• Title/Summary/Keyword: Augmented Reality Technology

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Fundamental Study of 4D CAD Application by Using Augmented Reality for Civil Engineering Project (증강현실(Augmented Reality)의 토목시설물 4D체계 활용을 위한 기초적 연구)

  • Kang, Leen-Seok;Moon, Hyoun-Seok;Kim, Hyun-Soo;Choi, Hyung-Lae;Kim, Chang-Hak
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.658-661
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    • 2008
  • This study aims to suggest a methodology for developing the AR-4D CAD system which can improve construction progress control process by using augmented reality(AR) technology for civil engineering project. This study reviews practical application of AR process in 4D CAB system and suggests the detailed requirements, information flow system and integrated interface function for developing AR-4D CAD system. Through these methods, this research classifies main functions of AR-4D CAD system that can visualize construction progress control data, and suggests an operation scenarios of the system.

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A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Pre-construction Simulation of Precast Bridge Piers and Quality Management using Augmented Reality (증강현실 기반의 프리캐스트 교각의 사전시공 시뮬레이션 및 시공성 정밀도 관리방안)

  • Park, Seong-Jun;Dang, Ngoc-Son;Yoon, Do-Sun;Lon, Sokanya;Shim, Chang-Su
    • Journal of KIBIM
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    • v.8 no.1
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    • pp.15-23
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    • 2018
  • Geometry control of precast members is the most important technology for modular construction. In this paper, image-based modeling and rendering (IBMR) technology was adopted for 3D modeling of precast elements. It is necessary to use match-casting method for precast post-tensioned column assembly. Preassembly using 3D models created by image processing can minimize construction error. Augmented reality devices are used to check the geometry of the segment. Laboratory-scale tests were performed. The proposed process has been applied to the real precast bridge pier segments.

A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

The Effects of Information Volume and Distribution on Cognitive Load and Recall: Implications for the Design of Mobile Marker-less Augmented Reality

  • LIM, Taehyeong;BONG, Jiyae;KANG, Ji Hei;DENNEN, Vanessa
    • Educational Technology International
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    • v.20 no.2
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    • pp.137-168
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    • 2019
  • This study examined the effects of information volume and distribution on learners' cognitive load and recall in a mobile augmented reality (AR) environment. Information volume refers to the degree of information users are provided in a learning task, while information distribution indicates the way in which information is distributed, either in a virtual or real format. Sixteen undergraduate students participated in the study, which employed a 2 × 3 randomized block factorial design with repeated measures. Information volume and distribution were independent variables, and factors in learners' cognitive load (mental effort, perceived ease of use, and perceived task difficulty) and recall test scores were the dependent variables. Information volume had significant main effects on perceived ease of use and task difficulty, and recall test scores, while information distribution had significant main effects on perceived task difficulty and test scores. A detailed discussion and implications are provided.

A Technology Planning Approach Based on Network and Growth Curve Analyses : the Case of Augmented Reality Patents (네트워크분석과 기술성장모형을 이용한 기술기획 : 증강현실 기술의 특허를 활용하여)

  • Kim, Jungwook;Jeong, Byeongki;Yoon, Janghyeok
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.5
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    • pp.337-351
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    • 2016
  • As technologies' life-cycle shortens and their development directions are uncertain, firms' technology planning capability becomes increasingly important. Prior patent-based studies using technology growth curves identify developmental stages of technologies, thereby formulating technology development directions from an overall perspective. However, a technology generally consists of multiple sub-technologies and accordingly their development stages are likely various. In this regard, the prior studies failed to identify core sub-technologies and their specific development directions. Therefore, we suggest an approach consisting of 1) identifying core sub-technologies of a given technology using patent co-classifications and social network analysis, and 2) identifying each sub-technology's development stage and thereby determining its further development direction. We apply our approach to patents related to augmented reality to examine its applicability. It is expected that our approach will help identify evolving development stages for the core sub-technologies of a given technology, thereby effectively assisting technology experts in technology planning processes.

Fast Measurement of Eyebox and Field of View (FOV) of Virtual and Augmented Reality Devices Using the Ray Trajectories Extending from Positions on Virtual Image

  • Hong, Hyungki
    • Current Optics and Photonics
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    • v.4 no.4
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    • pp.336-344
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    • 2020
  • Exact optical characterization of virtual and augmented reality devices using conventional luminance measuring methods is a time-consuming process. A new measurement method is proposed to estimate in a relatively short time the boundary of ray trajectories emitting from a specific position on a virtual images. It is assumed that the virtual image can be modeled to be formed in front of one's eyes and seen through some optical aperture (field stop) that limits the field of view. Circular and rectangular shaped virtual images were investigated. From the estimated ray boundary, optical characteristics, such as the viewing direction and three dimensional range inside which a eye can observe the specified positions of the virtual image, were derived. The proposed method can provide useful data for avoiding the unnecessary measurements required for the previously reported method. Therefore, this method can be complementary to the previously reported method for reducing the whole measurement time of optical characteristics.

Augmented Reality in Children's Literature

  • Kim, Ilgu
    • English & American cultural studies
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    • v.14 no.2
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    • pp.77-96
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    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.