• Title/Summary/Keyword: Augmented Reality Application

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Multi-Marker Augmented Reality System using Marker-Based Tracking with Vuforia

  • Yun, Hyun-Noh;Kim, Gi-Seong;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.119-126
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    • 2019
  • As interest in augmented reality has increased recently, attempts have been made to incorporate augmented reality into various fields. In implementing augmented reality, the method by which markers are used is to extract feature points of markers to recognize 3D coordinates and, in some cases, it is necessary to recognize multiple markers simultaneously. Therefore, this paper proposes optimization methods for recognising multiple markers at the same time. Unity 3D and augmented reality library Vuforia are used to implement the experimental environment. The augmented reality program produced was implemented in an application form and tested using a mobile camera. We looked for optimization methods for manufacturing markers directly and for recognizing multiple markers through changes in the experimental environment. The results of the experiment can provide a higher recognition rate in an environment where multiple marker recognition is required later.

Usability Evaluation for Smart Phone Augmented Reality Application User Interface (스마트폰 증강현실 애플리케이션 사용자 인터페이스의 사용성 평가 방안)

  • Chang, Won-Suk;Ji, Yong-Gu
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.35-47
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    • 2011
  • Augmented reality applications offering location based service on smart phone require attention to users and new usability evaluation methods. The aim of this paper is to introduce new usability principles for application development and usability evaluation, and conduct expert evaluation on the augmented reality applications. We created a set of usability principles by analyzing characteristic of augmented reality applications, and conducted expert evaluation on three augmented reality applications primarily used by smart phone users. In expert evaluation and filtering procedure, we identified six usability problems that three applications have in common and the improvement guideline for the usability problems. The results of expert evaluation was verified by user test with a prototype that was developed using the guidelines. It is expect that the results of this study can be presented usability principles of the augmented reality application and a method of usability evaluation in the middle of new technology development process.

A Study on the Creation of Augmented Reality Map (증강현실 지도제작에 대한연구)

  • Kim, Tae-Eun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.335-341
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    • 2018
  • This paper is a study on map contents to be embedded in a new type of mobile device that combines 2D information and 3D information by combining 2D information with augmented reality technology. We also describe the planning and production of a 3D map application called 'NSU AR Map' using Unity3D engine to help understand this paper. 'NSU AR Map' is a map application that enables accurate identification of user's location and real-world view through 360 View. Based on the experience gained during the process of 3D map application, this paper will present how 3D technologies and augmented reality technologies are applied to new map applications and how they can be developed in the future.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

Design and Implementation of Mobile System for Supporting AR (증강 현실 지원을 위한 모바일 시스템 설계 및 구현)

  • Lee, Jong-Keun;Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.2072-2077
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    • 2012
  • In this paper we tried to overcome the limit of contents which occur when we implement the augmented reality technology adapted application on commercialized mobile system. First of all, we checked the requirement analysis of exclusive mobile system to support augmented reality. And then we designed and realized the mobile system based on this facts. Also we embodied augmented reality application based on NyARToolkit which assists augmented reality techniques. Finally the implemented contents operated properly in our exclusive mobile system. Consequently we confirmed the suitability and validity of our system through above test.

Study on composite images through Augmented Reality over old images tagged location data (위치 정보가 기록된 과거 이미지와 현재 이미지 간 증강현실 기술 기반 합성 결과물 의미 고찰)

  • Park, Hyung-Woong
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.221-229
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    • 2014
  • The study considers the meaning of the composite images created when users capture present images over past images tagged location data in using the mobile augmented reality technology. The composite image through the location-based augmented reality technology is the result of matching the same location data between present images users are capturing and past images captured already. It is the new composite images that contain two different narratives-current and past in the same space and in real-time. We developed the mobile application implemented augmented reality technology and analysed the process that users create multi-layered narrative in the middle of capturing present image through augmented reality module. In addition, through the comparison with similar studies and applications of the augmented reality, we found that the key to give the multi-narrative in the composite images is the user's participation to put its personal intentions in real-time capturing process. In further development, we'll be able to utilize the application in order that users easily create multi-layered narrative composite image using cultural and personal records.

Development of Mobile Location Based Service App Using Augmented Reality (증강현실을 활용한 모바일 위치기반 응용서비스 앱 개발)

  • Kim, Jae-Pil;Lee, Dong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1481-1487
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    • 2014
  • Recently, with the popularization of smartphones, augmented reality has become even more familiar to the public as an application that can provide realistic images as a tool for location-based services. Therefore, as a location-based application for smartphones that is appropriate for the application of augmented reality technology, the study develops a golf information system. Golf is the sport for which we should exactly know the accurate shape or distance to the destinations or obstacles, so the sport is suitable for applying the augmented reality technology. Even though the sport of golf has constantly increasing population to play it with the popularization of it, presently released golf-related smartphone apps are established as 2D images or in GPS basis; thus, they lack a sense of realism unfortunately. Thereupon, this study develops a golf information system by modifying and complementing usefully Mixare, the open source for augmented reality, for the sport of golf into an augmented reality-based system that can provide various information according to the actual environment of the golf course and describes how to apply it actually to the golf course.

Trend of Technologies and Standardizations for Mobile Augmented Reality (모바일 증강현실 기술 및 표준화 동향)

  • Lee, Yong-Hwan;Lee, Yukyong;Park, Je-Ho;Yoon, Kyoungro;Kim, Cheong Ghil;Kim, Youngseop
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.83-88
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    • 2013
  • Recently, by increasing the number of smartphone users, the applications for product brochure and advertising service using a technology of augmented reality are also taking place exponentially. The term, augmented reality, is an application of providing composite view with real world and virtual world, and synthesizing the information to make it look-like things that exist in the actual environments of the original real world. In this paper, we present the trends of core technologies and the standardization related on augmented reality in the mobile environment, and discuss the necessary of standards related to image-based augmented reality.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Application Method of Image Restoration based on Augmented Reality to Museum Education (증강현실을 이용한 복원영상의 박물관 교육분야 활용방안)

  • Won, Kang-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.205-212
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    • 2010
  • Interest in the augmented reality is growing and increase of Smartphone is changing people's life style. The purpose of this study is to explore application method of image restoration based on augmented reality to museum education. Museum is the proper place that audience, including students could learn culture and history of past time. This study suggests that using smartphone application which is used by image restoration with augmented reality is efficient to museum audience's understanding and interest. A game design for domestic museums is planned. Smartphone application which is used by image restoration with augmented reality also could be utilized for exploring historic sites or enjoying local festivals.