• Title/Summary/Keyword: AR Marker

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Fiducial Marker Detection for Vision-based Collaborating System of Drone and Ground Vehicle (드론과 지상 로봇의 비전 기반 협업 시스템을 위한 기준 마커 검출)

  • Beck, Jong-Hwan;Kim, Sang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.965-968
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    • 2017
  • 드론이라고도 불리는 소형 무인기는 비전 시스템을 대부분 갖추고 있어 비전을 응용한 기술이 적합한 플랫폼이며 특히 랜드 마크 기반 위치 추적 방법은 드론과 지상 로봇과 같은 다른 플랫폼 간의 협업을 위한 효율적인 방법 중 하나이다. 본 논문에서는 드론과 지상 로봇의 협업 시스템을 위하여 기준 마커를 검출하는 연구에 대하여 서술한다. 기준 마커 중 하나인 ArUco는 바코드보다 간단한 내부 코드를 가지고 있다. 기준 마커의 카메라 캘리브레이션을 통하여 카메라와 마커의 자세 추정이 가능하다. 성능 평가 실험을 통하여 형태가 간단한 마커, AprilTags, ArUco 간 성능 비교를 하였고 92%의 정확도를 얻어내었으며 ArUco의 적합한 이진화 알고리즘을 제시하였다.

A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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An Image-based Augmented Reality System for Multiple Users using Multiple Markers (다수 마커를 활용한 영상 기반 다중 사용자 증강현실 시스템)

  • Moon, Ji won;Park, Dong woo;Jung, Hyun suk;Kim, Young hun;Hwang, Sung Soo
    • Journal of Korea Multimedia Society
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    • v.21 no.10
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    • pp.1162-1170
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    • 2018
  • This paper presents an augmented reality system for multiple users. The proposed system performs ar image-based pose estimation of users and pose of each user is shared with other uses via a network server. For camera-based pose estimation, we install multiple markers in a pre-determined space and select the marker with the best appearance. The marker is detected by corner point detection and for robust pose estimation. the marker's corner points are tracked by optical flow tracking algorithm. Experimental results show that the proposed system successfully provides an augmented reality application to multiple users even when users are rapidly moving and some of markers are occluded by users.

Ethanol Suppressed the Expression of Steroidogenie Acute Regulatory Protein mRNA in the Prepubertal Rat Ovary (미성숙 흰쥐난소에서의 에탄올에 의한 Steroidogenic Acute Regulatory Protein 유전자 발현 억제)

  • Kang, Sang-Soo;Cho, Gyeong-Jae;Park, Wan-Sung
    • Development and Reproduction
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    • v.4 no.1
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    • pp.109-114
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    • 2000
  • The present study was undertaken to examine the effects of ethanol on the ovarian steroidogenic acute regulatory protein(StAR) gene expression during prepubertal and onset of puberty. From day 25, each rat began receiving either a control saline or ethanol. Animals were sacrificed on day 27 and 32, and their ovaries and blood were collected. In the present results, ethanol treatment significantly decreased serum luteinizing hormone contents at both time points. Uterine weights of ethanol-treated group were significantly lighter than control group at early time point while there was no noticeable discrepancy at late time point. Vaginal openings, a marker of onset of puberty, also clearly delayed in ethanol-treated group. Using an in situ hybridization histochemistry, we determined the expression of mRNAs encoding StAR. Ovaries from ethanol-treated rats showed a suppresed expression of StAR mRNA. These results demonstrate that ethanol can disturb the prepubertal ovarian function and onset of puberty, at least in part, through the inhibition of ovarian StAR gene expression.

