• Title/Summary/Keyword: AR콘텐츠

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A Study on the AR Game Analysis and Business Model (AR게임 분석과 비즈니스 모델에 관한 연구)

  • Kang, Ye-seul;Kang, Ji-yeong;Yoon, Hee-young;Hwang, Jin-ju;Chang, Young-hyun;Ko, Chang-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.49-54
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    • 2016
  • Development of AR/VR has expanded computer games from indoor static contents to outdoor dynamic contents. The syndrome of 'Pokemon Go' which is a representative AR game was born, and Nintendo's stock price shot up a massive 120%. Although some people gained profits, new damages are emerging including illegal intrusion or road accidents because it is a type of game to visit real locations. There are reported about 114 thousand road accidents related to the game. This study aims to examine the trends of AR game in 2016 and analyze damages and positive cases to suggest a method for preventing accidents due to the AR game, and a business model.

A Formalized Approach or Authoring Augmented Reality Contents (증강현실 콘텐츠 저작을 위한 정형화된 기법)

  • Seo, Jin-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.2219-2224
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    • 2010
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. In this paper, we analyze the difficulties(inherent to developing AR contents) into three problems and present a formalized authoring approach for AR contents. The proposed approach is based on the Statecharts, which was originally designed for modeling real-time embedded systems. In order to apply he Statecharts to modeling AR contents, we defined the semantics of the Statecharts and various events for interaction modeling.

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.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Advertising in the AR Ecosystem and Revitalization Strategies for the Advertising and PR Industry: Centered on Qualitative Research (AR 생태계(C-P-N-D)에서의 광고, PR 산업 분야의 활성화 방안: 질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.67-80
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    • 2019
  • Augmented Reality (AR) is a crucial technology in the Fourth Industrial Revolution that can revolutionize the existing Information and Communication Technology (ICT) market and powerfully create a new market However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing AR market. Thus this research explores the big picture of the AR industry as it pertains to Politics, Economy, Social, and Technology through in-depth interview with seven AR experts who are leading the domestic AR market. The research also analyzes the AR market's Strengths, Weaknesses, Opportunities, and Threats. Furthermore, it looks for strategies to vitalize the advertising and PR industry by analyzing the Contents, Platform, Network, and Devices of the AR ecosystem. The results of the research indicate a need for the government's strengthened policy of supporting the AR market, fostering of pace-setting killer contents, connecting services of several industries through AR platforms, strengthening the network of communication systems such as through 5G, and the commercialization and industrialization of domestic devices in order to vitalize the AR industry in its marketing and PR spheres. Therefore, this research suggests measures to revitalize the marketing and PR industries of the AR ecosystem, which has only recently gotten to its developing stage and provides an academic as well as practical foundation for future research in the field of AR.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.193-199
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    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.115-116
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    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

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A Delphi study on the Needs for the Development of a Customized Support Program based on Augmented Reality for Preterm infants and their Families (미숙아와 가족을 위한 증강현실(AR) 기반 맞춤형지지 프로그램 개발 요구분석을 위한 델파이 연구)

  • Sin, Jae Eun;Kim, Ah Rim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.49-51
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    • 2022
  • 본 논문에서는 신생아집중치료실에 입원한 미숙아와 가족 대상의 증강현실(Augmented Reality [AR])기반 맞춤형지지 케어 프로그램 개발에 필요한 관련 전문가 합의를 도출한 델파이 조사 연구이다. 3D 콘텐츠를 적용한 프로그램 개발에 필요한 핵심 구성요소 혹은 교육 콘텐츠를 발굴하여 개발의 방향성을 제안하기 위한 델파이 분석에, 미숙아 및 전문가 집단 14명(1차)과 113명(2차)이 본 연구에 참여하였다. 각 델파이 집단에서 수집된 반응들의 분석 결과, 4개의 하위영역(AR 프로그램의 필요성 및 가치(장점), AR 기반 프로그램 도입과 적용 시 고려할 점, AR 기반 전인적 e케어 프로그램 도입 시 요구와 전략적 방안, 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 우선순위)이 분류되었으며, 총 57문항이 도출되었다. 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 요구도와 우선순위에 있어서는, 부모 경우 신생아 케어의 반복적 체험 훈련 통한 부모 교육, 아기 본연의 독특하고 고유한 캐릭터나 습관 및 특성 관련 정보 공유, 발달을 돕는 양육 또는 놀이 교육, 가족 요구 기반 특수 간호 기술 훈련 등의 항목의 우선순위가 높았다. 한편, 전문가의 경우 건강한 부모역할로의 이행을 돕기 위한 심리사회적지지, 부모-아기 간 단절 최소화, 미숙아 발달 관련 정보 및 양육 또는 놀이 정보 공유, 부모-아기 상호작용 기회 제공 등으로 요구도의 우선순위가 높았다. 본 연구에서 개발된 델파이 평가문항의 내적일관성 신뢰도를 분석한 결과, Cronbach's α .89~.94로 높았고, 타당도와 문항 구성이 적절한 것으로 나타났다. 본 연구의 결과들을 바탕으로, 미숙아와 가족을 위한 AR 기반 맞춤형지지 케어 프로그램 개발의 적합성이 검증되었고, 프로그램의 임상적, 기술적, 사용적 가치에 있어서 고려할 사항과 교수매체로서 부모와 전문가 집단이 요구하는 3D 콘텐츠 우선순위를 바탕으로 효과적인 기획 및 설계의 근거를 확보했다는 점에서 의의가 있다.

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A Study on the Development of Military Power Education Program Using Realistic Contents - Focusing on Augmented Reality (AR) - (실감형 콘텐츠를 활용한 군 정신전력교육 프로그램 개발 방안 연구 - 증강현실(AR)을 중심으로 -)

  • Im, Sang-wuk;cho, Hyun Young;Lee, sang-eun
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.115-116
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    • 2019
  • 4차 산업시대에 부합된 군 정신전력교육을 위해 가상현실을 적용할 경우 이에 맞는 교육모델이 필요하다. 본 연구에서는 Keller의 동기설계 모형울 적용하여 증강현실 콘텐츠를 설계하였고 장병들에게 적용하여 그 효과를 증명하였다.

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