• Title/Summary/Keyword: Augmented System

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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Assembly Education Training using Augmented Reality (AR을 이용한 조립교육 트레이닝에 관한 연구)

  • Seok, Kwang Ho;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.3
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    • pp.97-101
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    • 2008
  • In this paper, an assembly education training system is presented using AR (augmented reality). The effectiveness of the training using the proposed system is verified on a PC assembly training experiment. The experimental results confirmed the training using the proposed system is more effective than that using the conventional systems based on texts and images by reducing the assembly (task) time.

A Framework for Context-Aware Mobile Augmented Reality System Development (맥락인식 모바일 증강 현실 시스템 개발을 위한 프레임워크)

  • Hong, Dong-Pyo;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.109-114
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    • 2008
  • In this paper, we propose CAMAR Core Platform as a framework for context-aware mobile augmented reality system development after brief introduction of limitations in the previous mobile augmented reality (AR). There have been many research activities on mobile AR due to recent enhancement of functionalities of mobile devices and development of relevant technologies to mobile augmented reality. In order to be used in ubiquitous computing environment, however, mobile AR systems should be able to utilize available contextual information, augment personalized contents, and share the augmented contents with other users. Thus, the proposed CAMAR Core Platform can provide such functionalities to those who want to develop CAMAR systems. To show the feasibility of the proposed framework, we show several applications based on the framework.

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Implementation of Augmented Reality Website Using Three.js and React (Three JS와 React를 이용한 증강현실 웹사이트 구현)

  • Kim, Seon-hwa;Moon, Sang-Ho;Lee, Sung-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.529-531
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    • 2022
  • According to the 2021 Mobile Augmented Reality Market Report by Korea Innovation Foundation, the augmented reality market has been growing recently due to the growth of the mobile augmented reality market along with the development of smartphones. In order to provide augmented reality services to mobile users, it is necessary to create native apps for each device. However, there are problems such as maintenance costs for multi-platform and low accessibility due to app download. Recently, the construction of augmented reality system in a web-based environment by using the WebXR Device API is in progress, but it is judged that the system using the WebXR Device API is still in the research stage. In this paper, a responsive multi-platform environment was built using the WebXR Device API, Three JS, and React, and a function to provide augmented reality service to mobile and web users was implemented. As a result of the experiment, it was confirmed that the interlocking of augmented reality was successfully implemented in a responsive web environment, and look forward to the augmented reality service operating on the web in the future.

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Robust Multithreaded Object Tracker through Occlusions for Spatial Augmented Reality

  • Lee, Ahyun;Jang, Insung
    • ETRI Journal
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    • v.40 no.2
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    • pp.246-256
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    • 2018
  • A spatial augmented reality (SAR) system enables a virtual image to be projected onto the surface of a real-world object and the user to intuitively control the image using a tangible interface. However, occlusions frequently occur, such as a sudden change in the lighting environment or the generation of obstacles. We propose a robust object tracker based on a multithreaded system, which can track an object robustly through occlusions. Our multithreaded tracker is divided into two threads: the detection thread detects distinctive features in a frame-to-frame manner, and the tracking thread tracks features periodically using an optical-flow-based tracking method. Consequently, although the speed of the detection thread is considerably slow, we achieve real-time performance owing to the multithreaded configuration. Moreover, the proposed outlier filtering automatically updates a random sample consensus distance threshold for eliminating outliers according to environmental changes. Experimental results show that our approach tracks an object robustly in real-time in an SAR environment where there are frequent occlusions occurring from augmented projection images.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.373-382
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    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

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Digital Business Card System based on Augmented Reality (증강현실을 기반으로 한 디지털 명함 시스템)

  • Park, Man-Seub;Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.562-568
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    • 2014
  • With the development of computer technology, augmented reality (Augmented Reality, AR) technology in the future, one of the main directions of development of human interface technology is emerging. On augmented reality based on the design and implementation of a digital business card system. In this paper, a Smartphone is simply information through recognizable digital business card contains information about the system. Digital business card system is compared to the way existing hardware in a way visually-based high precision. In addition, registered as a 3D computer vision of augmented reality technology skills and real-world situations convergence technology for research. Future research, 3D electronic map for Smartphone apps as of the application user interface on the side for research is needed.

Image Annotation System for Mobile Augmented Reality Environment (모바일 환경의 증강현실 영상 주석 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.437-444
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    • 2015
  • In this paper, we propose an information service system using augmented reality technology on mobile devices. With the advancement in ICT technology the computer is smaller and easy to carry and developed into the tablet PC and the smartphone typically. The user can confirm and learn the desired data using the augmented reality technology, regardless of the environment. Padding the supplementary images or videos to the real image using the camera, we can have help from such additionally obtained images. In this paper, using an augmented reality technology on a tablet PC or smartphone environment, we implement a system for providing information to the user. This system can be utilized in all areas such as learning, entertainment, public relations and advertisement, etc.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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