• Title/Summary/Keyword: Virtual Augmented Reality

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

Augmented Reality Authoring Tool with Marker & Gesture Interactive Features (마커 및 제스처 상호작용이 가능한 증강현실 저작도구)

  • Shim, Jinwook;Kong, Minje;Kim, Hayoung;Chae, Seungho;Jeong, Kyungho;Seo, Jonghoon;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.720-734
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    • 2013
  • In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user's bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.

A Study on the Augmented Reality Display for Educating Power Tiller Operator using Chroma-key (크로마키를 이용한 증강현실 영상출력 연구)

  • Kim, Yu Yong;Noh, Jae Seung;Hong, Sun Jung
    • Journal of agriculture & life science
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    • v.51 no.1
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    • pp.205-212
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    • 2017
  • This study aimed to output augmented reality display using chroma-key so that power tiller simulator can be operated smoothly while wearing the head mounted display. In this paper, we propose a chroma-eliminating image filtering method. Experimental results show that the maximum and minimum values of hue, saturation and intensity were 0.52, 0.153, 0.57, 0.16, 1, and 0.12, respectively. A keypad was used to set the initial position of augmented reality adjusted with the front, back, top, bottom, left, and right buttons. The initial position value is always maintained and managed according to the trailer attachment and detachment. Finally, we show that the augmented reality merged with virtual image and the acquired image of operation device using coordinate values obtained from the HMD and the position tracking sensor as relative coordinates in Unity program that is the ultimate game development platform.

Analysis of Middle School Students' Verbal and Physical Interactions of Group Size in Small Group Learning Using Augmented Reality (소집단 크기에 따른 중학생의 증강현실을 활용한 소집단 학습에서 나타나는 언어적·물리적 상호작용)

  • Nayoon, Song;KiDoug, Shin;Taehee, Noh
    • Journal of The Korean Association For Science Education
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    • v.42 no.5
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    • pp.557-566
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    • 2022
  • This study analyzed paired middle school students' verbal and physical interactions in small group learning using augmented reality. Twelve 8th graders were paired to take classes of solubility and melting/boiling points based on augmented reality. These classes were videotaped and recorded. After the classes, all the students participated in a semi-structured interview. The results were analyzed in three sections; individual statement units of verbal interaction, interaction units of verbal interaction and physical interaction. In the individual statement units of verbal interaction, the proportion of information question/explanation was found to be high. In the interaction units of verbal interaction, the proportion of simple interaction was the highest, followed by elaborated interaction. Beneath the elaborate interaction, the proportion of cumulative interaction was found to be the highest, followed by reformative interaction. In the physical interaction, writing a worksheet and gazing at a virtual object were higher. On the basis of the results, effective ways to form a proper environment in small group learning using augmented reality are discussed.

A Formalized Approach or Authoring Augmented Reality Contents (증강현실 콘텐츠 저작을 위한 정형화된 기법)

  • Seo, Jin-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.2219-2224
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    • 2010
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. In this paper, we analyze the difficulties(inherent to developing AR contents) into three problems and present a formalized authoring approach for AR contents. The proposed approach is based on the Statecharts, which was originally designed for modeling real-time embedded systems. In order to apply he Statecharts to modeling AR contents, we defined the semantics of the Statecharts and various events for interaction modeling.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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Mobile Augmented Visualization Technology Using Vive Tracker (포즈 추적 센서를 활용한 모바일 증강 가시화 기술)

  • Lee, Dong-Chun;Kim, Hang-Kee;Lee, Ki-Suk
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.41-48
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    • 2021
  • This paper introduces a mobile augmented visualization technology that augments a three-dimensional virtual human body on a mannequin model using two pose(position and rotation) tracking sensors. The conventional camera tracking technology used for augmented visualization has the disadvantage of failing to calculate the camera pose when the camera shakes or moves quickly because it uses the camera image, but using a pose tracking sensor can overcome this disadvantage. Also, even if the position of the mannequin is changed or rotated, augmented visualization is possible using the data of the pose tracking sensor attached to the mannequin, and above all there is no load for camera tracking.

Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
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    • v.19 no.1
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    • pp.1-6
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    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.