• Title/Summary/Keyword: 증강 현실 응용

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Research Issues and Major Design Considerations on Video See-through HMDs (비디오 씨쓰루 HMD 연구 동향과 주요 설계 고려 요소)

  • Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.345-353
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    • 2019
  • The Video See-through HMD(VSHMD) captures real-world view through a camera set mounted in front of the HMD. The VSHMD outputs this visual information in real time through the display in the HMD, which technique can be used as mixed reality, augmented reality, and virtual reality device. Recently, there is growing interest in VSHMD due to the rapid development of camera and display technology. However, VSHMD is still not free from many technical huddles and human factor issues. This paper summarizes the VSHMD related researches so far, presents the major issues to be solved in advance, and suggests design considerations that should be beneficial to VSHMD development, focused on the human factors, that presents solutions to effectively overcome the limitations of VSHMD functionalities in current.

Benchmark Dataset Generation for 360-degree Image Applications (360° 영상 응용을 위한 벤치마크 데이터 생성 연구)

  • Lee, Jongsung;Lee, Yeejin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.112-115
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    • 2021
  • 최근 가상현실 및 증강 현실에 대한 관심도가 높아지면서, 깊이 추정, 객체 인식, 영상 분할 등의 다양한 컴퓨터 비전 알고리즘을 360° 영상에 적용하는 연구가 활발히 진행되고 있다. 이 중, 다수의 RGB 카메라를 활용하여 3 차원 정보를 추출하는 깊이 추정 기술은 보다 나은 몰입감을 제공하기 위한 핵심 기술이다. 그러나 깊이 추정 알고리즘의 객관적 성능 평가를 위한 정제된 360° 영상 데이터셋은 극히 부족하며, 이로 인하여 관련 분야 연구에 한계가 있다. 따라서 본 논문에서는 객관적인 알고리즘 성능 평가가 가능하며, 정제된 360° 동영상 데이터셋을 제안하고, 추후 다양한 360° 영상 응용 알고리즘 개발에 활용하고자 한다.

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Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

Error Correction Scheme in Location-based AR System Using Smartphone (스마트폰을 이용한 위치정보기반 AR 시스템에서의 부정합 현상 최소화를 위한 기법)

  • Lee, Ju-Yong;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.179-187
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    • 2015
  • Spread of smartphone creates various contents. Among many contents, AR application using Location Based Service(LBS) is needed widely. In this paper, we propose error correction algorithm for location-based Augmented Reality(AR) system using computer vision technology in android environment. This method that detects the early features with SURF(Speeded Up Robust Features) algorithm to minimize the mismatch and to reduce the operations, and tracks the detected, and applies it in mobile environment. We use the GPS data to retrieve the location information, and use the gyro sensor and G-sensor to get the pose estimation and direction information. However, the cumulative errors of location information cause the mismatch that and an object is not fixed, and we can not accept it the complete AR technology. Because AR needs many operations, implementation in mobile environment has many difficulties. The proposed approach minimizes the performance degradation in mobile environments, and are relatively simple to implement, and a variety of existing systems can be useful in a mobile environment.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.

Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of Information Technology(IT). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.

Projection-Based Diminished Reality System (프로젝션 기반의 감소현실 시스템)

  • Lee, Seung-Hoon;Park, Han-Hoon;Seo, Byung-Kuk;Park, Jong-Il
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.55-60
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    • 2007
  • Diminished reality (DR) is a technique that provide a visual convenience by virtually hiding an object. Most of existing DR systems have been implemented based on HMDs or desktop displays. However, Here has been no report on the development of DR system based on projection displays due to technical difficulty in spite of its superiority in the aspect of human factor to conventional displays. Rapid advances of projection displays and projection-based vision technologies motivated us to develop a projection-based DR system. As the first attempt, this paper proposes a projection-based diminished reality system using an image completion technique. Its usefulness is demonstrated through experiments and its potential applications are discussed.

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User Preference and Workload Changes According to Information Visualization Methods (정보표현방식에 따른 사용자 호의도 및 업무부하량 변화)

  • Chung Kyung Ho
    • Journal of KIISE:Software and Applications
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    • v.32 no.1
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    • pp.34-40
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    • 2005
  • Despite the wide range of information and engineering visualization techniques available, studies in investigating the effectiveness of the techniques in visualization has been rare. The typical visualization techniques were CAD, 2D and 3D computer graphics, and virtual environment (VE) that use 3D displays of 3D. space. The objects of this study is to analyze the user preferences and workload changes according to the visualization methods of engineering drawings such as 2D CAD, 2D computer graphics, 3D computer graphics, and augmented reality which is a variation of VEs. The results showed that users preferred 3D visualization techniques to 2D visualization techniques, though there were no workloads differences. Furthermore, the 3D perspective of AR which analogies the real world could facilitate the interpretation of engineering drawings.

Context-aware U-VR Simulator for Linking Real and Virtual Environments (현실환경과 가상 환경을 연동하는 맥락 인식 기반 U-VR 시뮬레이터)

  • Oh, Yoo-Soo;Kang, Chang-Gu;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.310-314
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    • 2009
  • In this paper we propose the U-VR Simulator which seamlessly connects entities in real and virtual environments by exploiting context, based on the concept of ubiquitous virtual reality. Using the U-VR Simulator, a smart home environment can be simulated and new virtual entities such as sensors, actuators, and services can be added to existing real entities. The proposed approach is fast and cost-effective because the simulator effectively utilizes both existing and simulated devices. In addition, our approach allows application developers to rapidly develop U-VR applications and extend them to relevant domains. As a future work, we will expand our simulator to intelligently augment virtual entities into real environments.

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