• Title/Summary/Keyword: AR Technology

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Case Study on AR Technology Use in the Fashion Industry: Focusing on Classification of Use Types (패션산업에서의 AR기술 활용 사례 연구: 활용 유형을 중심으로 )

  • Mi Young Son
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.81-92
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    • 2024
  • This study analyzed augmented reality (AR) technology use in the fashion industry by classifying them based on product, wearer, space, purpose, and use. In this study, 76 cases of AR technology use in the fashion industry that were analyzed in domestic and foreign portals (Google, Naver, etc.) and research articles were collected and analyzed. The study found that in AR technology cases, the dimensions of the product, wearer, and space were utilized in various ways, including real, virtual, and their combination. AR technology was used diversely and creatively in design and product development, marketing and publicity, fashion shows, try-ons, online and offline sales and distribution, etc. Through AR technology, the categories of fashion products, concept of fashion shows, try-on methods, marketing and promotional tools, and sales tools are expanded more creatively from the existing framework. For inclusive growth within the fashion industry in the future, the national government, local governments, and large corporations should develop measures in bridging the digital gap, such as the use of AR technology according to technological readiness, capital, and age.

Study on the application of VR/AR technology to the future ROK Army Synthetic Battlespace Training System (미래 육군합성전장훈련체계에 VR/AR 기술 적용방안 연구)

  • Jong-Hoon Lee;Junwook Park
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.189-197
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    • 2023
  • The Republic of Korea Army (ROK Army) is currently developing the Army Synthetic Battle Training System (ASBTS) by 2026 and will use it to advance division-level LVC integrated training. This study proposes a way to improve the effectiveness and efficiency of training by applying VR/AR technology to the ASBTS. To this end, we analyzed cases of VR/AR technology use in the defense field in advanced countries and the ROK military. As a result, we confirmed that the effectiveness and efficiency of training can be improved when the training system is converted to an immersive system. Accordingly, we selected and presented defense training subjects to be applied to VR/AR technology, considered the development direction for applying VR/AR technology to the ASBTS, and proposed a way to apply VR/AR technology to the ASBTS.

Design and Implementation of Interactive Mobile AR Contents Builder (인터랙티브 모바일 AR 콘텐츠 빌더의 설계 및 구현)

  • Jeon, Ji Young;Chun, JiYoon;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.474-477
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    • 2013
  • 본 논문에서는 모바일 AR 프로그래밍에 대한 지식이 없는 사용자가 쉽게 모바일 AR 콘텐츠 제작을 할 수 있도록 하기 위하여 마커와 가상모델 그리고 인터랙션의 형태와 가상모델의 반응형태를 인터랙티브하게 연결하는 인터랙티브 모바일 AR 콘텐츠 빌더 프로토타입을 설계 및 구현하였다. 우선, 모바일 AR 콘텐츠에서 인터랙션과 반응형태를 분석하기 위하여, 시중에 유통되고 있는 AR 앱들을 수집하여 앱의 특성에 따라 유형을 분류하고, 유형별 사용되는 인터랙션의 종류 및 반응형태를 조사하였다. 조사내용을 바탕으로 사용되는 모바일 AR 콘텐츠 빌더에 포함시킬 인터랙션의 종류 및 반응형태의 메뉴항목들을 설계하였고, 단위 AR 객체를 정의하기 위한 클래스와 이를 저장할 데이터베이스 테이블을 설계하였다. 또한, 정의된 단위 AR 객체의 내용을 다른 응용 프로그램들에서 쉽게 읽고, 가시화 시킬 수 있는 모바일 AR 가시화 클래스를 포함한 모바일 AR 콘텐츠 빌더 프로토타입을 구현하였다.

A Study on the Consumer Use Effect of AR Fashion Retail Technology: Moderating Effect of Technology Readiness (증강현실 패션 소매기술 특성의 소비자 사용효과에 관한 연구: 기술 준비도의 조절효과)

  • Park, Hyun-Hee
    • Fashion & Textile Research Journal
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    • v.21 no.6
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    • pp.730-742
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    • 2019
  • This study investigated the influence of the perceived characteristics of AR fashion retail technology on value co-creation and continued use intention. This study also examines the moderating role of technology readiness in the effects of the perceived characteristics of AR fashion retail technology on value co-creation. A total of 241 university students who had experience using AR fashion retail technology completed the questionnaire. The results were as follows. First, there were five factors in the perceived characteristics of AR fashion retail technology: presence, aesthetic attractiveness, ease of use, shopping usefulness, and perceived enjoyment. Second, aesthetic attractiveness, shopping usefulness, and perceived enjoyment had positive impacts on value co-creation. Third, value co-creation had a positive impact on continued use intention of AR retail technology. Fourth, there were significant differences in the effect of aesthetic attractiveness and shopping usefulness on value co-creation by the innovativeness dimension of technology readiness. Fifth, there was a significant difference in the effect of ease of use on value co-creation by the optimism dimension of technology readiness. The results of this study should provide guidance for marketers or retailers interested in the application of AR fashion retail technology in their stores.

