• Title/Summary/Keyword: AR application

Search Result 544, Processing Time 0.022 seconds

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
    • /
    • v.10 no.2
    • /
    • pp.305-310
    • /
    • 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.

Augmented Reality based Low Power Consuming Smartphone Control Scheme

  • Chung, Jong-Moon;Ha, Taeyoung;Jo, Sung-Woong;Kyong, Taehyun;Park, So-Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.10
    • /
    • pp.5168-5181
    • /
    • 2017
  • The popularity of augmented reality (AR) applications and games are in high demand. Currently, the best common platform to implement AR services is on a smartphone, as online games, navigators, personal assistants, travel guides are among the most popular applications of smartphones. However, the power consumption of an AR application is extremely high, and therefore, highly adaptable and dynamic low power control schemes must be used. Dynamic voltage and frequency scaling (DVFS) schemes are widely used in smartphones to minimize the energy consumption by controlling the device's operational frequency and voltage. DVFS schemes can sometimes lead to longer response times, which can result in a significant problem for AR applications. In this paper, an AR response time monitor is used to observe the time interval between the AR image input and device's reaction time, in order to enable improved operational frequency and AR application process priority control. Based on the proposed response time monitor and the characteristics of the Linux kernel's completely fair scheduler (CFS) (which is the default scheduler of Android based smartphones), a response time step control (RSC) scheme is proposed which adaptively adjusts the CPU frequency and interactive application's priority. The experimental results show that RSC can reduce the energy consumption up to 10.41% compared to the ondemand governor while reliably satisfying the response time performance limit of interactive applications on a smartphone.

Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
    • /
    • v.19 no.1
    • /
    • pp.1-6
    • /
    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.2
    • /
    • pp.193-199
    • /
    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

Implementation of a Location-Based SNS System Using AR (증강현실을 이용한 위치기반 SNS 시스템 구현)

  • Kim, Kyoung-Sub;Park, Young-Cheol;Eom, Chan-jin;Lee, Yun-Bok;Lee, Sang-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.19 no.6
    • /
    • pp.133-138
    • /
    • 2019
  • Recently, SNS is one of the most prominent areas and AR is a technology in the spotlight. In this paper, AR technology is applied to SNS to provide community functions and we develop the related technologies. The system developed in this paper provides differentiated communication among users by providing community functions applying location information and AR such as displaying AR message and finding a path using AR in current location. In addition, this paper presents a method of using the existing map APIs considering their characteristics as a method to obtain map information essential for the implementation of location-based AR.

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
    • /
    • v.23 no.5
    • /
    • pp.189-197
    • /
    • 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.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.487-500
    • /
    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.

Application of Hidden Markov Model Using AR Coefficients to Machine Diagnosis (AR계수를 이용한 Hidden Markov Model의 기계상태진단 적용)

  • 이종민;황요하;김승종;송창섭
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.13 no.1
    • /
    • pp.48-55
    • /
    • 2003
  • Hidden Markov Model(HMM) has a doubly embedded stochastic process with an underlying stochastic process that can be observed through another set of stochastic processes. This structure of HMM is useful for modeling vector sequence that doesn't look like a stochastic process but has a hidden stochastic process. So, HMM approach has become popular in various areas in last decade. The increasing popularity of HMM is based on two facts : rich mathematical structure and proven accuracy on critical application. In this paper, we applied continuous HMM (CHMM) approach with AR coefficient to detect and predict the chatter of lathe bite and to diagnose the wear of oil Journal bearing using rotor shaft displacement. Our examples show that CHMM approach is very efficient method for machine health monitoring and prediction.

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
    • /
    • v.20 no.1
    • /
    • pp.121-132
    • /
    • 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.

Application of Transmittance-Controlled Photomask Technology to ArF Lithography (투과율 조절 포토마스크 기술의 ArF 리소그래피 적용)

  • Lee, Dong-Gun;Park, Jong-Rak
    • Korean Journal of Optics and Photonics
    • /
    • v.18 no.1
    • /
    • pp.74-78
    • /
    • 2007
  • We report theoretical and experimental results for application of transmittance-controlled photomask technology to ArF lithography. The transmittance-controlled photomask technology is thought to be a promising technique fo critical dimension (CD) uniformity correction on a wafer by use of phase patterns on the backside of a photomask. We could theoretically reproduce experimental results for illumination intensity drop with respect to the variation of backside phase patterns by considering light propagation from the backside to the front side of a photomask at the ArF lithography wavelength. We applied the transmittance-controlled photomask technology to ArF lithography for a critical layer of DRAM (Dynamic Random Access Memory) having a 110-nm design rule and found that the in-field CD uniformity value was improved from 13.8 nm to 9.7 nm in $3{\sigma}$.