• Title/Summary/Keyword: 모바일 증강 현실

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Implementation and Analysis of 3D Fish Encyclopedia for Children Education in Mobile Environment (모바일 환경 유아교육용 3D 어류백과 시스템의 구현 및 흥미도 분석)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.2
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    • pp.355-361
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    • 2013
  • Various study for technology of agmented reality by using mobile has been progressed in aspect of advantages for mobility and popularity, recently as technology of agmented reality is developing day by day. Mobile agmented reality is technology imaginary informations are grafted into reality by using mobile. That can induce new learning experience showing high interest and interesting for infant education. This thesis is a fishes encyclopedia for infant that was made by displaying pictures as 3D fish model. 3D fish model is possible to turn on the six axis and enlarge and reduce by demand of users. Furthermore, it was made for inducing interesting about book for infant by inserting various sound effect. The resort of using system for infant shows interest and interesting over four times in case infant will learn with fishes encylopedia not previous books.

Augmented Reality based Dynamic State Transition Algorithm using the 3-Axis Accelerometer Sensor (3축 가속도 센서를 이용한 증강현실 기반의 동적 상태변환 알고리즘)

  • Jang, Yu-Na;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.86-93
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    • 2010
  • With the introduction of smart phones, the augmented reality became popular and is increasingly drawing attention. The augmented reality in the mobile devices is becoming an individual area to study. Many applications of the augmented reality have been studied, but there are just a few studies on its combination with artificial intelligence in games. In this study, an artificial intelligence algorithm was proposed, which dynamically converts the state of the 3D agent in the augmented reality environment using the 3-Axis acceleration sensor in the smart phone. To control the state of the agent to which the artificial intelligence is applied, users used to directly enter the data or use markers to detect them. The critical values, which were determined via test, were given to the acceleration sensor to ensure accurate state conversion. In this paper, makerless tracking technology was used to implement the augmented reality, and the state of the agent was dynamically converted using the 3-Axis acceleration seonsor.

Marker Awareness Mobile Application Using Augmented Reality (증강현실을 활용한 마커 인식 모바일 어플리케이션)

  • Choi, Jun-nyeong;Kim, Hye-ri;Yu, Dong-Hui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.168-169
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    • 2014
  • 본 논문에서는 모바일 기기에서 마커를 인식하고 증강현실로 메뉴를 화면에 출력시켜 선택을 할 수 있도록 하는 기법을 제안한다. 제안한 기법을 활용하여 문제집에 마커를 삽입하고 이를 인식하여 해당 문제에 대한 동영상 강의, 해설, 답 3가지 메뉴를 출력하도록 하여 사용자 편의에 맞게 이용할 수 있는 스마트폰 앱을 구현하고 성능을 평가한다.

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A Study on Travel Guidance Service Algorithm Based on Mobile Augmented Room (모바일 증강현실 기반 여행 가이드 서비스 알고리즘에 관한 연구)

  • Koh, Wan-Ki;Kim, Jeong Hyo;Kim, Je-seok
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.5-16
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    • 2018
  • As the augmented reality market has rapidly grown in recent years, various platform interfaces have emerged. In addition, it provides recommended travel information for each user based on a smartphone. Based on the recommended travel information, it provides the information of a tour path. Even though it is implemented in mobile devices and does not have continuous communication with servers, it needs new technologies that can provide additional entertainment services such as cultural and historical sites in corresponding regions while still providing guides depending on user movements

AR-based Message Annotation System for Personalized Assistance (개인화된 도움을 위한 증강현실기반 메시지 주석시스템)

  • Vinh, Nguyen Van;Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.16B no.6
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    • pp.435-442
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    • 2009
  • We propose an annotation system, which allows users moving on an environment to receive personalized messages that are generated by exploiting contextual information. In the system, the context is defined as an entity including user's identity, location and time. Identity of user is a key data to enable personal aspect of generated message. For sensing the context, the proposed system uses AR(augmented reality) technology. Markers are attached to real objects for tracking user's location. AR can provide an effective annotating method to enhance human's perception and interaction abilities. The received message can be a virtual post-it or three-dimensional virtual model of object overlaid onto the real-world view. Experimental results show that the proposed system works well in real-time with high performance and it can be used as a mobile service for personalized messaging.

