• Title/Summary/Keyword: 증강현실 기반 학습

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인공지능 기반 3차원 공간 복원 최신 기술 동향

  • Im, Seong-Hun
    • Broadcasting and Media Magazine
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    • v.25 no.2
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    • pp.17-26
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    • 2020
  • 최근 스마트폰에서의 증강현실, 미적 효과의 증대(예, 라이브 포커싱) 등의 어플리케이션을 제공하기 위해 모바일 기기에서의 3차원 공간 복원 기술에 대한 관심이 증가하고 있다. 소비자들의 요구에 발 맞춰 최근 스마트폰 제조사는 모든 플래그십 모델에 다중 카메라 및 뎁스 센서(거리 측정 센서)를 탑재하는 추세이다. 본 고에서는 모바일 폰에 탑재되고 있는 대표적인 세 축의 뎁스 추정(공간 복원) 방식에 대해 간단히 살펴보고, 최근 심층학습(Deep learning)의 등장으로 기술 발전의 새로운 국면에 접어 든 다중 시점 매칭(Multi-view stereo) 방법에 대해 소개하고자 한다. 심층 신경망이 재조명 받은 2012년 전까지 주류 연구 방향이었던 전통 기하학 기반의 방법에 대한 소개를 시작으로 심층 신경망기반의 방법론으로의 발전된 형태를 살펴본다. 또한, 신경망기반의 방법론은 크게 3 세대로 나누어 각 세대별 특징에 대해 자세히 살펴보고, 다양한 데이터에 대한 실험 결과를 통해 세대별 공간 복원 결과를 비교 분석한다.

Depth Image based Egocentric 3D Hand Pose Recognition for VR Using Mobile Deep Residual Network (모바일 Deep Residual Network을 이용한 뎁스 영상 기반 1 인칭 시점 VR 손동작 인식)

  • Park, Hye Min;Park, Na Hyeon;Oh, Ji Heon;Lee, Cheol Woo;Choi, Hyoung Woo;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1137-1140
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    • 2019
  • 가상현실(Virtual Reality, VR), 증강현실(Augmented Reality, AR), 혼합현실(Mixed Reality, MR) 분야에 유용한 인간 컴퓨터 인터페이스 기술은 필수적이다. 특히 휴먼 손동작 인식 기술은 직관적인 상호작용을 가능하게 하여, 다양한 분야에서 편리한 컨트롤러로 사용할 수 있다. 본 연구에서는 뎁스 영상 기반의 1 인칭 시점 손동작 인식을 위하여 손동작 데이터베이스 생성 시스템을 구축하여, 손동작 인식기 학습에 필요한 1 인칭(Egocentric View Point) 데이터베이스를 촬영하여 제작한다. 그리고 모바일 Head Mounted Device(HMD) VR 을 위한 뎁스 영상 기반 1 인칭 시점 손동작 인식(Hand Pose Recognition, HPR) 딥러닝 Deep Residual Network 를 구현한다. 최종적으로, 안드로이드 모바일 디바이스에 학습된 Residual Network Regressor 를 이식하고 모바일 VR 에 실시간 손동작 인식 시스템을 구동하여, 모바일 VR 상 실시간 3D 손동작 인식을 가상 물체와의 상호작용을 통하여 확인 한다.

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.

Research on Adoption and Preference of 5G using Learning Service (5G 교육 서비스의 채택과 선호에 관한 연구: 대학생을 중심으로)

  • Lee, Junghwan;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.192-201
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    • 2020
  • This study commercialization of 5G will enable transformation of university education. This study identifies five attributes (device type, learning place, learning content, learning field and expense payment) and corresponding levels to study the impact of 5G in the future of university education. The attributes and the levels are then combined into few 5G education service alternatives for respondents to rank. 102 students ranked the alternatives based on their preferences and intent to use. Results indicate that the intent to use 5G-based education service was high with 86% and the most important factor was expense payment (37%), followed by learning field (26%), learning content (24%), device type (8%) and learning place (5%). Specifically, students preferred smart device, practical and experiential content, ubiquitous (no limitation of space and time) learning, practical education and free rate when adopting 5G-based education service. These will provide implications to accelerate adoption of and exploitation of 5G for innovating university education.

A layered-wise data augmenting algorithm for small sampling data (적은 양의 데이터에 적용 가능한 계층별 데이터 증강 알고리즘)

  • Cho, Hee-chan;Moon, Jong-sub
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.65-72
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    • 2019
  • Data augmentation is a method that increases the amount of data through various algorithms based on a small amount of sample data. When machine learning and deep learning techniques are used to solve real-world problems, there is often a lack of data sets. The lack of data is at greater risk of underfitting and overfitting, in addition to the poor reflection of the characteristics of the set of data when learning a model. Thus, in this paper, through the layer-wise data augmenting method at each layer of deep neural network, the proposed method produces augmented data that is substantially meaningful and shows that the method presented by the paper through experimentation is effective in the learning of the model by measuring whether the method presented by the paper improves classification accuracy.

