• Title/Summary/Keyword: 증강 현실 응용

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Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

u-GIS National Land Information Providing System (u-GIS 국토정보 제공 시스템)

  • Kim, Jae-Chul;Lee, Kyu-Chul
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.1-8
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    • 2009
  • The u-GIS national land information providing technology is the technology which maximizes the application of u- GIS data through the national land information platform technique of the next generation web and provides a user with the on-demand national land information in the ubiquitous environment. Recently, as the environment emphasizing the web as a platform 'Web 2.0' emerges, the where 2.0 which is paradigm is diffused in the spatial information area. And the Geo-spatial Web technology develops in a center. Moreover, it is changed to the open platform of the user participation trend. And the consumer of the geo-spatial information is changed to the end-user center from the public institution. The geo-spatial technique is technologically faced with the new challenge. In this paper, we analyze the technical tendency about a paradigm, And we present the u-GIS national land information platform technique, the u-GIS national land information visualization technology, the u-GIS national land information GeoDRM integrative technique, and the u-GIS national land information mobile application technology as the essential elemental technology for overcoming this.

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Video Augmentation of Virtual Object by Uncalibrated 3D Reconstruction from Video Frames (비디오 영상에서의 비보정 3차원 좌표 복원을 통한 가상 객체의 비디오 합성)

  • Park Jong-Seung;Sung Mee-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.421-433
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    • 2006
  • This paper proposes a method to insert virtual objects into a real video stream based on feature tracking and camera pose estimation from a set of single-camera video frames. To insert or modify 3D shapes to target video frames, the transformation from the 3D objects to the projection of the objects onto the video frames should be revealed. It is shown that, without a camera calibration process, the 3D reconstruction is possible using multiple images from a single camera under the fixed internal camera parameters. The proposed approach is based on the simplification of the camera matrix of intrinsic parameters and the use of projective geometry. The method is particularly useful for augmented reality applications to insert or modify models to a real video stream. The proposed method is based on a linear parameter estimation approach for the auto-calibration step and it enhances the stability and reduces the execution time. Several experimental results are presented on real-world video streams, demonstrating the usefulness of our method for the augmented reality applications.

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Self-calibration of a Multi-camera System using Factorization Techniques for Realistic Contents Generation (실감 콘텐츠 생성을 위한 분해법 기반 다수 카메라 시스템 자동 보정 알고리즘)

  • Kim, Ki-Young;Woo, Woon-Tack
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.495-506
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    • 2006
  • In this paper, we propose a self-calibration of a multi-camera system using factorization techniques for realistic contents generation. The traditional self-calibration algorithms for multi-camera systems have been focused on stereo(-rig) camera systems or multiple camera systems with a fixed configuration. Thus, it is required to exploit them in 3D reconstruction with a mobile multi-camera system and another general applications. For those reasons, we suggest the robust algorithm for general structured multi-camera systems including the algorithm for a plane-structured multi-camera system. In our paper, we explain the theoretical background and practical usages based on a projective factorization and the proposed affine factorization. We show experimental results with simulated data and real images as well. The proposed algorithm can be used for a 3D reconstruction and a mobile Augmented Reality.

Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

Technology Acceptance of Industry 4.0 Applying UTAUT2: Focusing on AR and Drone Services (UTAUT2를 응용한 4차 산업 기술수용에 관한 연구: 증강현실(AR)과 드론 서비스를 중심으로)

  • Kim, Ki-Bong;Chung, Byoung-Gyu
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.29-46
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    • 2019
  • This study analyzed the factors influencing the technology acceptance of the general public in the drones and ARs, one of the key technologies of the industry 4.0. The theoretical basis was the extended unified theory of acceptance and use of technology model(UTAUT2), which uses performance expectancy, effort expectancy, social influence, facilitating conditions, and hedonic motivation as factors common to both services. The price value factor was excluded considering that most ARs were free, and the perceived risk factors, including privacy, which were not in UTAUT2, were included because they are important factors for ICT technology acceptance. The hypothesis was tested by structure equation model. Social influence and hedonic motivation had a positive(+) effect on intention to use technology. On the other hand, in the case of effort expectancy, neither the AR nor the drone had a significant influence on intention to use technology. Furthermore, performance expectancy had a positive(+) effect on intention to use in AR, but no significant influence was found out in drones. On the contrary, in the case of the facilitating conditions, the influence of the drones was positive (+), but the relation of AR was not investigated. The perceived risk was tested for the negative (-) influence of use intention of AR, but no significant relationship was found out for the drones. Among the significant influencing factors, hedonic motivation was the most powerful factor in AR and drones. Theoretical and practical implications are presented based on these results.

