• Title/Summary/Keyword: AR application

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Exploring CRM through Technology-enabled Experience in Virtual Environment: The Era of COVID-19

  • HAN, Seung Yeon;CHO, Yooncheong
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.1-14
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    • 2022
  • Purpose: The purpose of the study is to explore the application of Augmented Reality (AR) technology to enhance interactivity and decision making via technology-enabled experience particularly, in the context of COVID-19. This study investigated effects of perceived utilitarian value, hedonic value, social value, and perceived risk on customer satisfaction with AR technology that are rarely examined in previous studies. Research design, data and methodology: Online survey data was used in the study. This study applied factor analysis and regression analysis to test the hypotheses and employed ANOVA and mediation effect analysis to explore additional findings. Results: The results suggested that customers' perceived usefulness, arousal, social preference, innovativeness, financial risk, and performance risk have statistically significant effect on customer satisfaction. Conclusions: The findings of the study provided managerial and policy implications to develop and advertise the introduction of AR technology with the emphasis on the practical and utilitarian benefits of the technology. The result of this study highlighted the importance of customer relationship management by providing advanced services to customers through AR technology. This study contributes to technology-enabled CRM literature by providing the empirical result to verify the assumption that AR technology can be an effective tool of firms' CRM strategy

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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A Study on the Development of an AR-Based Diary Application Using Unity (Unity를 활용한 AR 기반 다이어리 애플리케이션 개발에 관한 연구)

  • Sun-Young Bae;Hee-Jung KIM;Yu-Bin Park;Woo-Rim Jang;Ja-Won Kang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.894-895
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    • 2023
  • 증강현실(AR)이란, 현실의 이미지나 배경에 3차원 가상 이미지를 입혀 실시간으로 출력되는 컴퓨터 그래픽 기법이다. 본 논문에서는 AR 서비스를 이용한 여행 기록 애플리케이션을 제안한다. 현재 제공되는 서비스에서는 장소에 대해 제공하는 정보가 매우 한정적이다. 따라서 공유 커뮤니티를 형성할 수 있도록 하여 다양한 정보를 전달하고 직접적인 시각 자료를 제공받을 수 있는 애플리케이션이 필요하다고 생각하여 기획하게 되었다. ReactNative와 SpringBoot를 사용하며, MySQL을 이용하여 데이터를 저장한다. Google Map API를 활용하여 사용자가 기록하고자 하는 장소에 대한 위도와 경도 정보를 받을 수 있도록 하며, AR 기능은 Unity로 구현하였다. AR을 포함한 혼합 현실 서비스를 제공하여 사용자들이 본인의 경험에만 의존하는 것이 아닌 풍부한 몰입력과 현장감을 통해 보다 가시적이고 생생한 다이어리 기록을 만들 수 있다.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

A Case Study of the Development of Climate Crisis Picture Book Package Using AR Contents (AR콘텐츠를 활용한 기후위기그림책 패키지의 개발 사례)

  • You Me Han;Sung Won Park;Yejung Choi
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.145-157
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    • 2022
  • Climate crisis is one of the most urgent and serious threats to the right to life. As AR picture books are particularly effective for safety education, this study aimed to produce an AR picture book featuring animals that are endangered due to the climate crisis. In order to increase the educational effect and enhance the climate sensitivity, this study developed a children's activity workbook (with follow-up activities) and a teacher's guide (with lesson plans) as a package. To this end, market research and surveys were first conducted. Next, through the management and support of the Korea Institute of Startup & Entrepreneurship Development, this research team produced a climate crisis themed AR picture book package through expert advice, help from outsourcing companies, and field application. The package was promoted through publicity in various forms of media. The contents of the AR-using picture book package of this case study were introduced and then advantages and disadvantages were discussed.

The effect of smart learning based class on students with low academic achievement level: focusing on 3D application and AR of smart application (스마트러닝기반의 수업이 학업성취수준이 낮은 학생들에게 미치는 효과성 분석: 스마트앱의 3D와 AR 활용을 중심으로)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.1-10
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    • 2021
  • The purpose of the study is to investigate the impact and analyze the effect of smart learning based class to on the students with low academic achievement level. The study performed in G University in 2018 among students taking calculus II class. It includes 16 students with low academic achievement level, whose grades were under C in the previous calculus I class. They belonged to special class consisted of very low academic achievement level and had to pass calculus II. 3D and AR were actively used in the class. The result shows that they got visual understanding of space, which revealed through analyzing SNS, mid-term and final examination, lecture evaluation. Also, smart learning based mathematics class utilizing smartphone's application elevated academic achievement level and influenced positively on the interest and attitude toward mathematics regardless of previous academic achievement level.

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.11-16
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    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

Simulation of large wind pressures by gusts on a bluff structure

  • Jeong, Seung-Hwan
    • Wind and Structures
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    • v.7 no.5
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    • pp.333-344
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    • 2004
  • This paper illustrates application of the proper orthogonal decomposition (POD) and the autoregressive (AR) model to simulate large wind pressures due to gusts on a low-rise building. In the POD analysis, the covariance of the ensemble of large wind pressures is employed to calculate the principal modes and coordinates. The POD principal coordinates are modeled using the AR process, and the fitted AR models are employed to generate the principal coordinates. The generated principal coordinates are then used to simulate large wind pressures. The results show that the structure characterizing large wind pressures is well represented by the dominant eigenmodes (up to the first fifteen eigenmodes). Also, wind pressures with large peak values are simulated very well using the dominant eigenmodes along with the principal coordinates generated by the AR models.

A Study on Properties of RF-sputtered Al-doped ZnO Thin Films Prepared with Different Ar Gas Flow Rates

  • Han, Seung Ik;Kim, Hong Bae
    • Applied Science and Convergence Technology
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    • v.25 no.6
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    • pp.145-148
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    • 2016
  • This paper, Al-doped ZnO(AZO) thin films for application as transparent conducting oxide films were deposited on the Corning glass substrate by using RF magnetron sputtering system. The effects of various Argon gas flow rates on optical and electrical characteristics of AZO films were investigate sputtering method. The Carrier Concentration is enhanced as Ar gas rate increases, and also the oxygen vacancy concentration. The figure of merit obtained in this study means that AZO films which deposited Ar gas rate of 75 sccm have the highest Carrier concentration and Hall mobility, which have the highest photoelectrical performance that it could be used as transparent electrodes.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.