• Title/Summary/Keyword: 멀티미디어 및 증강현실 기술

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Client-Centered Mobile Augmented Reality System for Virtual Building Simulation (가상 건축물 시뮬레이션을 위한 클라이언트 중심의 모바일 증강현실 시스템)

  • Kim, Eun-Mi;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.228-236
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    • 2008
  • Recently augmented reality technology has been researched to view the virtual shape of buildings before construction or cultural heritages under recovery. Those researches used special devices or markers that are not applicable in long distanced outdoor environment. Also the server had to compute a lot of transformations for the location changes of virtual objects. This paper proposed a mobile augmented reality system that uses GPS and accelerometer sensors in order to compute the virtual object's locations without using markers. The server determines the position and orientation by comparing the GPS data obtained from the client with the predefined 3D object informations in the server. If the server sends the virtual object informations such as the position, orientation and matching information, then the client matches the virtual object on the screen of mobile camera phone. In addition, the client computes the transformations of location change detected by the accelerometer derived from the user's movement without additional connection to the server.

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A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Design and Implementation of Augmented Reality based Food Menu Guidance System (증강현실 기반의 음식 메뉴 안내 시스템 설계 및 구현)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.3
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    • pp.573-578
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    • 2020
  • Recently, as competition in the food industry intensifies, restaurants offering unusual foods are increasing. However, the information provided by the menu is limited to the ingredients and prices of the foods, which does not help the guests choose the menu. In order to solve this problem, this paper proposes a food menu guidance system using augmented reality technology. The proposed system combines augmented reality technology and video content to provide information about food on the menu as a video. Therefore, it provides more realistic and vibrant images than the existing menu board provides food information in a simple image format. In addition, the proposed system is expected to be applied to tourist attractions, museums and galleries as a new type of guidance system beyond the limitations of text and image-oriented brochures.

Research on basic practice XR service for disabled handball players (장애인 핸드볼 선수를 위한 기초연습 XR 서비스에 대한 연구)

  • Ju-Seok Kim;Seung-Won You;Byong-Kwon Lee;San-Hwa Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.363-365
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    • 2024
  • 본 논문에서는 제한된 공간에서 효과적인 기초연습이 필요한 장애인 핸드볼 선수들을 대상으로, XR(Extended Reality) 기술을 활용한 특화된 훈련 서비스를 개발하고자 한다. 경기장에 물리적으로 참석할 필요 없이 집이나 사무실에서 편안하게 핸드볼 게임을 경험하고 연습할 기회가 현재 제한되어 있다. 이 연구의 목적은 장애인이 멀티플레이어 환경에서 기초 연습하는 방법 개발에 중점을 두어 이러한 한계를 해결하는 것이다. 이를 통해 선수들은 제한된 실내 환경에서도 가상 현실(VR) 및 증강 현실(AR)을 활용하여 핸드볼 게임을 쉽게 경험하고 연습할 수 있는 가능성을 제공한다.

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Adaptive Keyframe-Based Tracking for Augmented Books (증강 책을 위한 적응형 키프레임 기반 트래킹)

  • Yoo, Jae-Sang;Cho, Kyu-Sung;Yang, Hyun-S.
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.502-506
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    • 2010
  • An augmented book is an application that augments such multimedia elements as virtual 3D objects generated by computer graphics, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education and entertainment effects to users. For augmented books, this paper proposes an adaptive keyframe-based page tracking method to estimate the camera's 6 DOF pose in real-time after recognizing a page and performing wide-baseline keypoint matching. For a page tracking, proposed method in this paper chooses a proper keyframe and performs a tracking in two step of coarse-to-fine stage. As a result, the proposed method in this paper guarantees a robust tracking to view-point and illumination variations and real-time.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Preliminary Framework of System and Authoring Tool for a 'Sil-Gam' Book (실감책을 위한 시스템 및 저작 도구 기본 프레임워크)

  • Park, Sun-Young;Lee, Jun-Hun;Kim, Hyun-Gon;Kim, Yeong-Mi;Choi, Kwon-Young;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.99-104
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    • 2009
  • 최근 멀티미디어 기술과 가상/증강현실 기술의 발전으로 사용자에게 몰입감 있는 콘텐츠를 제공하는 여러 시스템들이 제안되고 있다. 또한 기존의 시각과 음향효과만으로 이루어진 시스템의 한계를 넘어서 실제와 같은 느낌을 전달할 수 있는 햅틱기술을 적용하여 보다 몰입감있는 체험형 실감책들이 고안되고 있다. 본 논문은 과학교과서를 중심으로 과학적 이론을 보다 효과적으로 가르치고 배우기 위해 필요한 다양한 촉감(Haptic)을 분류하고, 이를 실감책에 적용하여 책이 담고 있는 주요 내용 또는 삽화와 관련된 다양한 멀티미디어 콘텐츠를 가상/증강환경에서 시청각정보와 함께 촉각콘텐츠를 독자에게 제공함으로써 보고, 듣고 만질 수 있는 적극적인 촉감 상호작용이 가능한 실감책 ('Sil-Gam' Book) 시스템의 기본 프레임워크를 제시한다. 제시된 실감책은 크게 세 부분으로 구성된다. 첫째, 실감책을 읽고 있는 사용자의 손가락의 위치, 시선과 같은 사용자의 움직임을 추적하고 책의 크기, 페이지 등을 인식하는 센서가 부착된 센싱 부; 둘째, 장비에 따라 적용 가능한 촉감 속성, 물체의 움직임에 따라 적용할 수 있는 촉감 속성등 다양한 촉감콘텐츠의 속성을 저작하고 편집하는 소프트웨어 부; 마지막으로 사용자에게 저작된 실감 콘텐츠를 사용자가 쉽고 직관적으로 체험하게 하기 위한 디스플레이부로 구성된다. 여기서 디스플레이 부는 세부적으로 시청각 콘텐츠를 전달하는 시청각 디스플레이 부와 역촉감 콘텐츠를 전달하는 역촉감 디스플레이부로 구성된다. 본 논문에서는 또한 실감책 촉감 저작도구를 사용하여 제시할 수 있는 다양한 촉감을 중고등학교 교육과정에서 배우는 과학 이론에 적용하여 과학 실험시 경험할 수 있는 다양한 역/촉감을 전달하는 몇 가지 시나리오를 예시하였다.

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Design and Development of Hybrid Documents Authoring Tool (하이브리드 문서 저작도구의 설계 및 개발)

  • Hong Kwang-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.377-387
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    • 2006
  • Digital documents takes place of paper (off-line) documents, because of the advantages of digital (on-line) documents: supply of information using dynamic contents and good to communize. However, users prefer paper documents to digital documents with the advantages of paper documents: inexpensive, handy to carry, and good to read. Therefore, for providing advantages of digital documents to users who prefer paper documents, many laboratories study about methods which augment digital documents to paper documents. In this paper, we propose the Hybrid Documents Authoring Tool (HDAT), which can insert, delete, and modify on-line information to the off-line. The proposed system is a unified authoring tool for reading and writing of on-line information. And we provide the most natural environment to users using computer vision technology without additional devices such as markers or patterns to retrieve documents. As shown by experimental results, we make sure that our proposed system has high usability and good efficiency on various environments through we measure the low-level of system requirement.

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Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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