• Title/Summary/Keyword: 모바일AR

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Construction Management System using Mobile Augmented Reality (건설 공정 모니터링을 위한 모바일 증강현실 시스템)

  • Lee, Seok-Han
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.977-982
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    • 2017
  • In this paper, we propose an AR system which enables monitoring and managing of the operation process of the construction site. In case of the conventional construction managing system, a worker takes several images of the construction site and sends them directly to the supervisory headquarter, which manages the progress of the construction process and checks weather the construction is achieved according to the architectural design or not. Due to the nature of the offline process, the conventional management system has time and monetary constraints, and there exists a disadvantage that it is impossible to make quick decision-making and real-time communication with the work site. In order to minimize these disadvantages, we proposes an AR real-time construction monitoring/management system. In particular, we aim to developed a system based on mobile device so that it can maximize usability. The efficiency of the proposed system is verified through several experiments and implementation results.

SVM-based Energy-Efficient scheduling on Heterogeneous Multi-Core Mobile Devices (비대칭 멀티코어 모바일 단말에서 SVM 기반 저전력 스케줄링 기법)

  • Min-Ho, Han;Young-Bae, Ko;Sung-Hwa, Lim
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.69-75
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    • 2022
  • We propose energy-efficient scheduling considering real-time constraints and energy efficiency in smart mobile with heterogeneous multi-core structure. Recently, high-performance applications such as VR, AR, and 3D game require real-time and high-level processings. The big.LITTLE architecture is applied to smart mobiles devices for high performance and high energy efficiency. However, there is a problem that the energy saving effect is reduced because LITTLE cores are not properly utilized. This paper proposes a heterogeneous multi-core assignment technique that improves real-time performance and high energy efficiency with big.LITTLE architecture. Our proposed method optimizes the energy consumption and the execution time by predicting the actual task execution time using SVM (Support Vector Machine). Experiments on an off-the-shelf smartphone show that the proposed method reduces energy consumption while ensuring the similar execution time to legacy schemes.

An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

Deep Learning Based On-Device Augmented Reality System using Multiple Images (다중영상을 이용한 딥러닝 기반 온디바이스 증강현실 시스템)

  • Jeong, Taehyeon;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.341-350
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    • 2022
  • In this paper, we propose a deep learning based on-device augmented reality (AR) system in which multiple input images are used to implement the correct occlusion in a real environment. The proposed system is composed of three technical steps; camera pose estimation, depth estimation, and object augmentation. Each step employs various mobile frameworks to optimize the processing on the on-device environment. Firstly, in the camera pose estimation stage, the massive computation involved in feature extraction is parallelized using OpenCL which is the GPU parallelization framework. Next, in depth estimation, monocular and multiple image-based depth image inference is accelerated using the mobile deep learning framework, i.e. TensorFlow Lite. Finally, object augmentation and occlusion handling are performed on the OpenGL ES mobile graphics framework. The proposed augmented reality system is implemented as an application in the Android environment. We evaluate the performance of the proposed system in terms of augmentation accuracy and the processing time in the mobile as well as PC environments.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

