• 제목/요약/키워드: spatial augmented reality

검색결과 93건 처리시간 0.027초

시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구 (A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression)

  • 진주오;장청건
    • 한국멀티미디어학회논문지
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    • 제22권5호
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

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
    • 한국멀티미디어학회논문지
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    • 제12권6호
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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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로보틱 공간증강현실 시스템의 제어의 문제 (Issues in Control of a Robotic Spatial Augmented Reality System)

  • 이주행;김현;서영호;김형선
    • 한국CDE학회논문집
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    • 제16권6호
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    • pp.437-448
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    • 2011
  • A robotic spatial augmented reality (RSAR) system combines a robotics technology with a spatial augmented reality system (SAR) where cameras are used to recognize real objects and projectors augment information and user interface directly on the surface of the recognized objects, rather than relying on handheld display devices. Moreover, a robotic module is actively used to discover and utilize the context of users and environments. The control of a RSAR system involves several issues from different technical fields such as classical inverse kinematics of motors where projector-camera pairs are mounted, inverse projection problems to find appropriate internal/external parameters of projectors and cameras, and image warping in graphics pipeline to compensate the kinematic constraints. In this paper, we investigate various control issues related to a RSAR system and propose basic approaches to handle them, specially focused on the prototype RSAR system developed in ETRI.

공간증강현실 기반 스마트 프로젝션 서비스 (Spatial Augmented Reality based Smart Space Projection Services)

  • 김형선;이주행;이아현
    • 서비스연구
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    • 제5권1호
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    • pp.45-55
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    • 2015
  • 공간증강현실(Spatial Augmented Reality, SAR) 기술은 초소형 프로젝터와 카메라로 구성되어 실제 사물을 인식하고, 물체 표면이나 주변에 상황에 적합한 정보 및 사용자 인터페이스를 투사(projection)하는 기술이며, 최근에는 소형 프로젝터의 등장으로 더욱 각광 받고 있는 기술이다. 본 논문에서는 공간증강현실 기술이 새로운 IT 패러다임으로 부각됨에 따라 이 기술을 이용하여 스탠드 형 모양에 프로젝터-카메라-프로세서를 설치하여 스마트 프로젝션(Smart Projection) 서비스 시스템을 구현하고, 적용한 서비스 구현사례를 소개 하고자 한다.

공간 증강 현실 디지털 콘텐츠 제작을 위한 효율적인 프레임워크 (An Efficient Framework for Making Spatial Augmented Reality Digital Contents)

  • 전영재;오경수
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.77-84
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    • 2013
  • 이 논문은 공간 증강 현실 콘텐츠를 낮은 비용과 빠른 속도로 제작하기 위한 프레임워크를 제안한다. 우리의 프레임워크는 구하기 쉬운 장비인 웹캠과 프로젝터만으로 투영 기반의 증강현실 콘텐츠를 제작할 수 있는 환경을 제공한다. 콘텐츠 제작자는 웹캠과 프로젝터를 설치하고 프레임워크에서 제공하는 인터페이스를 조작하는 것으로 쉽고 빠르게 공간 증강 현실 기술을 사용한 디지털 콘텐츠를 제작할 수 있다. 기존의 솔루션들은 고가인 경우가 많고 콘텐츠 제작자가 증강 현실 기술을 스스로 적용하는 것이 쉽지 않기 때문에 우리가 제안하는 프레임워크는 콘텐츠 제작자가 콘텐츠 내용 자체에 집중할 수 있도록 돕는다. 프레임워크를 통해 웹캠과 프로젝터를 한 번 설정하면 인식 가능한 실제 물체의 이동과 회전에 따른 가상 물체의 렌더링 결과를 올바르게 투영한다. 그 결과, 우리는 사실적인 증강현실 콘텐츠를 확인할 수 있다.

Robust Multithreaded Object Tracker through Occlusions for Spatial Augmented Reality

  • Lee, Ahyun;Jang, Insung
    • ETRI Journal
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    • 제40권2호
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    • pp.246-256
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    • 2018
  • A spatial augmented reality (SAR) system enables a virtual image to be projected onto the surface of a real-world object and the user to intuitively control the image using a tangible interface. However, occlusions frequently occur, such as a sudden change in the lighting environment or the generation of obstacles. We propose a robust object tracker based on a multithreaded system, which can track an object robustly through occlusions. Our multithreaded tracker is divided into two threads: the detection thread detects distinctive features in a frame-to-frame manner, and the tracking thread tracks features periodically using an optical-flow-based tracking method. Consequently, although the speed of the detection thread is considerably slow, we achieve real-time performance owing to the multithreaded configuration. Moreover, the proposed outlier filtering automatically updates a random sample consensus distance threshold for eliminating outliers according to environmental changes. Experimental results show that our approach tracks an object robustly in real-time in an SAR environment where there are frequent occlusions occurring from augmented projection images.

