• Title/Summary/Keyword: Virtual Augmented Reality

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Method to Use the Augmented Reality for Construction Planning and Management

  • Nam, Keong-Woo;Kang, Chulung;Jang, Myunghoun
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1067-1074
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    • 2022
  • An architect creates his/her design to meet owner's requirements. Floor plans, perspective drawings, and scale models are used in order for the owner to choose the design. The tools are a little helpful for communication between the architect and the owner in case the owner does not know architecture. The scale models are good, but it is hard to make scale models while design is in progress. 3D CAD is a good tool for communication, but it is time-consuming and requires high-performance computer hardware. Augmented reality is able to show 3D virtual models that are updated by the architect with smart devices such as a smart phone and a tablet PC. The owner frequently reviews the updated design anytime anywhere. This study proposes a method to use augmented reality for architectural design and construction management. The method supports the communication between the owner, the architect and the contractor to review updated designs, and to complete the building project. 3D models expressed in augmented reality are created using SketchUp with 2D drawings for building construction. An Android application implementing augmented reality is developed by Qualcomm Vuforia and Unity on smart devices. Drawings as markers and 3D models are connected in Unity. And functions that temporarily hide unnecessary parts can be implemented in C# programming language. If an owner, an architect, or a contractor looks at a smart phone on a 2D drawing, he/she can identify building elements such as 3D buildings or columns on a screen. This can help communication between them.

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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.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

A Study on Establishment of Safety Training Center Based on Virtual Reality and Augmented Reality Technology for Military Safety and Suicide Accident Prevention (가상현실(VR/AR) 기술 기반으로 군 안전 및 자살사고 예방을 위한 안전체험훈련장 구축 방안에 관한 연구)

  • Choi, Sung-oh;Min, Yong-sik;Kim, Sung-Il;Ghoi, Jong-geun
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.139-148
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    • 2020
  • Due to change in circumstances in the 2000s such as severe birthrate decline and shortened military service period, the armed forces of the Republic of Korea is currently turning to technologies and equipments from manpower, developing it to become high-tech, high-speed, and complex, resulting in an environment in which a single mistake could cause a mass mortality crisis.It is also evident that, considering aspects such as safety training curriculums and achievements of advanced countries and private education, hands-on training is a must in preventing suicides and accidents in the military, and establishing safety training centers is crucial for systematic and effective hands-on training.Soldiers who are joining the army as of now have experienced the Internet ever since they were born and easily use both virtual and augmented reality, and the current level of science and technology has developed to the point where most of the public safety experience centers are able to be replaced by virtual and augmented reality (VR/AR). Therefore, considering the aspects such as installation space, construction costs, maintenance costs, user characteristics, and education effects, other than for those trainings where real models and objects are more effective such as first aid training, it is with a strong recommendation that establishing military safety training facilities with VR/AR (Virtual and augmented reality) is a must in the coming future. We have derived the need for hands-on training by considering the development of virtual and augmented reality (VR/AR), analysis of operation status of the public safety experience centers, characteristics of military units, installation and maintenance costs, and proposed plan to establish safety training centers where effective training performance can be achieved at a lower cost than the public safety experience center. In addition, we suggested the scale of the required safety training center and the composition of the experience rooms considering the number of trainees and the environment of each military units. Given this analysis it will contribute to the prevention of military safety and suicide by building a safety training center in the future.

Rapid and Tangible Method of Product Design using Augmented Reality Technology (증강 현실을 이용한 산업 제품의 빠르고 효과적인 디자인 방법)

  • Jin, Yoon-Suk;Kim, Yang-Wook;Kim, Bo-Mi;Park, Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.55-58
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    • 2008
  • Designers, who design industry products, use CAD(Computer Aided Design) tools for making new design and looking around virtual 3D models. Hand-drawings and sketches show only one viewpoint limiting 3D perception. However, CAD system that provides automation and multiple view points, can help to save time and cost. Accordingly, we developed Augmented Reality(AR) and Rapid Prototyping(RP) based product design system that is interactive and realistic This AR based design system utilize mockups that are made of urethane and styrofoam where as users change 3D model's color, texture and user interface. These interactive ways help to evaluate design more instinctively.

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몰입형 미디어 포맷 표준화 동향

  • Lee, Jang-Won
    • Broadcasting and Media Magazine
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    • v.23 no.4
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    • pp.31-40
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    • 2018
  • VR(Virtual Reality), AR(Augmented Reality) 컨텐츠의 획득과 소비가 가능한 사용자 디바이스들이 널리 보급되고 있는 가운데, MPEG(Moving Picture Experts Group)에서는 몰입형(immersive) 미디어의 압축과 포맷, 전송에 대한 표준 제정 작업이 활발히 진행 중이다. 본 논문에서는 몰입형 미디어 표준 프로젝트인 MPEG-I와 그 부속 표준의 하나이며 전 방향 미디어 포맷에 대한 표준인 OMAF 표준의 기술 전반과 표준 동향에 대해 소개하고자 한다.

VR·AR의 의학적 이슈 및 건강의학 분야의 활용

  • Jeong, Ji-Hun
    • The Optical Journal
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    • s.163
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    • pp.50-53
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    • 2016
  • 최근 VR(Virtual Reality)와 AR(Augmented Reality) 관련한 기술 개발과 사업화로 커다란 글로벌 기업들이 치열한 경쟁을 하고 있다. 이런 상황에서는 흔히 기술 그 자체와 산업적인 부분에 매몰되는 부작용을 간과할 수가 있는데, 특히 의학분야에서도 우려가 되는 부분들이 없지 않다. 그렇지만, 역설적이게도 VR과 AR이 활용될 수 있는 가능성이 가장 높은 산업분야도 건강의학 분야다.

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A Prototype of Flex Sensor Based Data Gloves to Track the Movements of Fingers

  • Bang, Junseung;You, Jinho;Lee, Youngho
    • Smart Media Journal
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    • v.8 no.4
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    • pp.53-57
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    • 2019
  • In this paper, we propose a flex sensor-based data glove to track the movements of human fingers for virtual reality education. By putting flex sensors and utilizing an accelerometer, this data glove allows people to enjoy applications for virtual reality (VR) or augmented reality (AR). With the maximum and minimum values of the flex sensor at each finger joint, it determines an angle corresponding to the bending value of the flex sensor. It tracks the movements of fingers and hand gestures with respect to the angle values at finger joints. In order to prove the effectiveness of the proposed data glove, we implemented a VR classroom application.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.557-558
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

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