• Title/Summary/Keyword: mobile virtual reality

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Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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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.

Perceptual Characteristics of Mobile Device Vibrations (모바일 기기 진동의 인지적 특성)

  • Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.30-35
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    • 2008
  • This paper summarizes research results on the perceptual characteristics of mobile device vibrations carried out in the Haptics and Virtual Reality Laboratory at POSTECH, as a companion paper for the presentation to be offered in the haptics workshop of Korea HCI 2008. The physical characteristics, the absolute detection thresholds, and the perceived magnitudes of mobile device vibrations are briefly summarized, followed introduction to perceptually transparent vibration rendering.

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Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Development of Virtual Makeup Tool based on Mobile Augmented Reality

  • Song, Mi-Young;Kim, Young-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.127-133
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    • 2021
  • In this study, an augmented reality-based make-up tool was built to analyze the user's face shape based on face-type reference model data and to provide virtual makeup by providing face-type makeup. To analyze the face shape, first recognize the face from the image captured by the camera, then extract the features of the face contour area and use them as analysis properties. Next, the feature points of the extracted face contour area are normalized to compare with the contour area characteristics of each face reference model data. Face shape is predicted and analyzed using the distance difference between the feature points of the normalized contour area and the feature points of the each face-type reference model data. In augmented reality-based virtual makeup, in the image input from the camera, the face is recognized in real time to extract the features of each area of the face. Through the face-type analysis process, you can check the results of virtual makeup by providing makeup that matches the analyzed face shape. Through the proposed system, We expect cosmetics consumers to check the makeup design that suits them and have a convenient and impact on their decision to purchase cosmetics. It will also help you create an attractive self-image by applying facial makeup to your virtual self.

Digital Restoration of Traditional Architectural Buildings Using Multimedia and Augmented Reality Technologies (멀티미디어 및 증강현실 기술을 이용한 전통목조건축물 디지털 복원)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.206-212
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    • 2013
  • Information and Communications Technologies(ICT) represented by Multimedia, Virtual Reality and Network could be used as the better ways to preserve and restore the original shape of cultural contents. This paper presents the detailed methods of Multimedia and Virtual Reality technologies to digitally implement the traditional wooden buildings which are called as a typical 'Korean Cultural Content." We implemented a 3D modeling of architectural parts, realized a roof curve, and texture-mapped the material qualities of traditional wooden buildings by using Graphic techniques. In addition, the information, which is implemented by marker-based Augment Reality, for the traditional wooden buildings can be obtained through the mobile appliances such as a smart phone. We, also, presented how to practically use the implemented digital Korea traditional wooden buildings.

Augmented Reality System in Real Space using Mobile Projection (이동 투사를 통한 실제 공간에서의 증강현실 시스템)

  • Kim, Moran;Kim, Jun-Sik
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.622-627
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    • 2018
  • In this paper, we introduce an integrated augmented reality system using a small camera and a projector. We extract three-dimensional information of an object with a small portable camera and a projector by using a structured light system. We develop the concept of the virtual camera to generalize the projection method so that the image can be projected at a desired position with only the mesh of the object to be projected without computing the mapping between specific point sets. Therefore, it is possible to project not only simple planes but also complex curved surfaces to desired positions without complicated geometric calculation. Based on a robot with a small camera and a projector, it will largely explain the projector-camera system calibration, the calculation of the position of the recognized object, and the image projection method using the virtual camera concept.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Design Evaluation of Mobile Devices Using Virtual Reality Based Prototypes (가상현실 기반 프로토타입을 이용한 모바일 장치의 디자인 평가)

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.683-684
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    • 2007
  • 본 연구는 가상현실 기반 프로토타입을 이용한 모바일 장치의 디자인 평가 방법에 관한 것으로, 모바일 장치의 디자인 요소 분류, 3 차원 데이터의 고품질 가시화 기법, 제품 기능과 동작에 대한 사용자 상호작용의 구현 방법을 제시하고자 한다.

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