• Title/Summary/Keyword: Marker-based AR

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Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

A Study on Augmented Reality-based Positioning Service Using Machine Learning (머신 러닝을 이용한 증강현실 기반 측위 서비스에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.313-315
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    • 2017
  • Recently, application fields using machine learning have been widely expanded. In addition to the spread of smart devices, application services using location-based services are also in demand. However, it is difficult to provide the application service through the positioning in the indoor environment such as the specific space where the disaster situation where the information for positioning can not be collected and the actual location location information can not be used. In this situation, using the spatial information composed of the marker information and the markers of the neighbor registered in the augmented reality environment, positioning at a specific situation or position becomes possible. At this time, it is possible to learn the operation that makes the configuration of the marker-based spatial information correspond to the actual position through the machine learning, and the optimal positioning result can be obtained by minimizing the error. In this paper, we study the positioning methods required in specific situations using machine learning for learning of augmented reality markers and spatial information.

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The Study on Marker-less Tracking for the Car Mechanics e-Training AR(Augmented Reality) System (자동차 정비 e-Training 증강현실 시스템에서의 Marker-less Tracking 방안 연구)

  • Yoon, Ji-Yean;Kim, Yu-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.264-270
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    • 2012
  • e-Training focusing on the experience and practice accelerates actual-active learning and enforces the learning effects against the existing theory based education. The most typical hans-on training system is augmented reality. Especially, in the training field installed augmented reality system, the automobile maintenance trainee experiences effective training with the immediate information, which is indicating the location of parts and the procedure of repairing. The tracking is the core technology of the augmented reality system. The performance of augmented reality system depends on the tracking technology. Therefore, this paper suggests the tracking technology which is proper to the e-Training augmented reality service technology for the car mechanics.

Interaction Augmented Reality System using a Hand Motion (손동작을 이용한 상호작용 증강현실 시스템)

  • Choi, Kwang-Woon;Jung, Da-Un;Lee, Suk-Han;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.425-438
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    • 2012
  • In this paper, We propose Augmented Reality (AR) System for the interaction between user's hand motion and virtual object motion based on computer vision. The previous AR system provides inconvenience to user because the users have to control the marker and the sensor like a tracker. We solved the problem through hand motion and provide the convenience to the user. Also the motion of virtual object using a physical phenomenon gives a reality. The proposed system obtains geometrical information by the marker and hand. The system environments like virtual space of moving virtual ball and bricks are made by using the geometrical information and user's hand motion is obtained from the hand's information with extracted feature point through the taping hand. And it registers a virtual plane stably by getting movement of the feature points. The movement of the virtual ball basically is parabolic motion with a parabolic equation. When the collision occurs either the planes or the bricks, we show movement of the virtual ball with ball position and normal vector of plane and the ball position is faulted. So we showed corrected ball position through experiment. and we proved that this system can replaced the marker system to compare to jitter of augmented virtual object and progress speed with it.

A Realtime Music Editing and Playback System in An Augmented Reality Environments (증강 현실 기반의 실시간 음악 편집 및 재생 시스템)

  • Kim, Eun-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.79-88
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    • 2011
  • In this paper, We propose real-time sound editing and playback systems which is based on Augmented Reality. The proposed system are composed with music maker which is based on AR maker and music board. By using music marker's contents, the proposed system selects the kinds of musical instruments and pre-defined midi track and by calculating the relative location of music marker on 2-dimensional plane, we set the spatial relative parameter in midi track. For performance evaluation, we check the jitter value of in various resolutions by using CAM which supports $1600{\pm}1200$ as the maximum resolution. As a result, when we set the configuration value of CAM as $860{\pm}600$ pixels and process two frames per minute, the success ratio of recognizing music markers and jitter values are accegnable. It can be utilized in the fields of alternative cmacine which is based on music and also be utilized in the educational aspects because child or elderly who don't know enough musical theory can easily handle it.

