• Title/Summary/Keyword: Ar

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The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites (산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현)

  • Han, Seongil;Lee, Daesik;You, Youngmo;Lee, Sangyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

Platform design and source coding of AI responsive AR business cards (AI 반응 AR명함의 Platform 설계 및 Source Coding)

  • Choi, Su-Youn;Han, Su-Yeon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.489-493
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    • 2020
  • The technological development of the Fourth Industrial Revolution is accelerating the development of the world and society. Fourth industrial technology is connected to Cyber World to develop national and social infrastructure. The application of the fourth industrial technology can create Cyber-city and Cyber-life systems. In the ICT business industry that connects Cyber with the real world, we need to connect Cyber with real-life work. It is to use AR business cards as one of the ways to connect Cyber business with real business. When an AR business card is recognized as a smartphone, a 3D character appears to introduce the main character of the business card. In addition, AR business cards are reflected in AR for product and service of business operators, enabling promotion of products, services, etc. Using connected wired and wireless 5G communication, real-time e-commerce is also possible. In this paper, AR business card will be produced with Source Coding and AR business card platform will be designed.

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.

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.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Measurement of Muscle Fatigue using AR Parameters (AR 매개 변수를 이용한 근육 피로의 측정)

  • Kim, H.R.;Wang, M.S.;Choi, Y.H.;Park, S.H.
    • Proceedings of the KIEE Conference
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    • 1989.07a
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    • pp.158-161
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    • 1989
  • This paper describes the AR model of EMG signal during maximum voluntary contraction. By comparing the AR coefficients and the reflection coefficients of the AR model with the median frequency of power spectrum, it if proved that muscle fatigue can be measured by the AR and the reflection coefficients. In the estimation procedure of AR model parameter, the auto-correlation method is superior to the covariance method, and it is determined that the optimal order is six. As the muscle becomes fatigue, the median frequency of power spectrum is declined, and the AR coefficient [$a_1$ ] and the reflection coefficient [$k_1$ ] are also decreased. Therefore the muscle fatigue can be measured by the AR parameter.

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The Characteristics of Muscle Fatigue of EMG Signal Using the AR Model (AR 모델을 이용한 EMG 신호의 근육피로 특성)

  • 김홍래;왕문성
    • Journal of Biomedical Engineering Research
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    • v.10 no.1
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    • pp.11-16
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    • 1989
  • This paper describes the AR model of EMG signal during maximum voluntary contraction. By comparing the AR coefficients and the reflection coefficients of the AR model with the median frequency of power spectrum, it is proved that muscle fatigue can be measured by the AR and the reflection coefficients. In the estimation procedure of AR model parameter, the autocorrelation method is superior to the covariance method, and it is determined that the optimal order is six. As the muscle becomes fatigue, the median frequency of power spectrum is declined, and the AR coefficient [$a_1$] and the reflection coefficient [$k_1$] are also decreased. Therefore the muscle fatigue can be measured by the AR parameter.

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A study on the characteristics of transport and electron energy distribution function in Ar, Hg and Ar-Hg mixtrured vapour (Ar, Hg 및 Ar-Hg 혼합증기중에서 전자 에너지분포함수와 수송특성에 관한 연구)

  • 하성철;하영선;윤상호;백승권
    • Electrical & Electronic Materials
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    • v.6 no.3
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    • pp.233-240
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    • 1993
  • 더블히트파이프장치를 이용하여 순수 Ar, Hg 및 Ar-Hg 혼합증기의 전자이동속도를 온도는 순수 Ar의 경우 293[.deg.K], Hg의 경우 453-540[.deg.K]. Ar-Hg 혼합증기의 경우 320[.deg.K], E/N은 0.4~10[Td], 기체압력은 10~100[Torr]범위에서 유도전류법에 의해 측정하였다. 한편 볼츠만 방정식의 Backward Prolongation계산법으로 전자에너지분포함수를 구하고 그 값으로부터 전자수송특성을 산출하여 실험치와 비교하고 탄성 및 비탄성 충돌 단면적을 결정하였다. 그리고 Ar기체에 Hg증기를 0.5%, 1%, 5%, 10% 혼합하였을 때의 전자에너지분포함수와 전자이동속도를 산출하고 그에 미치는 영향을 고찰하였다.

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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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Refining of Invar and Permalloy Fe-Ni Alloys by $Ar/Ar-H_2$ Plasma and Electron Beam Melting (Ar/Ar-$H_2$ 플라즈마 및 전자선 용해에 의한 인바 및 퍼멀로이 Fe-Ni 합금의 정련)

  • Park, Byung-Sam;Baik, Hong-Koo
    • Journal of Korea Foundry Society
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    • v.15 no.2
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    • pp.175-183
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    • 1995
  • It is difficult to remove such interstitial impurities as sulfur, oxygen, hydrogen and carbon in Fe-Ni alloys. Thermodynamic and kinetic studies were carried out on the behavior of hydrogen gas, oxygen gas, Si, Al and slag, and the reaction time by the $Ar/Ar-H_2$ plasma and electron beam melting. After the addition of Al, Si, they were melted by Ar plasma with reaction time changed. 80%Ni-Fe alloys showed a better deoxidation than 36%Ni-Fe alloys. At $Ar-H_2$ plasma melting, the deoxidation was significant. In the case of the electron beam melting, the residual oxygen was higher than in Ar plasma melting because electron beam melting temperature was lower than that of Ar plasma. For the decaburization, it was melted by $Ar-O_2$ plasma melting, which could remove effectively carbon by activated oxygen in plasma. We added slag to Fe-Ni alloys for the desulfurization. As the result of this experiments, the amount of residual sulfur was not changed according to the slag ratio and reaction time.

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