Development on AR-Based Operator Training Simulator(OTS) for Chemical Process Capable of Multi-Collaboration (다중협업이 가능한 AR 기반 화학공정 운전원 교육 시뮬레이터(OTS-Simulator) 개발)

  • Lee, Jun-Seo;Ma, Byung-Chol;An, Su-Bin
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.22-30
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    • 2022
  • In order to prevent chemical accidents caused by human error, a chemical accident prevention and response training program using advanced technology was developed. After designing a virtual process based on the previously built pilot plant, chemical accident response contents were developed. A part of the pilot facility was remodeled for content realization and a remote control function was given. In addition, a DCS program that can control facilities in a virtual environment was developed, and chemical process operator training (OTS) that can finally respond to virtual chemical accidents was developed in conjunction with AR. Through this, trainees can build driving skills by directly operating the device, and by responding to virtual chemical accidents, they can develop emergency response capabilities. If the next-generation OTS like this study is widely distributed in the chemical industry, it is expected to greatly contribute to the prevention of chemical accidents caused by human error.

Predicting Unseen Object Pose with an Adaptive Depth Estimator (적응형 깊이 추정기를 이용한 미지 물체의 자세 예측)

  • Sungho, Song;Incheol, Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.12
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    • pp.509-516
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    • 2022
  • Accurate pose prediction of objects in 3D space is an important visual recognition technique widely used in many applications such as scene understanding in both indoor and outdoor environments, robotic object manipulation, autonomous driving, and augmented reality. Most previous works for object pose estimation have the limitation that they require an exact 3D CAD model for each object. Unlike such previous works, this paper proposes a novel neural network model that can predict the poses of unknown objects based on only their RGB color images without the corresponding 3D CAD models. The proposed model can obtain depth maps required for unknown object pose prediction by using an adaptive depth estimator, AdaBins,. In this paper, we evaluate the usefulness and the performance of the proposed model through experiments using benchmark datasets.

Trend Forecasting and Analysis of Quantum Computer Technology (양자 컴퓨터 기술 트렌드 예측과 분석)

  • Cha, Eunju;Chang, Byeong-Yun
    • Journal of the Korea Society for Simulation
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    • v.31 no.3
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    • pp.35-44
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    • 2022
  • In this study, we analyze and forecast quantum computer technology trends. Previous research has been mainly focused on application fields centered on technology for quantum computer technology trends analysis. Therefore, this paper analyzes important quantum computer technologies and performs future signal detection and prediction, for a more market driven technical analysis and prediction. As analyzing words used in news articles to identify rapidly changing market changes and public interest. This paper extends conference presentation of Cha & Chang (2022). The research is conducted by collecting domestic news articles from 2019 to 2021. First, we organize the main keywords through text mining. Next, we explore future quantum computer technologies through analysis of Term Frequency - Inverse Document Frequency(TF-IDF), Key Issue Map(KIM), and Key Emergence Map (KEM). Finally, the relationship between future technologies and supply and demand is identified through random forests, decision trees, and correlation analysis. As results of the study, the interest in artificial intelligence was the highest in frequency analysis, keyword diffusion and visibility analysis. In terms of cyber-security, the rate of mention in news articles is getting overwhelmingly higher than that of other technologies. Quantum communication, resistant cryptography, and augmented reality also showed a high rate of increase in interest. These results show that the expectation is high for applying trend technology in the market. The results of this study can be applied to identifying areas of interest in the quantum computer market and establishing a response system related to technology investment.