• Title/Summary/Keyword: 증강 현실 응용

Search Result 175, Processing Time 0.027 seconds

A Study on Object Control in Mobile Augmented Reality Using Indoor Location Based Service (실내 위치기반 서비스를 이용한 모바일 증강현실에서의 객체 제어에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Lee, Dae-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.288-290
    • /
    • 2017
  • Recently, interest and demand of Augmented Reality(AR) contents are increasing as an application field of AR. Generally, when the AR contents are served in the outdoor environment, the position information using the GPS signal is used to control the display of the object on the AR screen, or a marker based on the image of the object is used. However, there is a problem that location information can not be used in an indoor environment. If the service is provided using only the marker, there is a problem that the recognition of the marker due to the moving obstacle in the vicinity is unstable. and there is a problem that information displayed on the AR screen is not displayed in a fixed state at a specific position, it moves according to the movement of the camera. In this paper, we have studied the object control method for displaying the object to be displayed on the AR screen by using iBeacon using indoor location recognition and specific markers.

  • PDF

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
    • /
    • v.23 no.6
    • /
    • pp.914-924
    • /
    • 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.

Consumer Attitudes, Intention to Use Technology, Purchase Intention of Korean 20's Women on the Acceptance of Fashion Augmented Reality (FAR) with the Application of the UTAUT Model (UTAUT 모델을 응용한 패션 증강현실(FAR) 기술수용에 관한 한국 20대 여성의 소비자 태도, 기술 사용의도 및 구매의도)

  • Cho, Sung Hee;Kim, Chil Soon
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.1
    • /
    • pp.125-137
    • /
    • 2019
  • This study determined the impact of 'Fashion Augmented Reality (FAR)' acceptance factors based on the model of acceptance and use of technology (UTAUT) on consumer attitudes, intention to use technology, and fashion product purchase intention. A survey asked participants to have an AR experience using a FAR app to understand FAR in advance. Data were analyzed factor analysis and stepwise regression using SPSS. The results are as follows. First, the factor analysis classified the acceptance variables of FAR technology into 'social relations', 'shopping effectiveness', and 'easy to use FAR'. Second, among the three factors of FAR acceptance, 'shopping effectiveness' is statistically more influential on positive attitudes towards FAR. However, 'easy to use' factor was more influential on 'the intention to use technology' as well as 'purchase intention'. Third, 'social relations' were identified as an important factor affecting 'consumer attitudes', 'intention to use technology' and 'purchase intention' which are not well covered in fashion technology research. In addition, 'the intention to use technology' was found to be influential on 'purchase intention' and indicated the importance of easiness of FAR to enhance purchase intention.

Real-time 3D Pose Estimation of Both Human Hands via RGB-Depth Camera and Deep Convolutional Neural Networks (RGB-Depth 카메라와 Deep Convolution Neural Networks 기반의 실시간 사람 양손 3D 포즈 추정)

  • Park, Na Hyeon;Ji, Yong Bin;Gi, Geon;Kim, Tae Yeon;Park, Hye Min;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.10a
    • /
    • pp.686-689
    • /
    • 2018
  • 3D 손 포즈 추정(Hand Pose Estimation, HPE)은 스마트 인간 컴퓨터 인터페이스를 위해서 중요한 기술이다. 이 연구에서는 딥러닝 방법을 기반으로 하여 단일 RGB-Depth 카메라로 촬영한 양손의 3D 손 자세를 실시간으로 인식하는 손 포즈 추정 시스템을 제시한다. 손 포즈 추정 시스템은 4단계로 구성된다. 첫째, Skin Detection 및 Depth cutting 알고리즘을 사용하여 양손을 RGB와 깊이 영상에서 감지하고 추출한다. 둘째, Convolutional Neural Network(CNN) Classifier는 오른손과 왼손을 구별하는데 사용된다. CNN Classifier 는 3개의 convolution layer와 2개의 Fully-Connected Layer로 구성되어 있으며, 추출된 깊이 영상을 입력으로 사용한다. 셋째, 학습된 CNN regressor는 추출된 왼쪽 및 오른쪽 손의 깊이 영상에서 손 관절을 추정하기 위해 다수의 Convolutional Layers, Pooling Layers, Fully Connected Layers로 구성된다. CNN classifier와 regressor는 22,000개 깊이 영상 데이터셋으로 학습된다. 마지막으로, 각 손의 3D 손 자세는 추정된 손 관절 정보로부터 재구성된다. 테스트 결과, CNN classifier는 오른쪽 손과 왼쪽 손을 96.9%의 정확도로 구별할 수 있으며, CNN regressor는 형균 8.48mm의 오차 범위로 3D 손 관절 정보를 추정할 수 있다. 본 연구에서 제안하는 손 포즈 추정 시스템은 가상 현실(virtual reality, VR), 증강 현실(Augmented Reality, AR) 및 융합 현실 (Mixed Reality, MR) 응용 프로그램을 포함한 다양한 응용 분야에서 사용할 수 있다.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.85-94
    • /
    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

  • PDF

Implementation of URL Connecting Application Service Platform Based on Recognition of AR Maker Using LED Panel and Smartphone (LED 전광판과 스마트폰을 이용한 AR 마커인식 기반의 URL 연결 서비스 플랫폼 구현)

  • Park, Kunwon;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.38C no.8
    • /
    • pp.692-698
    • /
    • 2013
  • As the mobile marketing through the smartphone has gradually increased, the smartphone application services using the AR marker, QR codes and augmented reality have attracted much attention. Furthermore the outdoor advertising is migrated to LED signage, which brings the visible light wireless communication technologies to the trial for mobile marketing. In this paper we present the implementation of AR marker-based URL access application services through smartphone camera using visible-light wireless communication technologies. We analyze the performance of the implemented system in terms of connection time and success rate.