RGB-D Image Feature Point Extraction and Description Method for 3D Object Recognition (3차원 객체 인식을 위한 RGB-D 영상 특징점 추출 및 특징 기술자 생성 방법)

  • Park, Noh-Young;Jang, Young-Kyoon;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.448-450
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    • 2012
  • 본 논문에서는 Kinect 방식의 RGB-D 영상센서를 사용하여, 깊이(Depth) 영상으로부터 3차원 객체의 기하정보를 표현하는 표면 정규 벡터(Surface Normal Vector)를 추출하고, 그 결과를 영상화하는 방법을 제안하며, 제안된 방법으로 생성된 영상으로부터 깊이 영상의 특징점 및 특징 기술자를 추출하여 3차원 객체 인식 성능을 향상시키는 방법을 제안한다. 또한 생성된 RGB-D 특징 기술자들을 객체 단위로 구분 가능한 코드북(CodeBook) 학습을 통한 인식방법을 제안하여 객체의 인식 성능을 높이는 방법을 제안한다. 제안하는 RGB-D 기반의 특징 추출 및 학습 방법은 텍스쳐 유무, 카메라 회전 및 이동 변화 등의 환경변화에 강건함을 실험적으로 증명하였으며, 이 방법은 Kinect 방식의 RGB-D 영상을 사용하는 3차원 객체/공간 인식 및 추적, 혹은 이를 응용하는 증강현실 시스템에 적용하여 사용될 수 있다.

Analysis of research trends in the healthcare field utilizing extended-reality-based converged contents (확장현실 기반 융복합 콘텐츠를 활용한 보건의료 분야의 연구 동향 분석)

  • Ji-Eun Im;Ju-Hee Lee;Soon-Ryun Lim;Won-Jae Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.197-208
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    • 2024
  • Objectives: Extended reality technology offers an innovative opportunity to enhance self-directed learning through interactive processes in healthcare education. This study aims to analyze research trends in the application of extended reality technology-based educational content in the field of healthcare. Methods: Through literature search, selection, and exclusion processes based on predefined criteria, we conducted an analysis of domestic healthcare studies employing extended reality technology, ultimately selecting and examining 39 relevant publications. Results: The analysis reveals diverse applications of extended reality across various fields such as medicine, dentistry, and nursing. Positive effects, including increased academic satisfaction, immersion, and interest, are observed, alongside challenges like media usage difficulties and cybersickness. Conclusions: Future research should focus on the development and application of extended reality-based educational content in diverse healthcare curricula, emphasizing both educational approaches and continuous technological advancements.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Design and Implementation of Observation Manipulation Model for Creating Kids Contents Based on Augmented Reality (증강현실 기반의 키즈 콘텐츠 제작을 위한 관찰 조작형 모델의 설계 및 구현)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.339-345
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    • 2021
  • With the development of online education due to COVID-19, the EduTech market, which combines new technologies such as AI and AR/VR in education is rapidly growing. In addition, the children's industry is steadily growing despite the decreasing birth rate every year as more and more families with one child per household are investing in their children. However, supply of contents to EduTech market is slow compared to demands that are increasing. Therefore, the purpose of this paper is to help solve these problems by developing and supporting AR kids contents with convenience, practicality, and efficiency using AR technology. AR content for supporting vocabulary learning for infants is not just an end to watching and listening, but an observation-driven model that can manipulate content directly, which attracts children's interest and helps children learn words. This paper is intended for infants from 15 months to 36 months old when full-fledged language development occurs.

The Use of the ARCS Motivation Model in Mobile Learning Apps Design (ARCS 동기 이론을 적용한 학습용 모바일 앱 설계 연구)

  • Kim, Eui-Ho;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.69-79
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    • 2015
  • As the distribution rate of a smart phone which can actualize even augmented reality is getting higher, the application scope of a smart phone is sharply increasing. However, in spite of various functions of it, there is still lack of learning app. Mobile equipments can bring no spatial-temporal restriction of learning to a learner, but they can tempt a learner into inappropriate spaces. In this sense, learning app is necessarily needed to motivate and keep learner's inner desire. This thesis suggested considerations when learning mobile app is designed by analyzing motivation strategy of ARCS Theory and UI of web based contents. Also, a design method of mobile learning app was suggested based on a procedural model of mobile learning app adapting ARCS Theory.