaches provide fairly good results only in largely under "controlled environments." Localization and tracking of current position become more complex problem when it is used in indoor environments. Many proposed Radio Frequency (RF) based tracking and localization. However, it does cause deployment problems of large RF-based sensors and readers. In this paper, we present a noble markerless AR approach for indoor (possible outdoor, too) navigation system only using monoSLAM (Monocular Simultaneous Localization and Map building) algorithm to full-fill our grand effort to develop mobile seamless indoor/outdoor u-GIS system. The paper briefly explains the basic SLAM algorithm, then the implementation of our system.

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The System of Motion Recognition using Augmented Reality (증강현실을 이용한 모션 인식 시스템)

  • Nam, Il-Ho;Ryu, Young-Kee
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.505-506
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    • 2008
  • Motion capture system that is used in movies and games today requires large equipments and expensive that it is still not common as a reasonable family game. Therefore, this research project focused on solving these problems mentioned above and move on to develop a new type of approach and by using reasonable family use USB camera and augmented reality to develop a bodily sensation motion capture system which can be used in making a video game. In order to develop this, I used a pair of Marker which can be placed on both hands and one USB camera and the image that was extracted in real time goes through the AR toolkit and ed the 3D coordinates of data and developed a motion capture system.

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Marker Classification by Sensor Fusion for Hand Pose Tracking in HMD Environments using MLP (HMD 환경에서 사용자 손의 자세 추정을 위한 MLP 기반 마커 분류)

  • Vu, Luc Cong;Choi, Eun-Seok;You, Bum-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.920-922
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    • 2018
  • This paper describes a method to classify simple circular artificial markers on surfaces of a box on the back of hand to detect the pose of user's hand for VR/AR applications by using a Leap Motion camera and two IMU sensors. One IMU sensor is located in the box and the other IMU sensor is fixed with the camera. Multi-layer Perceptron (MLP) algorithm is adopted to classify artificial markers on each surface tracked by the camera using IMU sensor data. It is experimented successfully in real-time, 70Hz, under PC environments.

The Effects of Information Volume and Distribution on Cognitive Load and Recall: Implications for the Design of Mobile Marker-less Augmented Reality

  • LIM, Taehyeong;BONG, Jiyae;KANG, Ji Hei;DENNEN, Vanessa
    • Educational Technology International
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    • v.20 no.2
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    • pp.137-168
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    • 2019
  • This study examined the effects of information volume and distribution on learners' cognitive load and recall in a mobile augmented reality (AR) environment. Information volume refers to the degree of information users are provided in a learning task, while information distribution indicates the way in which information is distributed, either in a virtual or real format. Sixteen undergraduate students participated in the study, which employed a 2 × 3 randomized block factorial design with repeated measures. Information volume and distribution were independent variables, and factors in learners' cognitive load (mental effort, perceived ease of use, and perceived task difficulty) and recall test scores were the dependent variables. Information volume had significant main effects on perceived ease of use and task difficulty, and recall test scores, while information distribution had significant main effects on perceived task difficulty and test scores. A detailed discussion and implications are provided.