연 잎 구조를 응용한 금속 표면의 발수 특성 개발

  • Byeon, Eun-Yeon;Lee, Seung-Hun;Kim, Jong-Guk;Kim, Yang-Do;Kim, Do-Geun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.167-167
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    • 2013
  • 최근 발수 특성은 자동차 표면, 건축 구조물, 가전제품 및 모바일 기기 등 여러 분야에서 사용되고 점차 그 필요성이 대두되고 있다. 이러한 발수성의 표면은 연 잎이나 곤충의 날개, 도마뱀의 발바닥 등 자연계의 여러 곳에서 관찰 할 수 있다. 특히 연 잎의 표면에서 나타나는 초발수 특성이 마이크로와 나노 크기의 돌기 구조와 표피 왁스 성분에 기인한다는 것이 밝혀지면서 이를 응용한 다양한 연구가 진행되고 있다. 본 연구에서는 물리적인 표면처리로 마이크로와 나노 구조물을 형성하고 그 위에 표면에너지를 낮출 수 있는 물질을 증착하여, 발수 특성을 가지는 표면을 개발하였다. 알루미늄 표면에 마이크로 크기의 알루미나(Al2O3) 분말을 이용한 블라스트(blast) 공정으로 마이크로 구조를 형성하고, 선형 이온 소스(LIS)를 이용한 Ar 이온 빔 에칭으로 나노 구조를 형성하였다. FE-SEM 분석을 통해 수~수십 마이크로 구조 위에 나노 크기의 구조가 형성 된 것을 관찰하였다. 마이크로와 나노 구조가 형성된 알루미늄의 표면에너지를 낮추기 위해 trimethylsilane (TMS) 및 Ar을 이용한 플라즈마처리로 표면에 기능성 코팅막을 형성하였다. 그 결과 TMS처리 전에 비해 표면에너지가 99.75 mJ/m2에서 9.05 mJ/m2으로 급격히 낮아지고 접촉각이 $54^{\circ}$에서 $123^{\circ}$로 향상되었다.

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Context-based Design Methodology For Augmented Reality Contents (증강현실 콘텐츠의 맥락 기반 디자인 방법론 연구)

  • Lee, Jihye
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.249-257
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    • 2017
  • This research discusses user's context based design methodology for location-based AR contents design. A media contents regarding mobile service should be designed considering user's context in dynamic environment. In this regard, I would like to suggest user's context centered design method for augmented reality contents. There are two different research methods in conventional context-based design method. This research tries to totalize two methods. In this sense, this research investigated previous researches which make a new design method. And then, context-based design methods are compared and the pros of them are integrated so as to create a new context-based design method. This new methodology aims to be an effective design method of creating AR contents in the future.

Study on the Content Development of Mobile AR_HMD through a Real Time 360 Image Processing. (360° 실시간 영상처리를 통한 모바일 AR_HMD 콘텐츠 개발을 위한 연구)

  • Lee, Changhyun;Kim, Youngseop;Kim, Yeonmin;Park, Inho;Choi, JaeHak;Lee, Yonghwan;Han, Woori
    • Journal of the Semiconductor & Display Technology
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    • v.15 no.2
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    • pp.66-69
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    • 2016
  • Recently, augmented reality and virtual reality in the ICT sector have been highlighted. So also interested in related HMD areas to facilitate contact with the VR content is being attend. This paper proposes a method for implementing to the virtual reality through the mobile HMD device with the real time 360 image. This system is required the real time 360 image streaming server configuration and image processing for augmented reality and virtual reality. The configuration of the streaming server is configured the DB server to store images and the relay server that can relay images to other devices. Augmented image processing module is composed based on markerless tracking, and there are four modules that are recognition, tracking, detecting and learning module. Also, the purpose of this paper is shown the augmented 360 image processing through the Mobile HMD.

Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

DB-Based Feature Matching and RANSAC-Based Multiplane Method for Obstacle Detection System in AR

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.49-55
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    • 2022
  • In this paper, we propose an obstacle detection method that can operate robustly even in external environmental factors such as weather. In particular, we propose an obstacle detection system that can accurately inform dangerous situations in AR through DB-based feature matching and RANSAC-based multiplane method. Since the approach to detecting obstacles based on images obtained by RGB cameras relies on images, the feature detection according to lighting is inaccurate, and it becomes difficult to detect obstacles because they are affected by lighting, natural light, or weather. In addition, it causes a large error in detecting obstacles on a number of planes generated due to complex terrain. To alleviate this problem, this paper efficiently and accurately detects obstacles regardless of lighting through DB-based feature matching. In addition, a criterion for classifying feature points is newly calculated by normalizing multiple planes to a single plane through RANSAC. As a result, the proposed method can efficiently detect obstacles regardless of lighting, natural light, and weather, and it is expected that it can be used to secure user safety because it can reliably detect surfaces in high and low or other terrains. In the proposed method, most of the experimental results on mobile devices reliably recognized indoor/outdoor obstacles.