• Title/Summary/Keyword: Virtual and Augmented Reality

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Design of a Markup Language for Augmented Reality Systems (증강현실 시스템을 위한 시나리오 마크업 언어 설계)

  • Choi, Jongmyung;Lee, Youngho;Kim, Sun Kyung;Moon, Ji Hyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.21-25
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    • 2021
  • Augmented reality systems are widely used in the fields of entertainment, shopping, education, and training, and the augmented reality technology is gradually increasing in importance. When augmented reality technology is used for education or training, it must be possible to represent different virtual objects depending on the work stage even for the same marker. Also, since the training content varies depending on the situation, it is necessary to describe it using a training scenario. In order to solve this problem, we propose a scenario markup language for an augmented reality system that can create training content based on a scenario and connect it with an augmented reality system. The scenario markup language for augmented reality provides functions such as a method for connecting a scene, a marker and a virtual object, a method for grasping the state of equipment or sensor value, and a method for moving a scene according to conditions. The augmented reality scenario markup language can flexibly increase the usefulness and expandability of the augmented reality system usage method and content usage.

Augmented Reality Haptic Upper Garment for Wear Sensation (착용감 구현을 위한 증강현실용 햅틱 상의(上衣))

  • Yim, Eunhyuk;Kwon, Jeanne;Lee, Sooyong
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.150-156
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    • 2019
  • Haptic systems have been widely used for both virtual reality and augmented reality application including game, entertainment, education and medical sectors. Clothing designers and retailers initiated using AR and VR technologies to help the consumers find style with the perfect fit. Most of the developed augmented reality shopping is implemented by overlapping the image of the clothes on the customer so that he/she can find the fit. However, those are only visual information and the customer cannot experience the real size and the stiffness of the clothes. In this paper, we present the haptic upper garment which provides the haptic feedback to the user using cables. By controlling the length of the cable, the size of the clothes is set and by stiffness control, the compliance of the fabric is implemented. The haptic garment is modeled for precise control and the distributed controller architecture is described. With the haptic upper garment, the user's experience of the virtual clothes is greatly enhanced.

Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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Automotive Engineering Educational System Development Using Augmented Reality (증강 현실을 이용한 자동차 공학 교육 시스템 개발)

  • Farkhatdinov, Ildar;Kim, Dae-Won;Ryu, Jee-Hwan
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.51-54
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    • 2009
  • In or automotive engineering education is introduced. Main objective of the system is teaching disassemble/assemble procedure of automatic transmission of a vehicle to students, who study automotive engineering. System includes vehicle transmission, set of tools and mechanical facilities, two video cameras, computer with developed software, HMD glasses and two LCD screens. Developed software gives instructions on assembling and disassembling processes of real vehicle transmission with the help of augmenting virtual reality objects on the video stream. Overlaying of 3D instructions on the technological workspace can be used as an interactive educational material. In disassembling process, mechanical parts which should be disassembled are augmented on video stream from video cameras. Same is done for assembling process. Animation and other visual effects are applied for better indication of the current assembling/disassembling instruction. During learning and training, student can see what parts of vehicle transmission and in which order should be assembled or disassembled. Required tools and technological operations are displayed to a student with the help of augmented reality, as well. As a result, the system guides a student step-by-step through an assembly/disassembly sequence. During educational process a student has an opportunity to return back to any previous instruction if it is necessary. Developed augmented reality system makes educational process more interesting and intuitive. Using of augmented reality system for engineering education in automotive technology makes learning process easier and financially more effective.

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The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

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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A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System (RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구)

  • Lee, Jieun;Kim, Soulkey;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

The Role of Artificial Intelligence and Blockchain in the Metaverse

  • Theodore A., Tagne Poupi;Athar, Ali;Abdullah, Abdullah;Begum, Khadija;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.573-576
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    • 2022
  • Currently, the world has known many innovative technologies created to bring users to interact using the internet. The latest buzzword attracting attention both from industry and academia is the metaverse. The metaverse is a virtual environment in which people used virtual reality and augmented reality devices to carry out numerous virtual activities. At first, metaverse applications were mostly virtual games, but now with advances in research, many other applications and technologies are integrating the metaverse among which manufacturing, real estate, healthcare, military, and many others. The proper operation of these applications requires some technologies like blockchain and artificial intelligence. In this paper, we investigate the role of blockchain and AI in the metaverse. This work aims to present the eventual use cases of these technologies in the metaverse regardless of their application domain.

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