• 제목/요약/키워드: Augmented Reality: AR

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증강현실(AR)을 이용한 실시간 드론 운영 시스템 개발에 관한 연구 (A Study on the Development of a Real-Time Drone Operation System Using Augmented Reality)

  • 이인철;조재철
    • 한국산업융합학회 논문집
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    • 제27권4_2호
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    • pp.1009-1017
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    • 2024
  • In this study, technology development was promoted to enable the convergence of augmented reality technology and actual drone operation technology, and its feasibility was confirmed through implementation and performance evaluation. In addition, it is believed that the AR-based drone simulator can contribute to improving drone operation capabilities by maximizing educational effectiveness and providing a realistic training environment. Based on the results of this study, we expect to improve the quality of vocational education related to drones and achieve high educational effectiveness, and it is believed that we will be able to suggest various directions in education using augmented reality.

특허의 토픽 모델링을 활용한 증강현실 기술 모니터링 (Monitoring Augmented Reality Technology Using Topic Modeling of Patents)

  • 오승현;최하영;윤장혁
    • 대한산업공학회지
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    • 제43권3호
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    • pp.213-228
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    • 2017
  • Augmented reality (AR), which is a live direct or indirect view of a real-world environment combined with virtual objects, has grown rapidly owing to its wide application potential. Despite the growth of AR technology and its increased attraction, however, little attention has been paid to identifying sub-technologies of this technology and their evolving trends based on the data encompassing industrial competition. In the present study, therefore we collect AR-related patents granted until 2015 and then identify technology topics constituting AR technology by applying topic modeling to the patents' textual data. Subsequently, this study determines dynamic evolving trends with respect to those identified technology topics using indicators and maps based on the technology topics' patents and citations. The contributions of this study are twofold; it provides an overall understanding of AR technology's evolving trends based on text mining of AR patents and will assist technology experts in academia and industry in determining further R&D in the near future.

증강현실기술(AR) 콘텐츠가 사용자의 학습적 효과에 미치는 영향: 자동차 매뉴얼 디지털콘텐츠 제작을 중심으로 (The Effects of AR(Augmented Reality) Contents on User's Learning : A Case Study of Car manual Using Digital Contents)

  • 원종서;최성호
    • 디지털콘텐츠학회 논문지
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    • 제18권1호
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    • pp.17-23
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    • 2017
  • IT기술과 디바이스를 결합한 디지털콘텐츠 제작은 기존 서비스 제공방식의 혁신과 새로운 커뮤니케이션 수단으로 다양하게 활용되고 있다. 본 연구는 자동차 회사에서 신차 구매 시 고객들에게 제공되는 종이형태 자동차 사용 매뉴얼을 태블릿PC에 디지털콘텐츠를 비교하여, 증강현실로 이루어진 콘텐츠가 사용자 학습에 미치는 효과를 규명하고자 한다. 이를 위해 3D 증강현실 기술을 국내 자동차 업계 최초로 적용하여 실제 차량 내 다양한 버튼 및 기능들을 앱에서 구현해 볼 수 있는 K9 매뉴얼앱을 분석하였다. 이를 바탕으로 증강현실 콘텐츠의 적용으로 다양한 학습의 상황에서 가상현실의 적용이 학습에 도움을 줄 수 있음을 시사한다.

스마트폰 증강현실 내비게이션의 인지능력과 호응도에 관한 연구 (Research on Cognitive Effects and Responsiveness of Smartphone-based Augmented Reality Navigation)

  • 손민국;이승태;이재열
    • 한국CDE학회논문집
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    • 제19권3호
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    • pp.272-280
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    • 2014
  • Most of the car navigation systems pzrovide 2D or 3D virtual map-based driving guidance. One of the important issues is how to reduce cognitive burden to the driver who should interpret the abstracted information to real world driving information. Recently, an augmented reality (AR)-based navigation is considered as a new way to reduce cognitive workload by superimposing guidance information into the real world scene captured by the camera. In particular, head-up display (HUD) is popular to implement AR navigation. However, HUD is too expensive to be set up in most cars so that the HUD-based AR navigation is currently unrealistic for navigational assistance. Meanwhile, smartphones with advanced computing capability and various sensors are popularized and also provide navigational assistance. This paper presents a research on cognitive effect and responsiveness of an AR navigation by a comparative study with a conventional virtual map-based navigation on the same smartphone. This paper experimented both quantitative and qualitative studies to compare cognitive workload and responsiveness, respectively. The number of eye gazing at the navigation system is used to measure the cognitive effect. In addition, questionnaires are used for qualitative analysis of the responsiveness.

AR Anchor System Using Mobile Based 3D GNN Detection

  • Jeong, Chi-Seo;Kim, Jun-Sik;Kim, Dong-Kyun;Kwon, Soon-Chul;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권1호
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    • pp.54-60
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    • 2021
  • AR (Augmented Reality) is a technology that provides virtual content to the real world and provides additional information to objects in real-time through 3D content. In the past, a high-performance device was required to experience AR, but it was possible to implement AR more easily by improving mobile performance and mounting various sensors such as ToF (Time-of-Flight). Also, the importance of mobile augmented reality is growing with the commercialization of high-speed wireless Internet such as 5G. Thus, this paper proposes a system that can provide AR services via GNN (Graph Neural Network) using cameras and sensors on mobile devices. ToF of mobile devices is used to capture depth maps. A 3D point cloud was created using RGB images to distinguish specific colors of objects. Point clouds created with RGB images and Depth Map perform downsampling for smooth communication between mobile and server. Point clouds sent to the server are used for 3D object detection. The detection process determines the class of objects and uses one point in the 3D bounding box as an anchor point. AR contents are provided through app and web through class and anchor of the detected object.

