• Title/Summary/Keyword: Virtual Reality

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Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.

Bubble Popping Augmented Reality System Using a Vibro-Tactile Haptic Mouse (진동촉각 햅틱 마우스 기반 버블포핑 증강현실 시스템)

  • Jung, Da-Un;Lee, Woo-Keun;Jang, Seong-Eun;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.715-722
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    • 2010
  • As one of applications in augmented realities, this paper presents a bubble popping system utilizing a haptic vibro-tactile mouse. In this system, virtual bubbles randomly float in the 3D space. By using the vibro-tactile mouse grabbed by a user, the bubbles are popped when they are touched by the mouse in the 3D space. Then a bubble popping effect with addition mouse vibration is delivered to the user's hand through the mouse. The proposed system is developed on ARToolkit environment. Therefore, basic components such as a camera and a marker pattern are required. The systems is composed of a vibro-haptic mouse, a webcam, a marker pattern, a graphic bubble object, and graphic mouse. Mouse vibration as well as bubble fade-out effect is delivered. Therefore, the combination of visual and tactile bubble popping effects outperforms the usage of a single effect in the experience of augmented reality.

Hand-Gesture Recognition Using Concentric-Circle Expanding and Tracing Algorithm (동심원 확장 및 추적 알고리즘을 이용한 손동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.636-642
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    • 2017
  • In this paper, We proposed a novel hand-gesture recognition algorithm using concentric-circle expanding and tracing. The proposed algorithm determines region of interest of hand image through preprocessing the original image acquired by web-camera and extracts the feature of hand gesture such as the number of stretched fingers, finger tips and finger bases, angle between the fingers which can be used as intuitive method for of human computer interaction. The proposed algorithm also reduces computational complexity compared with raster scan method through referencing only pixels of concentric-circles. The experimental result shows that the 9 hand gestures can be recognized with an average accuracy of 90.7% and an average algorithm execution time is 78ms. The algorithm is confirmed as a feasible way to a useful input method for virtual reality, augmented reality, mixed reality and perceptual interfaces of human computer interaction.

Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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Realtime Markerless 3D Object Tracking for Augmented Reality (증강현실을 위한 실시간 마커리스 3차원 객체 추적)

  • Min, Jae-Hong;Islam, Mohammad Khairul;Paul, Anjan Kumar;Baek, Joong-Hwan
    • Journal of Advanced Navigation Technology
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    • v.14 no.2
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    • pp.272-277
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    • 2010
  • AR(Augmented Reality) needs medium between real and virtual, world, and recognition techniques are necessary to track an object continuously. Optical tracking using marker is mainly used, but it takes time and is inconvenient to attach marker onto the target objects. Therefore, many researchers try to develop markerless tracking techniques nowaday. In this paper, we extract features and 3D position from 3D objects and suggest realtime tracking based on these features and positions, which do not use just coplanar features and 2D position. We extract features using SURF, get rotation matrix and translation vector of 3D object using POSIT with these features and track the object in real time. If the extracted features are nor enough and it fail to track the object, then new features are extracted and re-matched to recover the tracking. Also, we get rotation in matrix and translation vector of 3D object using POSIT and track the object in real time.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

Exploring Augmented Reality applications for Geography Learning: Focused on Marker Based Methods (지리 학습을 위한 증강현실 적용 방안 연구: 마커기반 방법을 중심으로)

  • Park, Jeong-Hwan;Kim, Young-Hoon
    • Journal of the Korean Geographical Society
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    • v.48 no.6
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    • pp.994-1008
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    • 2013
  • In this paper, we describe two exploratory examples in the use of Augmented Reality (AR) for geographical visualization regarding refinement of visual content in geography textbooks and learning motivation of geography students. Currently, teaching and learning materials with AR technology and their utilization in the geography classroom have become a new topic in geographical research themes, and this trend has increased. Adequate development and utilization of geographical materials is an important starting point for smart education research in geography. This paper describes the system and software, and the implication of marker AR applications for teaching and learning geography in the classroom. For the AR applications to be utilized in geography education, two marker based AR examples, virtual globe and visualization of topographical features, are presented and their utilization aspects are discussed. Finally, from the discussion stated in this paper, it can be inferred that AR is useful for exploring geographical materials, and marker based AR will contribute to progress in spatial science and geographical education research.

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VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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