• Title/Summary/Keyword: AR/VR Device

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A Study on the Heart Rate Variability for Improvement of AR / VR Service (AR/VR 서비스 향상을 위한 심박 변이도 연구)

  • Park, Hyun-Moon;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.191-198
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    • 2020
  • In this study, we proposed a real-time ECG analytical method for predicting stress and dangerous heart condition using the ECG signal in playing AR/VR device. A real-time diagnosis is used as R-R interval based HRV(:Heart rate variability), BPM(:Beats Per Minitue) and autonomic nervous research with through mapping method of two-dimensional planes. The ECG data were analyzed every 5 minutes and derived from autonomic nervous system diagnosis.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

A Development of JPEG-LS Platform for Mirco Display Environment in AR/VR Device. (AR/VR 마이크로 디스플레이 환경을 고려한 JPEG-LS 플랫폼 개발)

  • Park, Hyun-Moon;Jang, Young-Jong;Kim, Byung-Soo;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.417-424
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    • 2019
  • This paper presents the design of a JPEG-LS codec for lossless image compression from AR/VR device. The proposed JPEG-LS(: LosSless) codec is mainly composed of a context modeling block, a context update block, a pixel prediction block, a prediction error coding block, a data packetizer block, and a memory block. All operations are organized in a fully pipelined architecture for real time image processing and the LOCO-I compression algorithm using improved 2D approach to compliant with the SBT coding. Compared with a similar study in JPEG-LS, the Block-RAM size of proposed STB-FLC architecture is reduced to 1/3 compact and the parallel design of the predication block could improved the processing speed.

ORB-SLAM based SLAM Framework for the Spatial Recognition using Android Oriented Tethered Type AR Glasses (안드로이드 기반 테더드 타입 AR 글래스의 공간 인식을 위한 ORB-SLAM 기반 SLAM프레임워크 설계)

  • Do-hoon Kim;Joongjin Kook
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.1
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    • pp.6-10
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    • 2023
  • In this paper, we proposed a software framework structure to apply ORB-SLAM, the most representative of SLAM algorithms, so that map creation and location estimation technology can be applied through tethered AR glasses. Since tethered AR glasses perform only the role of an input/output device, the processing of camera and sensor data and the generation of images to be displayed through the optical display module must be performed through the host. At this time, an Android-based mobile device is adopted as the host. Therefore, the major libraries required for the implementation of AR contents for AR glasses were hierarchically organized, and spatial recognition and location estimation functions using SLAM were verified.

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Calibration of 9 axis sensor data for high immersion feeling of VR user (VR 사용자의 높은 몰입감을 위한 9축센서 데이터의 보정)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.400-403
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    • 2018
  • The VR / AR market has grown significantly due to the development of Virtual Reality and Augmented Reality, the core technologies of the Fourth Industrial Revolution. According to a report released by the Korea Science and Engineering Corporation (KISTEP), the global VR / AR market will grow to $ 105 billion by 2022. An important key to the growth of the VR / AR market is user immersion. VR is dependent on technology of hardware such as display and sensor for biometric signal recognition. In order to improve user's immersion feeling, it is important to transmit sensor data to display device more accurately and quickly. In this paper, we consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the Motion to Photon (MTP) time that user movement is fully reflected on the display using sensor devices.

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A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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Synchronization of Moving objects and VR images (매칭 모듈을 이용한 이동 객체와 VR 영상의 동기화)

  • Lee, Hyoun-Sup;You, Eun-Jae;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1435-1440
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    • 2017
  • Recently, VR and AR are emerging as an area of interest in ICT. In virtual reality to feel like a real, many people are looking for them because of its charm. However, the motion of the VR image and the moving object are not synchronized exactly, and a problem of feeling nausea is also occurring. The problem should be solved by the application of Attraction in the VR system. In this paper, we propose a module that minimizes delay time by synchronizing movement of VR image and moving object. The proposed module calculates the moving distance using the direction and the acceleration sensor that the user views through the VR device. The module proposed in this paper will pay attention to the fact that the movement of the attraction moves along a fixed path, so that the accurate travel distance can be calculated.

A Novle Method for Efficient Mobile AR Service in Edge Mesh Network

  • Choi, Seyun;Shim, Woosung;Hong, Sukjun;Kim, Hoijun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.22-29
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    • 2022
  • Recently, with the development of mobile computing power, mobile-based VR and AR services are being developed. Due to network performance and computing power constraints, VR and AR services using large-capacity 3D content have limitations. A study on an efficient 3D content load method for a mobile device is required. The conventional method downloads all 3D content used for AR services at the same time. In this paper, we propose an active 3D content load according to the user's track. The proposed method is a partitioned 3D object load. Edge servers were installed for each area and connected through the MESH network. Partitioned load the required 3D object in the area referring to the user's location. The location is identified through the edge server information of the connected AP. The performance of the proposed method and the conventional method was compared. As a result of the comparison, the proposed method showed a stable Mobile AR Service. The results of this study, it is expected to contribute to the activation of edge server-based AR mobile services.