An Augmented Reality System for the Construction Industry and Its Impact on Workers' Situational Awareness

  • Abbas, Ali;Seo, JoonOh;Kim, MinKoo
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.129-136
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    • 2020
  • Augmented reality (AR) technology assists construction workers by superimposing additional virtual information onto their real worksite environments. Ideally, this provides them with a better understanding of their tasks and hence boosts task performance. However, the additional information that AR places in users' field of view could limit their ability to understand what is going on in their surroundings and to predict how conditions may change in the near future. AR-assisted systems on construction sites could therefore expose their users to safety risks due to disturbance from the system. Hence, it is important to understand how AR-assisted systems can block users' understanding of their immediate environments, and in turn, how worksite safety in the construction industry could be improved through better design of such systems. This preliminary research conducted a laboratory experiment that simulated rebar inspection tasks and compared the situational awareness of AR users against that of subjects using traditional paper-based inspection methods, as measured by the Situation Awareness Rating Technique. Based on the results, we discuss the safety impact of head-mounted AR-assisted displays on situational awareness during construction tasks.

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증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구 (A study on the three dimensional paper doll development with augmented reality technology)

  • 김태은
    • 한국전자통신학회논문지
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    • 제9권3호
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    • pp.297-302
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    • 2014
  • 증강현실이란 실세계의 오브젝트에 가상의 오브젝트를 증강시키는 기술로 현실세계에 디지털 정보를 시각화 해주는 기능을 한다. 또한, 증강현실은 실세계와 가상세계를 실시간으로 결합함과 동시에 사용자와 컴퓨터간 상호작용하도록 함으로써 사용자에게 정보전달은 물론 지각능력에 도움을 주며 사용자의 몰입감을 높여주는 기술이라고 할 수 있다. 본 논문에서는 VRML로 모델링된 3차원 객체를 프로그래밍을 통해 3차원 데이터가 증강되는 컨텐츠를 개발하였다. 또한, 가상물체들의 조합을 통해 3차원 아바타 및 다양한 가상의 의상들을 증강시키는 응용기술을 제안하였다. 게다가, 사용자가 직접 마커를 움직여 컴퓨터와 사용자간의 상호작용이 가능한 인터페이스를 제시하여 사용자의 몰입감을 증대 시킬 수 있었다.

증강현실을 이용한 유아용 학습 콘텐츠의 구현 (Implementation of Infant Learning Content using Augmented Reality)

  • 이종혁;조현욱
    • 한국정보통신학회논문지
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    • 제15권1호
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    • pp.257-263
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    • 2011
  • 최근 증강현실(Augmented Reality)에 대한 관심이 증대되고, 이와 관련된 기술들이 발전함에 따라서 증강현실이 다양한 분야에 적용하려는 시도가 늘어나고 이에 대한 활용에도 기대가 모아지고 있다. 본 논문에서는 높은 해상도의 모델파일을 지원하고 보다 높은 증강현실을 위한 기술지원을 하는 Goblin XNA 기반으로 시스템을 구현하였다. 마커의 개수, 위치 및 카메라와의 거리 변화에 따른 모델 출력의 관계를 실험을 통해서 확인하였으며, 이를 바탕으로 유아용 학습 콘텐츠를 제작하고 구현하였다. 구현한 콘텐츠에서 각 페이지에 있는 마커에 유아에게 친숙한 캐릭터를 띄우므로 집중력을 높임과 동시에 학습보조자가 원활하게 콘텐츠를 사용할 수 있도록 하였다. 또한 콘텐츠의 페이지마다 3개의 마커를 두어 일부분이 장애물에 의해 가려지더라도 원활한 인식을 할 수 있도록 하였다. 그리고 내용에 맞게 3D 모델이 증강되는 동시에 사운드가 재생되도록 하여 학습에서의 현존감과 몰입을 높여 학습효과를 극대화하도록 하였다.

증강현실 기반의 비정형 건축물 건설관리 의사결정지원시스템 개발에 관한 기초적 연구 (A Pilot Study on the Development of an Augmented Reality-based Decision Support System for Free-Form Buildings Construction Management)

  • 임장식;옥종호
    • 한국CDE학회논문집
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    • 제17권3호
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    • pp.175-187
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    • 2012
  • The BIM simulation systems involve inefficient aspects in delivering real world circumstances because they are operated in the virtual reality (VR) environment without representing the job-site operations. Differently from VR, augmented reality (AR) enhances the reflection of job-site reality to virtual environment. AR influences architecture, design and construction. This reality replaces or merges with the normal physical world and it can be tailored to enhance comprehension for specific design and construction activities. The main objective of this research is to develop an AR-based decision support system for free-form buildings design/construction/maintenance processes. Haewoojae, a free-form housing building built in Seoul area is identified as a model building to generate the system. Seventeen engineers, who are masters or doctorate graduate students at the S university in Seoul and have been working in the Korean construction industry for more than 10 years are invited to validate the system's appropriateness and usability in comparison with its development objectives.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • 유통과학연구
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    • 제22권6호
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.