• Title/Summary/Keyword: Virtual and augmented reality

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A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

Automated Construction of IndoorGML Data Using Point Cloud (포인트 클라우드를 이용한 IndoorGML 데이터의 자동적 구축)

  • Kim, Sung-Hwan;Li, Ki-Joune
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.6
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    • pp.611-622
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    • 2020
  • As the advancement of technologies on indoor positioning systems and measuring devices such as LiDAR (Light Detection And Ranging) and cameras, the demands on analyzing and searching indoor spaces and visualization services via virtual and augmented reality have rapidly increasing. To this end, it is necessary to model 3D objects from measured data from real-world structures. In addition, it is important to store these structured data in standardized formats to improve the applicability and interoperability. In this paper, we propose a method to construct IndoorGML data, which is an international standard for indoor modeling, from point cloud data acquired from LiDAR sensors. After examining considerations that should be addressed in IndoorGML data, we present a construction method, which consists of free space extraction and connectivity detection processes. With experimental results, we demonstrate that the proposed method can effectively reconstruct the 3D model from point cloud.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Research on Infrastructure technology of Stereoscopic Object Expression Utilizing the Grabcut algorithm (Grabcut 알고리즘을 활용한 Stereoscopic 객체표현 기반 기술 연구)

  • Lee, Min ho;Choi, Jin yeong;Lee, Jong hyeok;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.5
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    • pp.151-159
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    • 2018
  • Recently, stereoscopic technology has become a potential for blue ocean as a new growth power industry, and interest in it has been steadily increasing with the development of virtual and augmented reality technologies. Various methods such as binocular parallax and polarized glasses have been developed and used for stereoscopic image expression, but they have limitations such as eye damage, headache, crosstalk and resolution degradation. In this paper, we present a new method of stereoscopic image representation that can overcome the limitations and verify its applicability through basic experiments for object extraction and real - time image representation.

Comparison of Orthophotos and 3D Models Generated by UAV-Based Oblique Images Taken in Various Angles

  • Lee, Ki Rim;Han, You Kyung;Lee, Won Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.3
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    • pp.117-126
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    • 2018
  • Due to intelligent transport systems, location-based applications, and augmented reality, demand for image maps and 3D (Three-Dimensional) maps is increasing. As a result, data acquisition using UAV (Unmanned Aerial Vehicles) has flourished in recent years. However, even though orthophoto map production and research using UAVs are flourishing, few studies on 3D modeling have been conducted. In this study, orthophoto and 3D modeling research was performed using various angle images acquired by a UAV. For orthophotos, accuracy was evaluated using a GPS (Global Positioning System) survey that employed VRS (Virtual Reference Station) acquired checkpoints. 3D modeling was evaluated by calculating the RMSE (Root Mean Square Error) of the difference between the outline height values of buildings obtained from the GPS survey to the corresponding 3D modeling height values. The orthophotos satisfied the acceptable accuracy of NGII (National Geographic Information Institute) for a 1/500 scale map from all angles. In the case of 3D modeling, models based on images taken at 45 degrees revealed better accuracy of building outlines than models based on images taken at 30, 60, or 75 degrees. To summarize, it was shown that for orthophotos, the accuracy for 1/500 maps was satisfied at all angles; for 3D modeling, images taken at 45 degrees produced the most accurate models.

Path loss analysis of W-band using random forest (랜덤 포레스트를 이용한 W-대역의 경로손실 분석)

  • Cho, Yeongi;Kim, Kichul;Park, Juman;Choi, Jeong Won;Jo, Han-Shin
    • Journal of IKEEE
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    • v.26 no.1
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    • pp.89-94
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    • 2022
  • The W-band (75-110GHz) is a band that can utilize at least 10 times more bandwidth than the existing 5G band. Therefore, it is one of the bands suitable for future mobile communication that requires high speed and low latency, such as virtual and augmented reality. However, since the wavelength is short, it has a high path loss and is very sensitive to the atmospheric environment. Therefore, in order to develop a W-band communication system in the future, it is necessary to analyze the characteristics of path loss according to the channel environment. In this paper, to analyze the characteristics of the W-band path loss, the random forest technique was used, and the influence of the channel parameters according to the distance section was analyzed through the path loss data according to various channel environment parameters. As a result of the simulation, the distance has the highest influence on the path loss in the short distance, and the other channel environment factor is almost ignored. However, as the distance section became longer, the influence of distance decreased while the impact of clutter and rainfall increased.

