• Title/Summary/Keyword: AR %3A Augmented Reality

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Development of BIM and Augmented Reality-Based Reinforcement Inspection System for Improving Quality Management Efficiency in Railway Infrastructure (철도 인프라 품질관리 효율성 향상을 위한 BIM 기반 AR 철근 점검 시스템 구축)

  • Suk, Chaehyun;Jeong, Yujeong;Jeon, Haein;Yu, Youngsu;Koo, Bonsang
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.6
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    • pp.63-65
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    • 2023
  • BIM and AR technologies have been assessed as a means of enhancing productivity within the construction industry, through the provision of effortless access to critical data on site, achieved via the projection of 3D models and associated information onto actual structures. However, most of the previous researches for applying AR technology in construction quality management has been performed for construction projects in general, resulting in only overall on-site management solutions. Also, a few previous researches for the application of AR in the quality management of specific elements like reinforcements focused only on simple projection, so conducting specific quality inspection was impossible. Hence, this study aimed to develop a practically applicable BIM-based AR quality management system targeted for reinforcements. For the development of this system, the reinforcement inspection items on the quality checklist used at railway construction sites were analyzed, and four types of AR functions that can effectively address these items were developed and installed. The validation result of the system for the actual railway bridge showed a degradation of projection stability. This problem was solved through model simplification and enhancement of the AR device's hardware performance, and then the normal operation of the system was validated. Subsequently, the final developed reinforcement quality inspection system was evaluated for practical applicability by on-site quality experts, and the efficiency of inspection would significantly increase when using the AR system compared to the current inspection method for reinforcements.

D4AR - A 4-DIMENSIONAL AUGMENTED REALITY - MODEL FOR AUTOMATION AND VISUALIZATION OF CONSTRUCTION PROGRESS MONITORING

  • Mani Golparvar-Fard;Feniosky Pena-Mora
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.30-31
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    • 2009
  • Early detection of schedule delay in field construction activities is vital to project management. It provides the opportunity to initiate remedial actions and increases the chance of controlling such overruns or minimizing their impacts. This entails project managers to design, implement, and maintain a systematic approach for progress monitoring to promptly identify, process and communicate discrepancies between actual and as-planned performances as early as possible. Despite importance, systematic implementation of progress monitoring is challenging: (1) Current progress monitoring is time-consuming as it needs extensive as-planned and as-built data collection; (2) The excessive amount of work required to be performed may cause human-errors and reduce the quality of manually collected data and since only an approximate visual inspection is usually performed, makes the collected data subjective; (3) Existing methods of progress monitoring are also non-systematic and may also create a time-lag between the time progress is reported and the time progress is actually accomplished; (4) Progress reports are visually complex, and do not reflect spatial aspects of construction; and (5) Current reporting methods increase the time required to describe and explain progress in coordination meetings and in turn could delay the decision making process. In summary, with current methods, it may be not be easy to understand the progress situation clearly and quickly. To overcome such inefficiencies, this research focuses on exploring application of unsorted daily progress photograph logs - available on any construction site - as well as IFC-based 4D models for progress monitoring. Our approach is based on computing, from the images themselves, the photographer's locations and orientations, along with a sparse 3D geometric representation of the as-built scene using daily progress photographs and superimposition of the reconstructed scene over the as-planned 4D model. Within such an environment, progress photographs are registered in the virtual as-planned environment, allowing a large unstructured collection of daily construction images to be interactively explored. In addition, sparse reconstructed scenes superimposed over 4D models allow site images to be geo-registered with the as-planned components and consequently, a location-based image processing technique to be implemented and progress data to be extracted automatically. The result of progress comparison study between as-planned and as-built performances can subsequently be visualized in the D4AR - 4D Augmented Reality - environment using a traffic light metaphor. In such an environment, project participants would be able to: 1) use the 4D as-planned model as a baseline for progress monitoring, compare it to daily construction photographs and study workspace logistics; 2) interactively and remotely explore registered construction photographs in a 3D environment; 3) analyze registered images and quantify as-built progress; 4) measure discrepancies between as-planned and as-built performances; and 5) visually represent progress discrepancies through superimposition of 4D as-planned models over progress photographs, make control decisions and effectively communicate those with project participants. We present our preliminary results on two ongoing construction projects and discuss implementation, perceived benefits and future potential enhancement of this new technology in construction, in all fronts of automatic data collection, processing and communication.

