• Title/Summary/Keyword: AR applications

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Interface for HMD based AR Applications (HMD 기반 중강현실 응용을 위한 인터페이스)

  • Ahn, Sang-Chul;Lee, Kyong-Joon;Kim, Hyoung-Gon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.39-46
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    • 2007
  • In this paper, we propose that we can use our mobile devices as an effective interface for HMD-based augmented reality(AR) applications. Recently most People have mobile devices, with which they usually watch movies and connect internet So, people get accustomed to the mobile devices. In addition, the mobile devices can show various markers on their displays so that we can implement various AR applications. So, the mobile devices are quite good interface for AR applications. In the paper, we show how we can use the mobile devices as Interface for AR applications by implementing some AR experiments.

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Adaptive Cloud Offloading of Augmented Reality Applications on Smart Devices for Minimum Energy Consumption

  • Chung, Jong-Moon;Park, Yong-Suk;Park, Jong-Hong;Cho, HyoungJun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3090-3102
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    • 2015
  • The accuracy of an augmented reality (AR) application is highly dependent on the resolution of the object's image and the device's computational processing capability. Naturally, a mobile smart device equipped with a high-resolution camera becomes the best platform for portable AR services. AR applications require significant energy consumption and very fast response time, which are big burdens to the smart device. However, there are very few ways to overcome these burdens. Computation offloading via mobile cloud computing has the potential to provide energy savings and enhance the performance of applications executed on smart devices. Therefore, in this paper, adaptive mobile computation offloading of mobile AR applications is considered in order to determine optimal offloading points that satisfy the required quality of experience (QoE) while consuming minimum energy of the smart device. AR feature extraction based on SURF algorithm is partitioned into sub-stages in order to determine the optimal AR cloud computational offloading point based on conditions of the smart device, wireless and wired networks, and AR service cloud servers. Tradeoffs in energy savings and processing time are explored also taking network congestion and server load conditions into account.

Evaluation of User Experience in AR-based shopping Applications -Focused on Ikea Place and Amazon AR View- (AR 기반의 쇼핑 애플리케이션에서의 사용자 경험 평가 -IKEA Place와 Amazon AR View를 중심으로-)

  • Lee, Jun-hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.411-416
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    • 2019
  • This study focused on IKEA Place in IKEA and Amazon AR View in Amazon to study the differences between AR shopping applications. The first literature study examined the status and prospects of the AR market and conducted a case study on AR shopping applications. In the second phase, 'Honeycomb Model' of Peter mobile was reorganized into six usability principles, focusing on the major functions of AR shopping mall application, to conduct surveys and in-depth interviews based on the task. Based on this study, it is expected to help increase AR-based application user experience, concentrating on the actual experience of the user and finding out the major experience factors.

Dry Etching of GaAs and AlGaAs Semiconductor Materials in High Density BCl3and BCl3/Ar Inductively Coupled Plasmas (BCl3및 BCl3/Ar 고밀도 유도결합 플라즈마를 이용한 GaAs와 AlGaS 반도체 소자의 건식식각)

  • Lim, Wan-tae;Baek, In-kyoo;Lee, Je-won;Cho, Guan-Sik;Jeon, Min-hyun
    • Korean Journal of Materials Research
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    • v.13 no.10
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    • pp.635-639
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    • 2003
  • We investigated dry etching of GaAs and AiGaAs in a high density planar inductively coupled plasma system with BCl$_3$and BCl$_3$/Ar gas chemistry. A detailed etch process study of GaAs and ALGaAs was peformed as functions of ICP source power, RIE chuck power and mixing ratio of $BCl_3$ and Ar. Chamber process pressure was fixed at 7.5 mTorr in this study. The ICP source power and RIE chuck power were varied from 0 to 500 W and from 0 to 150 W, respectively. GaAs etch rate increased with the increase of ICP source power and RIE chuck power. It was also found that etch rates of GaAs in $15BCi_3$/5Ar plasmas were relatively high with applied RIE chuck power compared to pure 20 sccm $BCl_3$plasmas. The result was the same as AlGaAs. We expect that high ion-assisted effect in $BCl_3$/Ar plasma increased etch rates of both materials. The GaAs and AlGaAs features etched at 20 sccm $BCl_3$and $15BCl_3$/5Ar with 300 W ICP source power, 100 W RIE chuck power and 7.5 mTorr showed very smooth surfaces(RMS roughness < 2 nm) and excellent sidewall. XPS study on the surfaces of processed GaAs also proved extremely clean surfaces of the materials after dry etching.

The AR Game to Promote User Activities (사용자의 활동성을 장려하는 AR 콘텐츠 게임)

  • Kim, Da-Eun;Bae, Min-Joo;You, Chae-Hyeon;Lee, Yu-Jin;Park, Sue;Kang, Seung-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.41-43
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    • 2020
  • 항상 앉아서 게임을 하는 9~12 세 청소년들의 활동성 장려를 위해 만들어진 모바일 게임으로, 걸음 수와 연동하여 청소년들의 신체활동을 조성한다. 또한, 청소년들의 흥미를 유발하기 위해 외계 생명체로부터 지구를 지키는 스토리 요소를 접목한 AR 및 3D 모바일 게임이다.

A Study on AR-based mobile applications for preschoolers (미취학 아동을 대상으로 한 AR 기반 모바일 애플리케이션 연구)

  • Sin, Yeong-Hyeop;Kim, Yeo-min;Seo, Hye-Jin;Kim, Si-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.490-493
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    • 2020
  • Using AR technology, which has recently emerged as an innovative technology, AR mobile application for infants was planned. In the form of combining play and education, children's interest is aroused and access to education to various fields is increased. Unity 3D Engine and Vuforia SDK were mainly used to design Android-based mobile applications.

Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

A Survey of Augmented Reality on Handheld Devices (휴대단말기 기반 증강현실 시스템 연구 및 개발 동향)

  • Awan, Muhammad Arshad;Kim, Cheong Ghil;Hong, Chung-Pyo;Lee, Jung-Hoon;Kim, Shin-Dug
    • IEMEK Journal of Embedded Systems and Applications
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    • v.5 no.4
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    • pp.195-205
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    • 2010
  • The popularity of Smartphones makes new fields of applications based on location based service easily feasible with a new user interface called augmented reality (AR). It presents a particularly powerful user interface to context-aware computing environments. AR on Smartphones integrates virtual information into a person's physical environment by overlaying information on an image taken through Smartphone's camera and motion sensors. Mobile augmented reality systems provide this service without constraining the individual's whereabouts to a specially equipped area. This work presents an overview of handheld augmented reality focusing on applications with introducing the basic issues of them. For this purpose, an example system, Studierstube ES (embedded system), is cited, which introduces the most significant problems and various methods of solving them through the experience of converting existing PC-based AR system into handheld AR.

Usability Principles for Augmented Reality Applications in Education

  • Al-Obaidi, Arwa;Prince, Master
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.49-54
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    • 2022
  • It is challenging to select appropriate technology in education to interact with students in today's digital world. Especially when the technologies used at home on smart devices like tablets and mobile phones are very advanced, on the other side, it may be more challenging to find sharing technology in the classroom. One of the ways is to use new technologies like Augmented Reality (AR). The current study aims to develop usability principles for the development and evaluation of education using AR technology applications. We develop usability principles for AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems.

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)
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    • v.11 no.10
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    • pp.5168-5181
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    • 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.