• Title/Summary/Keyword: Augmented Reality Technology

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Detailed Control Technology required for industrial processes based on virtual reality and augmented reality (가상현실과 증강현실 기반의 산업용 공정에 필요한 세부 제어 기술에 관한 연구)

  • Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1214-1219
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    • 2021
  • Virtual augmented reality technology is rapidly growing due to the development of hardware and software technology. The perspective on the application of industrial technology using this virtual augmented reality is at an early stage. Beginning with entertainment elements in Korea, there are many demands and demands in education, culture, tourism, sports, arts, medicine, disasters, and defense. In this paper, the study of the process of applying the process for the application of industrial virtual reality technology and augmented reality technology and the design of the technology according to the various operations necessary for the specific process are conducted. The study contains research results to provide services for training and actual process through virtual reality and augmented reality technology. This suggests that many industrial applications will be possible in the future.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.15-20
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    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

The Study on the Influence of Technology Acceptance in the Traditional Markets for Consumer Purchasing Intention: Based on Augmented Reality Technology (전통시장의 기술수용이 구매의도에 미치는 영향: 증강현실(AR) 기술을 중심으로)

  • Cho, Kyung-In;Kim, Chul-Jung
    • Journal of Distribution Science
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    • v.14 no.12
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    • pp.119-127
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    • 2016
  • Purpose - This study has been conducted based on the assumption that technology acceptance for the traditional markets introduce Augmented Reality Technology system into traditional markets in order to increase the influence on consumer purchasing intention. The Augmented Reality Technology system on this study has been carried out by a modeling study based on Davis(1989)'s Technology Acceptance Model (TAM). Research design, data, and methodology - Before starting the research, we inquired previous researches and defined the basic concept for each research with applying some parts of them. By doing this, we were able to find out if the users had perceived ease of use and the feeling of usefulness for the technology acceptance in using traditional markets. As a result, we measured how efficiently those factors could have an influence on traditional market visit. Moreover, we analyzed the result with actual proofs, assuming that such a visiting intention would affect consumers purchasing intention Results - To summarize the results, first, we have found that the necessity for augmented reality technology for traditional markets and its convenience in use can have a positive effect on visiting traditional markets. Second, we have discovered that the feeling of easiness in use, technological usefulness, and its visiting intention for Augmented Reality Technology can positively influence on the users' purchasing intention. Conclusions - By taking advantage of the research results from this study, the technological acceptance for the traditional markets suggests not only a positive impact on the users' visiting traditional markets but also an influence on the users' purchasing intention for the goods that are sold in the traditional markets. The weak point of this study is that it did not have sufficient theoretical explanation for technological acceptance in traditional markets, and it also lacked theoretical research to apply Augmented Reality Technology to the distribution industry. In order to overcome these drawbacks, we have to conduct thoughtful empirical analysis and research. Lastly, we insist that we will have to carefully verify reliability for the questionnaire data collected by the Internet survey panels in the future.

Design of a Markup Language for Augmented Reality Systems (증강현실 시스템을 위한 시나리오 마크업 언어 설계)

  • Choi, Jongmyung;Lee, Youngho;Kim, Sun Kyung;Moon, Ji Hyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.21-25
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    • 2021
  • Augmented reality systems are widely used in the fields of entertainment, shopping, education, and training, and the augmented reality technology is gradually increasing in importance. When augmented reality technology is used for education or training, it must be possible to represent different virtual objects depending on the work stage even for the same marker. Also, since the training content varies depending on the situation, it is necessary to describe it using a training scenario. In order to solve this problem, we propose a scenario markup language for an augmented reality system that can create training content based on a scenario and connect it with an augmented reality system. The scenario markup language for augmented reality provides functions such as a method for connecting a scene, a marker and a virtual object, a method for grasping the state of equipment or sensor value, and a method for moving a scene according to conditions. The augmented reality scenario markup language can flexibly increase the usefulness and expandability of the augmented reality system usage method and content usage.

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.

Application method of cultural heritage contents exhibition combining augmented reality technology (증강현실 기술을 결합한 문화유산콘텐츠의 전시활용)

  • Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.137-143
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    • 2017
  • Augmented reality makes people feel realistic and reduces the damage to cultural properties that can come into contact with the actual cultural heritage. Augmented reality has the advantage that it can show the past appearance of the historical building or relics, the environment, or related information in addition to the current real environment. Despite these values ​and advantages, As a result of researches and analyzes of the Augmented Reality contents of the National Museum, 'palace in my hand', and the Miruksa project In the field of domestic cultural heritage warriors, augmented reality technology has shown a very negative attitude such as simply showing cultural heritage content or using it as a guide. However, various conditions such as display and sensor hardware and technology needed to realize augmented reality more effectively are improving day by day. And If you have various facilities such as the idea of ​adding storytelling to the exhibits and WiFi building, In the near future, it will be equipped with a display system of cultural heritage contents that combines augmented reality with a more complete one.

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.935-944
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    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

A Study on the Application of Packaging and Augmented Reality as a Marketing Tool (마케팅도구로서 증강현실과 패키징 분야 적용에 관한 고찰)

  • Kim, Jongseo;Ko, Euisuk;Lee, Hakrae;Shim, Woncheol;Kang, Wookgun;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.25 no.2
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    • pp.37-45
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    • 2019
  • Packaging protects products and delivers information to consumers, and interacts with consumers using various technologies such as NFC and QR Code. Recently, augmented reality technology is widely used in the marketing field, and augmented reality market is expected to continue to grow according to Gartner Hype cycle. However, augmented reality is only used by a few companies in the packaging field. By applying augmented reality to packaging, companies can move away from the limited packaging size and provide consumers with more information about their products. In addition, augmented reality can improve the understanding of the product to consumers by interacting with consumers through a variety of content, and positively attract consumers' interest in the brand. Therefore, this study summarized the definition, characteristics, advantages, and market status of packaging and augmented reality, and analyzed the characteristics and cases of content types of augmented reality. As a result, we confirmed the characteristics of marketing using augmented reality, and especially the necessity of applying augmented reality as a marketing tool in the field of packaging.