공간증강현실 구현을 위한 적외선 센서 기반 동적 물체 정밀 추적 시스템 (A Precise Tracking System for Dynamic Object using IR sensor for Spatial Augmented Reality)

  • 오지수;박진호
    • 한국컴퓨터그래픽스학회논문지
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    • 제23권3호
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    • pp.115-122
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    • 2017
  • 4 차 산업혁명 시대로 접어들면서 증강현실은 사회 전반에 걸쳐 무한한 가능성을 보여주고 있다. 하지만 현재의 헤드-마운트 디스플레이, 핸드-헬드 디스플레이 방식의 증강현실은 착용의 번거로움, 멀미 등의 여러 문제점이 있고 이에 따라 프로젝터 기반의 증강현실 기술인 공간증강현실이 각광받고 있다. 공간증강현실은 증강현실의 실재감을 높이고 사용자의 몰입을 유도하기 위해 가상 영상을 투영할 움직이는 물체에 대한 정밀한 추적이 필수적이다. 본 논문에서 개발한 적외선 센서 기반의 정밀 추적 알고리즘은 평균 오차율 1.5% 이내의 매우 견고한 추적 성능을 통해 기술적으로는 임의의 물체에 대한 추적과 같은 진보된 증강현실 기술을 향한 길을 열었고, 사회적으로는 비전문가도 사용하기 쉬운 추적 알고리즘을 통해 디자이너, 학생, 어린이들이 쉽게 자신만의 증강현실 콘텐츠를 제작, 즐길 수 있게 하였다.

증강현실을 이용한 3차원 지리정보안내시스템 개발 (The Development on 3D Geographical Information Guide System using Augmented Reality)

  • 김해동;김주완;김동현
    • 대한공간정보학회지
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    • 제6권1호
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    • pp.19-26
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    • 1998
  • 일반적으로 지리정보시스템(GIS)은 실세계에 대한 정보를 컴퓨터상에서 수치지도로 디지털화하여 저장한 다음, 사용자에게 원하는 형태로 가공하여 제공한다 따라서 사용자가 지리정보를 얻기 위해서는 실세계가 배제된 디지털화된 수치지도만 사용하므로 현실감이 떨어지게 된다. 그러나 사용자가 주시하는 실세계를 배경으로 그에 동조하는 부가 정보를 함께 정합하여 보여주는 증강현실(Augmented Reality) 기술은 현실감 증대에 많은 도움을 줄 수 있으며, 최근 많은 관심의 대상이 되고 있다. 본 논문에서는 지리정보를 얻기 위하여 단순히 수치지도를 보면서 지리정보를 획득하는 기존의 시스템을 개선하여 사용자가 주시하는 실세계 영상을 배경으로 건물명, 도로명과 같은 부가정보를 실시간으로 중첩하여 보여 주는 증강현실 기술을 이용한 3차원 지리정보안내시스템을 설계하고 구현하였다.

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Spatial augmented reality for product appearance design evaluation

  • Park, Min Ki;Lim, Kyu Je;Seo, Myoung Kook;Jung, Soon Jong;Lee, Kwan H.
    • Journal of Computational Design and Engineering
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    • 제2권1호
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    • pp.38-46
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    • 2015
  • Augmented reality based on projection, called "Spatial Augmented Reality (SAR)", is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human-computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.

A Study on Optimized Mapping Environment for Real-time Spatial Mapping of HoloLens

  • Hwang, Leehwan;Lee, Jaehyun;Hafeez, Jahanzeb;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권3호
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    • pp.1-8
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    • 2017
  • Recently, the development of the head mounted display (HMD) device has attracted a great deal of attention to the actual contents. Especially, Augmented Reality (AR), which is a mixture of actual information and virtual world information, is focused on. AR HMD is able to interact by arranging virtual objects in real space through spatial recognition using depth camera. In order to naturally mix virtual space with real space, it is necessary to develop a technology for realizing spatial mapping information with high accuracy. The purpose of this paper is to evaluate the optimal configuration of augmented reality application program by realizing accurate spatial mapping information when mapping a real space and an object placement environment using HoloLens. To do this, we changed the spatial mapping information in real space to three levels, which are the number of meshes used in cubic meters to scan step by step. After that, it was compared with the 3D model obtained by changing the actual space and mesh number. Experimental result shows that the higher the number of meshes used in cubic meters, the higher the accuracy between real space and spatial mapping. This paper is expected to be applied to augmented reality application programs that require scanning of highly mapped spatial mapping information.