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실외환경에서의 e-레저 모바일 AR에 대한 연구

A study on e-leisure mobile AR in outdoor environments

  • 고준호 (한국기술교육대학교 컴퓨터공학과 바이오컴퓨팅연구실) ;
  • 최유진 (한국기술교육대학교 컴퓨터공학과 바이오컴퓨팅연구실) ;
  • 이헌주 (한국전자통신연구원 차세대콘텐츠연구본부) ;
  • 김윤상 (한국기술교육대학교 컴퓨터공학과 바이오컴퓨팅연구실)
  • Ko, Junho (BioComputing Lab, Department of Computer Science and Engineering, Korea University of Technology and Education (KOREATECH)) ;
  • Choi, Yu Jin (BioComputing Lab, Department of Computer Science and Engineering, Korea University of Technology and Education (KOREATECH)) ;
  • Lee, Hun Joo (Creative Content Research Laboratory, ETRI) ;
  • Kim, Yoon Sang (BioComputing Lab, Department of Computer Science and Engineering, Korea University of Technology and Education (KOREATECH))
  • 투고 : 2018.04.25
  • 심사 : 2018.06.25
  • 발행 : 2018.06.30

초록

최근, e-스포츠, e-게임을 포함하는 e-레저를 위한 새로운 콘텐츠가 요구되고 있다. 이러한 요구로 사람을 추적 대상으로 하는 e-레저용 모바일 AR 연구가 진행되고 있다. e-레저 모바일 AR은 실외환경에서 사용되기 때문에, 원거리에서의 추적 성능이 중요하다. 그러나, snow, snapchat 등과 같은 기존 모바일 AR은 원거리에서 추적 성능이 낮은 단점이 있다. 따라서, 본 논문에서는 실외환경에서의 e-레저 모바일 AR을 제안한다. 제안된 e-레저 모바일 AR은 색상 마커 및 인체비를 이용하여 실외환경(원거리)에서 머리의 위치를 추적하고, 추적된 위치에 가상의 객체를 증강한다. 제안된 e-레저 모바일 AR의 성능은 추적 성능 및 연산 시간의 측정 실험을 통해 검토되었다.

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.

키워드

과제정보

연구 과제 주관 기관 : 한국콘텐츠진흥원

참고문헌

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