Design and Implementation of Frontal-View Algorithm for Smartphone Gyroscopes (스마트폰 자이로센서를 이용한 Frontal-View 변환 알고리즘 설계 및 구현)

  • Cho, Dae-Kyun;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.199-206
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    • 2012
  • Attempt to use as a marker of natural objects directly in the real world, but there is a way to use the accelerometer of the smartphone, to convert the Frontal-View virtual, because it asks only the pitch of the camera, from the side there is a drawback that can not be converted to images. The proposed algorithm, to obtain the rotation matrix of axis 3 pitch, roll, yaw, we set the reference point of the yaw of the target image. Then, to compensate for the rotation matrix to determine Myon'inji any floor, wall, the ceiling of the target image. Finally, to obtain the homography matrix for obtaining the Frontal-View to account for the difference between the gyro sensor coordinate system and image coordinate system, so we can get the Frontal-View from the captured images through the projection transformation was designed. Was tested to convert Frontal-View the picture was taken in an environment smartphone environment surrounding floor, walls and ceiling in order to evaluate the conversion program Frontal-View has been implemented, in this paper, design and The conversion algorithm implementation, it was confirmed that to convert a regular basis Frontal-View footage taken from multiple angles.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

BLE-based Indoor Positioning System design using Neural Network (신경망을 이용한 BLE 기반 실내 측위 시스템 설계)

  • Shin, Kwang-Seong;Lee, Heekwon;Youm, Sungkwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.1
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    • pp.75-80
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    • 2021
  • Positioning technology is performing important functions in augmented reality, smart factory, and autonomous driving. Among the positioning techniques, the positioning method using beacons has been considered a challenging task due to the deviation of the RSSI value. In this study, the position of a moving object is predicted by training a neural network that takes the RSSI value of the receiver as an input and the distance as the target value. To do this, the measured distance versus RSSI was collected. A neural network was introduced to create synthetic data from the collected actual data. Based on this neural network, the RSSI value versus distance was predicted. The real value of RSSI was obtained as a neural network for generating synthetic data, and based on this value, the coordinates of the object were estimated by learning a neural network that tracks the location of a terminal in a virtual environment.

Augmented Reality Based Remote 3D Collaborative Design Workspace (증강현실 기반의 원격 3차원 디자인 협업 환경에 관한 연구)

  • SaKong, Kyung;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.221-226
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    • 2006
  • 원격 3차원 디자인 협업 환경이란 원거리에 있는 디자이너들이 3차원 모델을 함께 동시적으로 다루는 협업 환경으로서, 제품 개발 프로세스의 비용과 시간을 단축하는데 매우 중요한 역할을 한다. 그러나 이에 대한 연구는 아직 미비한 실정이며 기존의 연구들도 2차원 데스크탑 환경에 제한된 문제점이 있다. 따라서 본 연구는 새로운 협업 환경의 제안을 통해 지리적으로 떨어진 디자이너들간의 3D 모델에 관한 원활한 협업을 촉진하는 것을 목표로 한다. 본 연구에서 제안한 증강현실 기반의 원격 3차원 디자인 협업 환경은 3D 모델의 공유를 위한 회전 원반(turntable)과 상대의 위치 및 제스처 정보를 제공하는 가상 그림자(virtual shadows)로 구성된다. 동시적으로 회전하는 회전원반은 물리적인 매개체로서 가상물체와 실제 세계를 자연스럽게 연결하는 동시에 상대의 실재감을 높인다. 가상그림자는 가상물체 주위로 보여지는 사람들의 손과 팔의 움직임을 시각화하여 공유하는 것으로, 상대의 위치뿐 아니라 지시, 제스처 등 행동에 대한 인식이 지속적으로 이루어지게 한다. 프로토타입을 제작하고 사용자 평가 실험을 실시하여 3차원 모델을 검토하는 단계에 그 유용성이 있음을 확인하였다. 데스크탑 환경의 모델링 툴에 익숙한 사용자들은 실제 공간에서 가상물체를 조작할 수 있음에 긍정적인 반응을 보였고 회전원반과 가상그림자의 제공은 태스크 수행의 정확도를 높이며 협업을 촉진하는 결과를 보였다. 본 연구는 환경적 제약으로 원활하게 이루어지지 못했던 3D 모델에 관한 원격 협업에 의사소통의 장을 마련하고 이를 촉진시킨다는 점에서 그 의의가 있다. 본 환경에서 제시한 상대방과 협업대상물에 대한 심리적, 물리적 공유 감을 증대시키는 방법들은 3D 모델에 관한 디자인 협업에서 확장되어 다른 원격 협업을 지원하는 데도 적용될 수 있을 것이다.

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