ORB-SLAM based SLAM Framework for the Spatial Recognition using Android Oriented Tethered Type AR Glasses (안드로이드 기반 테더드 타입 AR 글래스의 공간 인식을 위한 ORB-SLAM 기반 SLAM프레임워크 설계)

  • Do-hoon Kim;Joongjin Kook
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.1
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    • pp.6-10
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    • 2023
  • In this paper, we proposed a software framework structure to apply ORB-SLAM, the most representative of SLAM algorithms, so that map creation and location estimation technology can be applied through tethered AR glasses. Since tethered AR glasses perform only the role of an input/output device, the processing of camera and sensor data and the generation of images to be displayed through the optical display module must be performed through the host. At this time, an Android-based mobile device is adopted as the host. Therefore, the major libraries required for the implementation of AR contents for AR glasses were hierarchically organized, and spatial recognition and location estimation functions using SLAM were verified.

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Study on Printmaking Design Based on Augmented Reality Technology in Era of Digital Transformation (디지털 전환 시대의 AR기술 기반 판화 제작 연구)

  • Ren Zhipeng;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.161-170
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    • 2023
  • In this study, our primary focus was on preserving the unique characteristics inherent to the medium of printmaking art, such as cultural implications and formal features, during the digital transformation of traditional printmaking. We investigated methods to incorporate augmented reality (AR) technology into the creation process of traditional printmaking. To help understand the intended fusion of traditional printmaking art and AR technology in this digital transition era, we categorized AR artworks into four types and conducted an analysis of various AR artwork examples from across the globe. From this analysis, we derived the methodologies and design directions for combining AR technology with traditional printmaking. Moreover, we created an AR printmaking piece based on the author's artwork "Spring, Summer, Fall, Winter," thereby demonstrating the significant role AR technology can play in the evolution of printmaking. Through this research, we were able to verify the potential and value of AR printmaking as an immersive art form capable of providing a more expansive narrative.

Structure and Influence of $Sr_{0.7}Bi_{2.3}Nb_2O_9$ Thin Film with $Ar/O_2$ Ratio ($Ar/O_2$비에 따른 $Sr_{0.7}Bi_{2.3}Nb_2O_9$ 박막의 구조 및 영향)

  • Kim, Jin-Sa;Choi, Woon-Shik
    • Journal of the Semiconductor & Display Technology
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    • v.8 no.2
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    • pp.11-14
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    • 2009
  • The $Sr_{0.7}Bi_{2.3}Nb_2O_9$(SBN) thin films are deposited on Pt-coated electrode(Pt/Ti/$SiO_2$/Si) using RF sputtering method at various $Ar/O_2$ ratio. We investigated the effect of deposition condition(specially $Ar/O_2$ ratio) on the structural properties of SBN thin film. As $Ar/O_2$ ratio was increased, the peaks in the XRD pattern became more sharp. Also, the peaks(008)(115)(220) in 80/20 of $Ar/O_2$ ratio were suddenly appeared. The optimum of the rougness showed about 4.33 nm in 70/30 of $Ar/O_2$ ratio. The crystallinity of SBN thin films were increased with the increase of $Ar/O_2$ ratio. Also, Deposition rate of SBN thin films was about 4.17 nm/min in 70/30 of $Ar/O_2$ ratio. The capacitance of SBN thin films were increased with the increase of $Ar/O_2$ ratio.

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Advertising in the AR Ecosystem and Revitalization Strategies for the Advertising and PR Industry: Centered on Qualitative Research (AR 생태계(C-P-N-D)에서의 광고, PR 산업 분야의 활성화 방안: 질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.67-80
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    • 2019
  • Augmented Reality (AR) is a crucial technology in the Fourth Industrial Revolution that can revolutionize the existing Information and Communication Technology (ICT) market and powerfully create a new market However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing AR market. Thus this research explores the big picture of the AR industry as it pertains to Politics, Economy, Social, and Technology through in-depth interview with seven AR experts who are leading the domestic AR market. The research also analyzes the AR market's Strengths, Weaknesses, Opportunities, and Threats. Furthermore, it looks for strategies to vitalize the advertising and PR industry by analyzing the Contents, Platform, Network, and Devices of the AR ecosystem. The results of the research indicate a need for the government's strengthened policy of supporting the AR market, fostering of pace-setting killer contents, connecting services of several industries through AR platforms, strengthening the network of communication systems such as through 5G, and the commercialization and industrialization of domestic devices in order to vitalize the AR industry in its marketing and PR spheres. Therefore, this research suggests measures to revitalize the marketing and PR industries of the AR ecosystem, which has only recently gotten to its developing stage and provides an academic as well as practical foundation for future research in the field of AR.

Augmented Reality Based Information Systems: An Exploratory Study of Understanding Children's Perception (AR 기반 정보 시스템에 대한 아동 인식 연구)

  • Siyoung Choi;Kung Jin Lee
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.85-105
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    • 2024
  • Augmented Reality (AR) is a mix of the real world that is enhanced by virtual objects from computer-generated information. AR is currently used in a variety of information systems and library services. AR technologies are also being developed for today's children, who are digital natives and are exposed to various technologies even earlier. To assist librarians who need to accurately understand users' information needs and perceptions of the technology being used in their libraries, we conducted a study of AR perceptions among children. We conducted two online co-design sessions using "Would you rather?", a co-design technique that facilitates research into children's opinions. Through the co-design sessions, we found that children were psychologically wary about AR technology due to a lack of trust in the technology, and realism had a significant impact on these judgments. We also identified that children considered AR technology environments as an extension of the real world. Their real-world values directly influenced their perceptions of AR. This research provides insights into the wariness that libraries need to be aware of when developing AR content for children in the future, and how libraries can use AR as an educational tool.