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Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

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.

THz Short-range Transmission Technology Based on Photonics (포토닉스 기반 THz 근거리 전송 기술)

  • Cho, Seung-Hyun;Moon, Sang-RoK;Lee, Joon Ki
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.61-70
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    • 2019
  • Recently, research and development for next-generation mobile communication and short-range wireless communication has begun worldwide along with the provision of commercial services of 5G mobile communication technology. In response to this trend, the THz band has attracted considerable attention as a frequency band for transmitting 100 Gbps of large-capacity wireless data. For communication in the THz band, research and development of approaches based on photonics and electronics is being actively performed; the configurations, characteristics, and performances of these two methods for THz transmission have been seriously examined. Among them, we reviewed the technical issues in implementing THz wireless transmission technology using photonics technology. We also introduced the Electronic and Telecommunications Research Institute's (ETRI) development of photonics-based THz short-range transmission technology starting from 2019 and including some initial results. In the near future, 100 Gbps high-capacity wireless data transmission technology utilizing photonics technology is expected to be commercially available and applied to various applications, such as 3D hologram transmission, uncompressed large capacity medical data transmission, and multiple augmented reality/virtual reality (AR/VR).

Deriving AR Technologies and Contents to Establish a Safety Management System in Railway Infrastructure (철도 인프라 안전 관리 시스템 구축을 위한 AR 기술 및 콘텐츠 도출)

  • Jeon, Hae-In;Yu, Young-Su;Koo, Bon-Sang;Seo, Hyeong-Lyel;Kim, Ji-Hwan
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.3
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    • pp.427-438
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    • 2022
  • With the recent growing importance over safety management the need for advanced and technical approaches for on-site safety inspection methods has increased. Railway construction is subject to its own particular set of temporal and spatial challenges due to its unique facilities and equipment. This study aimed to investigate the field characteristics of railway infrastructure and improve the conventional field safety management methods by identifying the most appropriate features of AR technology. Group interviews and surveys were conducted with field safety experts to derive the major problems and inspection needs. Subsequently, various features of AR, such as BIM model projection, and remote conferencing, were investigated to determine their applicability to address safety issues. As a result, four problems in the current safety management process, such as 'lack of time due to the conventional inspection method and inspection of areas that are difficult to access', and three major inspection types, such as 'observance of work procedures, status of installation, adequate dimensional spacing', were identified to be improved when adopting AR based techniques. Furthermore, AR technology utilizing plans to solve safety inspection problems and effectively manage major inspection types were proposed, and a follow up survey was conducted with the same field safety experts to derive the priority of technology development.

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
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    • 2018.10a
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    • pp.686-689
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    • 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 Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.11-16
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    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

A Real-time Particle Filtering Framework for Robust Camera Tracking in An AR Environment (증강현실 환경에서의 강건한 카메라 추적을 위한 실시간 입자 필터링 기법)

  • Lee, Seok-Han
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.597-606
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    • 2010
  • This paper describes a real-time camera tracking framework specifically designed to track a monocular camera in an AR workspace. Typically, the Kalman filter is often employed for the camera tracking. In general, however, tracking performances of conventional methods are seriously affected by unpredictable situations such as ambiguity in feature detection, occlusion of features and rapid camera shake. In this paper, a recursive Bayesian sampling framework which is also known as the particle filter is adopted for the camera pose estimation. In our system, the camera state is estimated on the basis of the Gaussian distribution without employing additional uncertainty model and sample weight computation. In addition, the camera state is directly computed based on new sample particles which are distributed according to the true posterior of system state. In order to verify the proposed system, we conduct several experiments for unstable situations in the desktop AR environments.

Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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