Implementation of Control System with Remote Control for Mobile Appliance (리모트 콘트롤러를 이용한 모바일 카메라 제어 및 응용 시스템 구현)

  • Park, Minhyuk;Yun, Hyunjune;Lee, YeSeoul;Lim, Seung-Ho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.04a
    • /
    • pp.45-47
    • /
    • 2015
  • 모바일 시스템의 카메라 용용 어플리케이션은 기본적인 이미지 저장 및 영상 촬영뿐만 아니라 카메라 기반의 증강현실 및 위치 기반 서비스 등 다양한 응용 분야에 활용할 수 있다. 특히, 셀프 활동에 많이 활용되는데, 이때 발생하는 문제점은 셀프 촬영이 힘들다는 것이다. 스마트폰 카메라를 자유롭게 제어하고, 나아가서는 카메라 촬영 및 다양한 이미지 프로세싱을 보조해줄 수 있는 시스템 및 장치가 필요하다. 본 논문에서는 안드로이드 스마트폰 기반의 카메라 제어 모듈과 카메라 제어 모듈을 활용한 이미지 프로세싱 보조 시스템을 구현해보도록 한다. 카메라 제어 모듈은 리모트에서 안드로이드 스마트폰의 카메라 촬영을 제어할 수 있으며, 여러 대의 안드로이드 스마트폰과 연동해서 다양한 각도에서 하나의 피사체에 대한 카메라 촬영이 가능하도록 통신 제어 시스템이다. 이를 활용하면 모바일 카메라 응용 서비스를 좀 더 폭넓게 활용할 수 있을 것이다.

Grouping-based 3D Animation Data Compression Method (군집화 기반 3차원 애니메이션 데이터 압축 기법)

  • Choi, Young-Jin;Yeo, Du-Hwan;Klm, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.461-468
    • /
    • 2008
  • The needs for visualizing interactive multimedia contents on portable devices with realistic three dimensional shapes are increasing as new ubiquitous services are coming into reality. Especially in digital fashion applications with virtual reality technologies for clothes of various forms on different avatars, it is required to provide very high quality visual models over mobile networks. Due to limited network bandwidths and memory spaces of portable devices, it is very difficult to transmit visual data effectively and render realistic appearance of three dimensional images. In this thesis, we propose a compression method to reduce three dimensional data for digital fashion applications. The three dimensional model includes animation of avatar which require very large amounts of data over time. Our proposed method utilizes temporal and spatial coherence of animation data, to reduce the amount. By grouping vertices from three dimensional models, the entire animation is represented by a movement path of a few representative vertices. The existing three dimensional model compression approaches can get benefits from the proposed method by reducing the compression sources through grouping. We expect that the proposed method to be applied not only to three dimensional garment animations but also to generic deformable objects.

  • PDF

3D Multimedia Contents Generation using R-tree Index (R-tree 인덱스를 활용한 3D 멀티미디어 콘텐츠 생성)

  • Lee, Hyun-Chang;Choi, Hyun-Seok;Kim, Ju-Ri;Jang, Hee-Seon;Shin, Sung-Yoon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2010.07a
    • /
    • pp.27-29
    • /
    • 2010
  • 유비쿼터스 환경에서 대표적인 장치들 가운데 하나로서 이동장치를 고려할 수 있다. 요즈음 전반적인 이동장치의 흐름은 스마트폰에 주목하고 있으며, 이를 이용한 증강현실 등 객체들에 대한 지리적인 위치 및 현실적용 사례가 증가하고 있으며, 이들에 대한 데이터 처리가 매우 중요해지고 있다. 이와 같이 사용자에게 제공하는 모바일 응용 서비스들은 이동 객체에 기반한 다양한 서비스에 대한 기술이 요구되어지며, 또한 이들 기술을 활용하여 데이터를 시각적으로 인덱싱하여 신속하게 데이터가 처리되는 것을 시각적으로 표현하는 기술도 요구되어지고 있다. 그러나 이와 같이 사용자의 작업 이해를 높이기 위한 시각화 작업이 부족한 것이 사실이다. 이러한 문제를 해결하기 위해 본 논문에서는 하위 트리를 갖는 R 트리 인덱스를 활용하여 객체 생성을 수행하며, 생성된 객체들을 기반으로 3차원 도형으로 표현한 구현 결과를 보인다. 또한, 생성되는 시점에서 객체에 붙여진 이름은 마우스를 이용한 위치점과 인접하였을 때 이름을 표시할 수 있도록 시각화한 결과에 대해 살펴본다.

  • PDF

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1148-1157
    • /
    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].