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Decreased CRTH2 Expression and Response to Allergen Re-stimulation on Innate Lymphoid Cells in Patients With Allergen-Specific Immunotherapy

  • Mitthamsiri, Wat;Pradubpongsa, Panitan;Sangasapaviliya, Atik;Boonpiyathad, Tadech
    • Allergy, Asthma & Immunology Research
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    • v.10 no.6
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    • pp.662-674
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    • 2018
  • Purpose: Group 2 innate lymphoid cells (ILC2s) have been implicated in the pathogenesis of allergic disease. However, the effect of allergen-specific immunotherapy (AIT) on ILCs remains to be clarified. The aim of this study was to evaluate the levels of ILC subsets in allergic rhinitis (AR) patients in response to house dust mite (HDM)-specific immunotherapy. Methods: We enrolled 37 AR patients undergoing AIT (16 responders and 11 non-responders) for 2 years, 35 HDM AR patients and 28 healthy subjects. Peripheral blood mononuclear cells (PBMCs) were analyzed by flow cytometry to identify ILC subsets. Stimulation of ILC2s with recombinant allergen-specific protein was used to determine ILC2's activation (CD69 expression). Results: Responder AIT patients and healthy subjects had a decreased frequency of circulating ILC2s compared to non-responder AIT and AR patients. Conversely, ILC1s from responder AIT patients and healthy subjects showed increased frequency compared to non-responder AIT and AR patients. The frequency of ILC3s natural cytotoxicity receptor $(NCR)^+$ and $NCR^-$ in responder AIT patients was significantly lower compared to AR patients and healthy subjects. The ILC1: ILC2 proportion in responder AIT patients was similar to that of healthy subjects. PBMCs from patients who were responders to AIT had a significantly lower expression of the activation marker CD69 on ILC2s in response to allergen re-stimulation compared to AR patients, but no difference compared to non-responder AIT patients and healthy subjects. Conclusions: We propose that AIT might affect ILC responses. The activation of ILC2s was reduced in AR patients treated with AIT. Our results indicate that a relative ILC1/ILC2 skewed response is a possible key to successful AIT.

A Study on High Speed Playback of AR Contents based on Beacon RSSI Signals (무선 RSSI 신호 기반의 AR 콘텐츠 초고속 재생에 관한 연구)

  • Kim, Goo;Kim, Jin-Woo;Ha, Yeon-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.2
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    • pp.67-72
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    • 2020
  • AR service using the client-server method and existing physical markers(eg, OR Codes, etc.) causes a delay in the playback time of the contents because the contents download is executed after the marker recognition. In the case of the one-time installation method rather than the client-server method, proactive download of high-capacity contents for playback may cause an inefficiency of the storage space of the device(eg, smartphone, etc.). Therefore, in AR contents playback based on beacon's RSSI to secure the efficiency of the playback device storage space and to quickly play AR contents. The technique for high-speed playback in this study can be applied to various fields such as MICE exhibition using beacon signal.

A Sketch-based 3D Object Retrieval Approach for Augmented Reality Models Using Deep Learning

  • Ji, Myunggeun;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.33-43
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    • 2020
  • Retrieving a 3D model from a 3D database and augmenting the retrieved model in the Augmented Reality system simultaneously became an issue in developing the plausible AR environments in a convenient fashion. It is considered that the sketch-based 3D object retrieval is an intuitive way for searching 3D objects based on human-drawn sketches as query. In this paper, we propose a novel deep learning based approach of retrieving a sketch-based 3D object as for an Augmented Reality Model. For this work, we introduce a new method which uses Sketch CNN, Wasserstein CNN and Wasserstein center loss for retrieving a sketch-based 3D object. Especially, Wasserstein center loss is used for learning the center of each object category and reducing the Wasserstein distance between center and features of the same category. The proposed 3D object retrieval and augmentation consist of three major steps as follows. Firstly, Wasserstein CNN extracts 2D images taken from various directions of 3D object using CNN, and extracts features of 3D data by computing the Wasserstein barycenters of features of each image. Secondly, the features of the sketch are extracted using a separate Sketch CNN. Finally, we adopt sketch-based object matching method to localize the natural marker of the images to register a 3D virtual object in AR system. Using the detected marker, the retrieved 3D virtual object is augmented in AR system automatically. By the experiments, we prove that the proposed method is efficiency for retrieving and augmenting objects.

Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.

A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.