Design and Implementation of Vehicle Maintenance Applications Using AR (AR을 활용한 차량정비 어플리케이션 설계 및 구현)

  • Lee, Jae-Woong;Yun, Hyun-Noh;Kim, Gi-Seong;Kim, Hyoung-Yup;Hong, Sung-Ho;Moon, Nammee
    • Annual Conference of KIPS
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    • 2018.10a
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    • pp.988-990
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    • 2018
  • 최근 증강현실의 관심이 높아짐에 따라 다양한 분야에 증강현실을 접목시키려는 시도가 일어나고 있다. 따라서 본 논문에서는 모바일 증강현실을 이용하여 이용자에게 차량 부품에 대한 정보와 간단한 정비 방법을 제공하는 시스템을 제안한다. 구현에 있어서 Unity 3D와 증강현실 라이브러리 Vuforia를 사용한다. 본 논문에서는 알고리즘의 복잡도가 낮고 안정적이며 구현이 간편한 마커를 사용하여 3D 좌표를 추출한다. 사전에 차량 각 부품에 맞게 마커를 제작하여 등록한 뒤 부착된 마커를 모바일 카메라로 인식하여 지정된 3D 좌표에 텍스트, 이미지 및 동영상을 띄워 제공한다. 이렇게 제작된 시스템은 어플리케이션 사용자에게 보다 직관적으로 자동차에 대한 정보와 간단한 정비 방법 등을 제공할 수 있으며 나아가 차량 정비 교육 등에도 충분히 활용 가능할 것으로 예상된다.

Design and Implementation for Augment Reality Application Using Open Source (오픈소스를 활용한 증강현실 어플리케이션 설계 및 구현)

  • Cha, Tae-soo;Kim, Jong-bae;Shin, Yong-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.538-541
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    • 2014
  • With the increased market demand for advanced specifications in smart phones, smart phones that have functions with wireless communications with high speed, cameras with high pixel and with high graphic processing ability have appeared. Furthermore, as traditional Augmented Reality technology has been practicable in mobile devices, many application's use AR technology, so AR's portability has been increased. But application with AR technology, which was implemented in smart phones has created capacity issues as applications are taking up a large portion of the memory capacity of phones. This research designed and implemented optimized AR technology by Mixare, AR open source, to solve such problems. As a result, I assured that there has been a decrease in application's memory used on the basis of mobiles.

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Implementation of Augmented Reality using Marker in e_Book (전자책 속의 마커를 이용한 증강현실 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2279-2284
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we suggested the method to combine existing e_Book with augmented reality technology based on mobile equipment. We ascertained that augmented reality contents implemented on PC work well in pITX embedded lines (CPU Intel ATOM Z530) and we implemented augmented reality using marker in e_ Book in pITX embedded lines through these experiments. As the result of it, we could show the contents at the same time which had difficulty to be expressed on e_Book before. Also the existing augmented reality contents could be used as it is. Finally we expected that the user could interact with virtual contents or services directly and intuitively in the real world.

Enhanced Energy-efficient Spectrum Sensing Scheme in Cognitive Radio Networks (모바일 기기의 에너지 소모를 줄이기 위한 인지 무선 통신에서 효율적인 스펙트럼 센싱 방법)

  • Shin, Younghwan;Seo, Sunho;Chung, Jong-Moon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.1-7
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    • 2019
  • The latest mobile applications such as augmented reality, virtual reality, and deep learning can be used efficiently in various fields such as emergency management and game. Accordingly the corresponding applications have been developed for these purposes. However modern mobile applications such as augmented reality and virtual reality increase the energy burden on mobile devices. In order for mobile devices to focus their energy on the latest mobile applications, energy consumption should be minimized for communication and networking, such as cognitive radio. In this paper, we propose a method to reduce the energy consumption of Centralized Cooperative Spectrum Sensing (CCSS) scheme in cognitive radio by devising Stop Reporting Algorithm (SRA). Simulation results show that SRA can reduce energy consumption of mobile devices using cognitive radio.

A Study for methodology and argumented reality technology for social network analysis based on smart-phone environment (스마트폰 환경하에서 소셜 네트워크 분석을 위한 증강현실 기술과 방법론에 관한 연구)

  • Kang, Jang-Mook;Lee, Kyoung-Kun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.173-178
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    • 2010
  • This Paper deals with Social Network Service for smart-phone environment. Mobile social network service will developed with augmented reality combined with SNS. Therefore, this research introduce methodology and augmented reality system for social network analysis based on smart-phone environment. Introducing methodology and item and augmented reality will help further smart-phone research.