• Title/Summary/Keyword: Virtual and augmented reality

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Digital Holographic Display Technology Trends (디지털 홀로그래픽 디스플레이 기술 동향)

  • Lim, Y.;Hong, K.;Park, M.;Kim, J.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.30-38
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    • 2017
  • Digital holography is generally regarded as one of the most possible candidates for achieving a real 3D display system in that it can fully record and reconstruct the wave characteristics of light. In addition, 3D display systems based on digital holographic technology do not cause a vergence-accommodation mismatch problem. In this report, the recent trends in digital holographic display technology are described, and recent research results related to the fields of augmented reality and virtual reality are also briefly reported.

Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of Information Technology(IT). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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A Development and Application of the Learning Objects of Geometry Based on Augmented Reality (증강현실기반 도형영역 학습 객체 개발 및 적용)

  • Lee, SangYoon;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.451-462
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    • 2012
  • In this study, our primary areas of mathematical shapes as a way to solve the problem of sixth grade math and geometry around the area in addition to the real world, the virtual objects to explore on their own learning, heuristic principles and learning concepts are developed. To this end, second-class sixth grade in Seoul class M is selected and the area of Augmented Reality class shapes students' academic achievement sure to affect how much agreed. experimental study was developed and then applied to the actual class content across pre and post implementation evaluation, and subsequent academic achievement levels were compared and analyzed. As a result, learners in the experimental group and control group than the class of interested students and class satisfaction, a statistically higher achievement. Learning on augmented reality, which shapes have the gumption to participate in classes, and concepts related to shape the formation and indicates that academic achievement is related.

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Fingertip Extraction and Hand Motion Recognition Method for Augmented Reality Applications (증강현실 응용을 위한 손 끝점 추출과 손 동작 인식 기법)

  • Lee, Jeong-Jin;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.316-323
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    • 2010
  • In this paper, we propose fingertip extraction and hand motion recognition method for augmented reality applications. First, an input image is transformed into HSV color space from RGB color space. A hand area is segmented using double thresholding of H, S value, region growing, and connected component analysis. Next, the end points of the index finger and thumb are extracted using morphology operation and subtraction for a virtual keyboard and mouse interface. Finally, the angle between the end points of the index finger and thumb with respect to the center of mass point of the palm is calculated to detect the touch between the index finger and thumb for implementing the click of a mouse button. Experimental results on various input images showed that our method segments the hand, fingertips, and recognizes the movements of the hand fast and accurately. Proposed methods can be used the input interface for augmented reality applications.

Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality (어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발)

  • Jo, Min-hwa;Jung, Jun-young;Choi, Kyu-ri;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.102-107
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    • 2021
  • In the case of long-term hospitalization for young patients, 'Hospital Schools' are operated to pursue school classes and to develop social and emotional abilities for them. However, face-to-face classes at hospital schools have been completely prohibited, and the untact or limited contact environment has been strengthened even for young patients due to the COVID-19 in recent years. Augmented Reality(AR) technology enables the development of experiential content with virtual environments, objects and characters similar to real life. The developed contents should revitalize the imagination of young patients living only in hospitals and allow them to experience, not only acquiring knowledge, but also improving interpersonal skills and sociality. This study is intended to provide diverse adventures and in-depth choice experiences to young patients who are struggling in an environment of untact and limited contact by creating experiential fairy tale contents using AR technology. In addition, long-term hospitalized children will be able to cultivate the will to overcome illness with positive emotions through the augmented reality experience fairy tale content studied and implemented in this study.

Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

NATURAL INTERACTION WITH VIRTUAL PET ON YOUR PALM

  • Choi, Jun-Yeong;Han, Jae-Hyek;Seo, Byung-Kuk;Park, Han-Hoon;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.341-345
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    • 2009
  • We present an augmented reality (AR) application for cell phone where users put a virtual pet on their palms and play/interact with the pet by moving their hands and fingers naturally. The application is fundamentally based on hand/palm pose recognition and finger motion estimation, which is the main concern in this paper. We propose a fast and efficient hand/palm pose recognition method which uses natural features (e.g. direction, width, contour shape of hand region) extracted from a hand image with prior knowledge for hand shape or geometry (e.g. its approximated shape when a palm is open, length ratio between palm width and pal height). We also propose a natural interaction method which recognizes natural motion of fingers such as opening/closing palm based on fingertip tracking. Based on the proposed methods, we developed and tested the AR application on an ultra-mobile PC (UMPC).

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A Study on Implementation of Motion Graphics Virtual Camera with AR Core

  • Jung, Jin-Bum;Lee, Jae-Soo;Lee, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.85-90
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    • 2022
  • In this study, to reduce the time and cost disadvantages of the traditional motion graphic production method in order to realize the movement of a virtual camera identical to that of the real camera, motion graphics virtualization using AR Core-based mobile device real-time tracking data A method for creating a camera is proposed. The proposed method is a method that simplifies the tracking operation in the video file stored after shooting, and simultaneously proceeds with shooting on an AR Core-based mobile device to determine whether or not tracking is successful in the shooting stage. As a result of the experiment, there was no difference in the motion graphic result image compared to the conventional method, but the time of 6 minutes and 10 seconds was consumed based on the 300frame image, whereas the proposed method has very high time efficiency because this step can be omitted. At a time when interest in image production using virtual augmented reality and various studies are underway, this study will be utilized in virtual camera creation and match moving.