Layout Based Multimodal Contents Aughoring Tool for Digilog Book (디지로그 북을 위한 레이아웃 기반 다감각 콘텐츠 저작 도구)

  • Park, Jong-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.512-515
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    • 2009
  • In this paper, we propose layout based multimodal contents authoring tool for Digilog Book. In authoring step, users create a virtual area using mouse or pen-type device and select property of the area repetitively. After finishing authoring step, system recognizes printed page number and generate page layout including areas and property information. Page layout is represented as a scene graph and stored as XML format. Digilog Book viewer loads stored page layout and analyze properties then augment virtual contents or execute functions based on area. Users can author visual and auditory contents easily by using hybrid interface. In AR environment, system provides area templates in order to help creating area. In addition, proposed authoring tool separates page recognition module from page tracking module. So, it is possible to author many pages using only single marker. As a result of experiment, we showed proposed authoring tool has reasonable performance time in AR environment. We expect that proposed authoring tool would be applicable to many fields such as education and publication.

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Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.439-445
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    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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Analysis of Marker Substances in Samul-tang by HPLC-MS/MS (HPLC-MS/MS에 의한 사물탕의 지표성분 분석)

  • Yu, Young-Beob;Kim, Mi-Jung;Huang, Dae-Sun;Ha, Hye-Kyeong;Ma, Jin-Yeul;Shin, Hyeun-Kyoo
    • The Korea Journal of Herbology
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    • v.22 no.2
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    • pp.97-102
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    • 2007
  • Objectives : This study presents a high performance liquid chromatography - electrospray ionization-mass spectrometer (HPLC-MS/MS) methods for the quantitative and qualitative analysis of various active components in Samul-tang, which is composed of four crude herbs. Methods : HPLC-ESI-MS/MS for the determinations of paeoniflorin and 5-HMF (5-hydroxymethyl 2-furaldehyde) in the Samul-tang, the separation method was performed on an COSMOS1L 5C18-AR-Il (2.0 X 150 mm I.D.) column by gradient elution with 0.1% acetic acid and 5% CH3CN in water (A)-0.1% acetic acid and 5% H20 in CH3CN (B) as the mobile phase at a flow-rate of 300 ${\mu}L/min$ with detection at quadrupole mass spectrometer. The all marker substances were always detected as the base peaks in the positive ion mode. Results : The paeoniflorin of Paeoniae Radix in Samul-tang showed a strong base peak [M+H2O]+ in the positive detection mode to give the following as; paeoniflorin (498.109 [M+H2O]+, 479.8 [M]+, 301 [M-glucose]+, 179.3 [glucose]+). Based on the HPLC retnetion time and MS of standard compounds confirmed the identity of active compounds in Rehmanniae Radix Preparata as follows; 5-HMF (127.0[M+H]+, 109.3 [M-OH]+) in the positive ion mode. Conclusion : According to the above results, HPLC-ESI-MS method permits assignment of tentative structures such as paeoniflorin and 5-HMF in the Samul-tang.

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Improved Method for Increasing Maintenance Efficiency of Construction Structure Using Augmented Reality by Marker-Less Method (비마커기반 증강현실을 이용한 건설 구조물 유지관리 효율화 방안)

  • Moon, So Yeong;Yun, Su Young;Kim, Hyeon Seung;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.35 no.4
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    • pp.961-968
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    • 2015
  • As BIM has been increasingly applied to building project recently, its application to civil engineering project is also on the rise. As construction structures have been expanded and complicated in a size and type, the information for handling maintenance process has also increased. Thus, to actively utilize the BIM information created at the design stage, this study has been carried out to establish a maintenance system using a marker-less based augmented reality method, by presenting a maintenance system for the construction structures using augmented reality. A SURF algorithm is used to link the 3D objects in the design and construction phases to the maintenance phase. The presented method in this study can increase the utilization of 3D information created at the design stage, by offering an augmented reality technology at the maintenance stage. The method could also improve the efficiency of visual inspection on construction structures by augmenting 3D model of a bridge structure.