• Title/Summary/Keyword: AR Marker

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Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.439-445
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    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.

Transparent Manipulators Accomplished with RGB-D Sensor, AR Marker, and Color Correction Algorithm (RGB-D 센서, AR 마커, 색수정 알고리즘을 활용한 매니퓰레이터 투명화)

  • Kim, Dong Yeop;Kim, Young Jee;Son, Hyunsik;Hwang, Jung-Hoon
    • The Journal of Korea Robotics Society
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    • v.15 no.3
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    • pp.293-300
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    • 2020
  • The purpose of our sensor system is to transparentize the large hydraulic manipulators of a six-ton dual arm excavator from the operator camera view. Almost 40% of the camera view is blocked by the manipulators. In other words, the operator loses 40% of visual information which might be useful for many manipulator control scenarios such as clearing debris on a disaster site. The proposed method is based on a 3D reconstruction technology. By overlaying the camera image from front top of the cabin with the point cloud data from RGB-D (red, green, blue and depth) cameras placed at the outer side of each manipulator, the manipulator-free camera image can be obtained. Two additional algorithms are proposed to further enhance the productivity of dual arm excavators. First, a color correction algorithm is proposed to cope with the different color distribution of the RGB and RGB-D sensors used on the system. Also, the edge overlay algorithm is proposed. Although the manipulators often limit the operator's view, the visual feedback of the manipulator's configurations or states may be useful to the operator. Thus, the overlay algorithm is proposed to show the edge of the manipulators on the camera image. The experimental results show that the proposed transparentization algorithm helps the operator get information about the environment and objects around the excavator.

Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

Comparison of Discourse by Environments for Using Tools in Small Group Learning with Augmented Reality (증강현실을 활용한 소집단 학습에서 도구 사용 환경에 따른 담화 비교)

  • Seokjin Shin;Haerheen Kim;Taehee Noh;Nayoon Song
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.181-190
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    • 2023
  • In this study, we compared discourse by environments for using tools in terms of participation types, discourse types, and knowledge building processes. 24 first-year high school students were divided into six groups. They were assigned to the sharing tools environment, which used one marker and one smart device, or the individual tools environment, which used markers and smart devices individually. Students participated in small group learning using AR application based on the concept of chemical bonding. All classes were video- and audio-taped. Semi-structured interviews were conducted with six students who voluntarily agreed. The results of the study revealed that the sharing tools environment had a high proportion of one-student dominating type, while the individual tools environment had a high proportion of partly participating type and most students participating type. In the individual tools environment, the ratio of knowledge sharing and knowledge construction discourse was similar compared to the tool sharing environment, and the sub-discourse types were also diverse. In the sharing tools environment, only some students had a meaningful knowledge building process. On the other hand, in the individual tools environment, most of the group members constructed knowledge about the target concept, and had a meaningful knowledge building process. In addition, the misconceptions that appeared to some group members were corrected through small group discussions.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

Linkage Group Analysis of Profenofos Resistance in the Housefly(Diptera: Mucsidae) (Profenofos에 대한 집파리(Musca domestica L.) 저항성 유전자의 연쇄군 해석)

  • 박정규;정야준부;안용준
    • Korean journal of applied entomology
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    • v.35 no.2
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    • pp.159-163
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    • 1996
  • The profenofos-resistant P-Pro strain of house fly (Muscn domestica L.) was derived from the pyraclofos-resistant strain by selecting with profenofos for 7 generations. The resistance was shown to be incompletely dominant by the reciprocal crosses between the resistant and susceptible strains. Linkage group analysis for the dominant factor responsible for this resistance was carried out by the F, male-backcross method, using susceptible multi-chromosomal marker strain. The major factors for profenofos resistance were located on the second and the fifth chromosome and the other chromosomes had a little effect on the development of this resistance. The male determining factor (M) was linked to the third chromosome in this strain.

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Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Subtypes of Hepatitis B Surface Antigen Among Chronic Liver Disease (B형 간염 바이러스 양성인 만성 간질환에서 Hepatitis B 표면항원의 아형)

  • Cho, Hee-Soon;Lim, So-Yeo;Lee, Chae-Hoon;Kim, Kyung-Dong;Kim, Chung-Sook
    • Journal of Yeungnam Medical Science
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    • v.13 no.2
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    • pp.272-278
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    • 1996
  • Four subtypes of hepatitis B surface antigen are useful in the epidemiologic studies of the route of virus transmission and clinical significance of simultaneous occurance of hepatitis B surface antigen and antibody to hepatitis B surface antigen in the same serum as well as useful marker for population migration. The sera were obtained from 214 HBs Ag positive patients who are diagnosed as chronic liver disease and following up in the Yeungnam university hospital. The subtypes were determined by solid-phase sandwich EIA using monoclonal antibodies. Among 214 specimens, the subtype adr was 93.9%, adw was 2.8%, ayr was 0.9%, ar was 0.9%, adwr was 1.4% and ayw was not detected. There were no correlation between subtype pattern and disease. In summary, the subtype adr was prominent in our study and the difference of subtype pattern by severity of disease was not significant. However, to determine the prognostic value of HBs Ag subtype and relationship between subtype and disease progression, long-term follow up will be needed.

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A Diagnostic Algorithm after Newborn Screening for Hypermethioninemia (고메티오닌혈증의 신생아 선별 검사 후 진단 알고리즘)

  • Kim, Yoo-Mi
    • Journal of The Korean Society of Inherited Metabolic disease
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    • v.16 no.1
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    • pp.1-9
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    • 2016
  • Newborn screening (NBS) is important if early intervention is effective in a disorder and if there are sensitive and specific biochemical markers to detect disorder. Methionine is a useful marker to detect abnormal methionine-homocysteine metabolism, especially homocystinuria which needs urgent medical intervention. However, hypermethioninemia could occur in other metabolic disorder including liver disease, tyrosinemia type I, methionine adenosyltransferase (MAT) I/III deficiency, glycine N-methyltransferase (GNMT) deficiency, or adenosylhomocysteine hydrolase deficiency. However, experience with NBS for homocystinurias and methylation disorders is limited. Especially, MAT I/III deficiency which is the most common cause of persistent hypermethioninemia have two inheritance, autosomal recessive (AR) and autosomal dominant (AD), and their clinical manifestation is different between AR and AD. Here, author reviewed recent articles of guideline and proposed guideline for homocystinuria and methylation disorder.

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Real-time Geometric Correction System for Digital Image Projection onto Deformable Surface (변형 가능한 곡면에서의 디지털 영상 투영을 위한 실시간 기하 보정 시스템)

  • Lee, Young-Bo;Han, Sang-Hun;Kim, Jung-Hoon;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.39-44
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    • 2008
  • This paper proposes a real-time geometric correction system based on a projector to project digital images onto deformable surface. Markers use to trace lots of corresponding points would spoil the projected image when the projector projects a digital image onto the surface because they leave marks on the surface. In addition, it is difficult to build a real-time geometric correction system since bottlenecks occur through the process of the geometric correction for projecting images. In this paper, we use invisible infrared markers and a vertex shader of GPU using Cg TookKit of NVIDIA in order to eliminate disadvantage and bottlenecks in the process of markers recognition so that it is possible to project natural correction images in real-time. As a result, this system overlays an interactive virtual texture onto the real paper by using the geometric transformation. Therefore, it is possible to develop variation of AR(Augmented Reality) based on digital contents systems.

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