• Title/Summary/Keyword: 증강현실 저작

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A Study on the video tracking data extracted by the marker recognition (마커인식을 통한 동영상 Tracking 데이터 추출에 관한 연구)

  • Park, Jeong-Geun;Han, Jong-Seong;Lee, Geun-Ho;Lee, Gi-Jeong
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.213-214
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    • 2014
  • 본 논문에서는 증강현실 저작도구를 사용 할 때 마커인식을 통하여 동영상의 Tracking 데이터를 추출하는 방법을 제안한다. 실험에 이용한 마커는 직사각형모양의 특징점이 잘 나타나는 물체로서, 사각형 마커인식을 위해 CornerDetection과 Matching기법을 사용하였다. Tracking을 활용하는 방식에는 동영상의 기준프레임을 활용하여 Tracking하는 방법과 각 프레임을 순차적으로 Tracking하여 비교하는 방법, 그리고 마커를 사용하지 않고 동영상의 Tracking데이터를 추출하는 방법이 있는데 본 논문에서는 이 세 가지 방법을 비교하여, 증강현실 저작도구의 상용화를 위한 최적화된 알고리즘을 제안한다.

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CSP driven RANSAC Algorithm for improving the accuracy of Homography (호모그래피 정확도 향상을 위한 Constraint Satisfaction Problem(CSP) 기반의 RANSAC 알고리즘)

  • Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.318-320
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    • 2012
  • 증강현실 콘텐츠를 2D 이미지기반으로 저작할 때, 작성된 증강현실 콘텐츠를 카메라 시점과 일치시켜 합성하기 위해 호모그래피를 이용한다. 이때 증강현실 콘텐츠를 이질감 없이 합성하기위해 정확한 호모그래피 행렬을 추정해야 한다. 그러나 호모그래피 행렬 추정 시 사용되는 특징점들이 선형을 이루거나, 특정 영역에 군집을 이루는 경우 정확한 호모그래피 행렬을 추정하지 못하는 문제가 발생한다. 본 논문에서는 이러한 문제를 해결하기 위해 선형제약, 거리제약을 적용한 CSP 기반의 RANSAC 알고리즘을 제안한다. 실험결과 호모그래피 행렬 추정 시 CSP를 적용한 RANSAC 알고리즘이 기존의 랜덤샘플링 또는 삼각형의 넓이를 이용한 샘플링을 적용한 RANSAC 알고리즘보다 정확도가 향상됨을 보였다.

ARWand based Interaction Method for In-situ Augmented Reality Authoring in Wearable Computing Environment (웨어러블 증강현실 환경에서 In-situ 증강현실 저작을 위한 ARWand 기반 상호작용 방법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.433-435
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    • 2012
  • 웨어러블 증강현실 환경은 동적으로 움직이는 HMD와 ARWand로 인한 시스템 오차와 사용자 오차가 발생하기 때문에, 3차원 공간 상에 다양한 위치에 존재하는 3D 객체를 효과적으로 선택하고 6 DOF 조작하는 것이 어렵다. 이러한 문제점을 해결하기 위해서, HMD, ARWand, 3D 객체간의 기하정보를 기반으로 3D 객체의 선택 확률을 모델링하고, 통합적으로 해석하여 최고의 선택 확률을 가지는 3D 객체를 선택할 수 있도록 한다. 그리고 근/원거리에 위치한 3D 객체를 효율적으로 조작하기 위해서 ARWand의 조작-디스플레이 맵핑 방법을 제안한다. 이는 3D 객체의 자연스러운 6 DOF 직접-간접 조작을 가능하게 한다.

ARtalet for Digilog Book Authoring Tool - Authoring 3D Objects Properties (디지로그 북 저작도구 ARtalet - 3 차원 객체 속성 저작)

  • Ha, Tae-Jin;Lee, Youg-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.314-318
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    • 2008
  • This paper is about an authoring interface for augmented/mixed reality based book, specifically authoring 3D objects properties of Digilog book. We pursue even normal users with non-professional knowledge for programming can make the Digilog book easily. An authoring interface 3D object properties includes a manipulator as an input device and 3D contents authoring parts. As an interface design metaphor, existing GUI interface, already familiar to computer users, are referenced. The manipulator generates continuous/discrete input signal are necessary for authoring interface. Contents authoring part performs selection, positioning, scaling, coloring, copy of virtual objects using the input signal of the manipulator. Also users can exploit already existing GUI interface metaphor including pointing, click, drag and drop, and copy techniques with the manipulator. Therefore we think our AR authoring system can support rapid and intuitive modification of properties of virtual objects.

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Development of Augmented Reality Tool for Architectural Design (건축설계 검증을 위한 증강현실 설계지원도구 개발)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.49-62
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    • 2015
  • In this study we have proposed the prototype of design support device for architectural design assessment using the building information modeling(BIM) data and the augmented reality(AR) technology. The proposed system consists of novel hardware composition with the transparent display, the mock-up model and the digital architectural model in the new shape of frame. The removal of background and the correction of viewer point in the capture video are proposed in order to use the transparent display in AR application. The BIM data formats are reviewed to be converted for using in AR application. Also the proposed system can be expanded to multi-user collaboration system from two user system through the suggested hardware and software compositions. The results of this study will be applied to use the mock-up model and digital architectural model in order to carry out the design assessment process efficiently and economically in the architectural design field.

Direct Manipulation based Trajectory Inserting and Editing Methods for ARtalet Authoring Tool (디지로그 북 저작을 위한 감각형 조작 도구를 이용한 직조작 기반의 3D 객체의 이동궤적 삽입 및 편집 기술)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.497-501
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    • 2009
  • 'Digilog Book' integrates advantages of existing paper book and immersive digital contents in augmented reality environment, which enables users to feel physical touch and get additional multisensory feedback. As a high level authoring user interface, 'ARtalet' provides an intuitive way to make Digilog Book through 3D user interface in augmented reality environment. This paper mentions trajectory inserting and editing methods of 3D objects, then combining method of the trajectory. 3D object is selected by camera tracked prop, and then transformation matrix relative to book plane is stored in real time based on timeframe. The saved trajectory is managed as templates, and user can make various compositions of trajectories. We expect that suggested methods can enhance interest of readers.

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Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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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.2073-2075
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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 연구에서는 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.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.