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

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Development of Pre-construction Verification System using AR-based Drawings Object (도면증강 객체기반의 건설공사 사전 시공검증시스템 개발 연구)

  • Kim, Hyeonsung;Kang, Leenseok
    • Land and Housing Review
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    • v.11 no.3
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    • pp.93-101
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    • 2020
  • Recently, as a BIM-based construction simulation system, 4D CAD tools using virtual reality (VR) objects are being applied in construction project. In such a system, since the expression of the object is based on VR image, it has a sense of separation from the real environment, thus limiting the use of field engineers. For this reason, there are increasing cases of applying augmented reality (AR) technology to reduce the sense of separation from the field and express realistic VR objects. This study attempts to develop a methodology and BIM module for the pre-construction verification system using AR technology to increase the practical utility of VR-based BIM objects. To this end, authors develop an AR-based drawing verification function and drawing object-based 4D model augmentation function that can increase the practical utility of 2D drawings, and verify the applicability of the system by performing case analysis. Since VR object-based image has a problem of low realism to field engineers, the linking technology between AR object and 4D model is expected to contribute to the expansion of the use of 4D CADsystem in the construction project.

Line of Sight Vector Estimation using UWB for Augmented Reality Based Indoor Location Monitoring System

  • Chun, Sebum;Seo, Jae-Hee;Lee, Sangwoo;Heo, Moon-Beom
    • Journal of Positioning, Navigation, and Timing
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    • v.5 no.3
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    • pp.145-156
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    • 2016
  • A variety of methods for indoor positioning systems have been underway to ensure the safety of emergency rescuers who are working in dangerous situations such as fire fighters. However, since most systems display locations of rescue workers in two-dimension (2D)-based maps, it is difficult for a commander located in the outside to recognize locations of rescuers inside the building intuitively. An augmented reality (AR)-based indoor positioning monitoring system can display locations of rescuer inside the building that can be seen by commanders to help intuitive recognition of positioning. To monitor AR-based indoor positioning, it is necessary to have an estimation technique of line of sight vector of observers. In the present study, an estimation technique of a line of sight vector using ultra-wide band tranceiver installed inside the indoor to trace locations is presented.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Augmented Reality Framework to Visualize Information about Construction Resources Based on Object Detection (웨어러블 AR 기기를 이용한 객체인식 기반의 건설 현장 정보 시각화 구현)

  • Pham, Hung;Nguyen, Linh;Lee, Yong-Ju;Park, Man-Woo;Song, Eun-Seok
    • Journal of KIBIM
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    • v.11 no.3
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    • pp.45-54
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    • 2021
  • The augmented reality (AR) has recently became an attractive technology in construction industry, which can play a critical role in realizing smart construction concepts. The AR has a great potential to help construction workers access digitalized information about design and construction more flexibly and efficiently. Though several AR applications have been introduced for on-site made to enhance on-site and off-site tasks, few are utilized in actual construction fields. This paper proposes a new AR framework that provides on-site managers with an opportunity to easily access the information about construction resources such as workers and equipment. The framework records videos with the camera installed on a wearable AR device and streams the video in a server equipped with high-performance processors, which runs an object detection algorithm on the streamed video in real time. The detection results are sent back to the AR device so that menu buttons are visualized on the detected objects in the user's view. A user is allowed to access the information about a worker or equipment appeared in one's view, by touching the menu button visualized on the resource. This paper details implementing parts of the framework, which requires the data transmission between the AR device and the server. It also discusses thoroughly about accompanied issues and the feasibility of the proposed framework.

Clinical Application of AR System in Early Rehabilitation Program After Stroke: 2 Case Study

  • An, Chang Man;Kim, Dae Hyun
    • The Journal of Korean Physical Therapy
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    • v.31 no.3
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    • pp.141-146
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    • 2019
  • Purpose: To investigate the effect of an augmented reality (AR) system on muscle strength and function level of the paretic lower limb and the balance ability in the early rehabilitation program of acute stroke patients. Methods: The participants (30 or fewer days after stroke) were randomly assigned to receive intervention with an early rehabilitation program using an AR system (n=1) or an early rehabilitation program consisting of functional electrical stimulation and tilt table use (n=1). Patients in both subjects received interventions 4-5 times a week for 3 weeks. Results: In the paretic limb muscle strength, AR subject was increased from 15 to 39.6 Nm and Control subject was increased from 5 to 30.2 Nm. The paretic limb function of AR subject motor function was increased from 8 to 28 score and Control subject motor function was increased from 6 to 14 score. But sensory function was very little difference between the two subjects (AR subject: from 4 to 10 score, Control subject: from 3 to 10 score). In the balance ability, AR subject had more difference after intervention than control subject (AR subject: 33 score, Control subject: 22 score). Conclusion: The early rehabilitation program using the AR system showed a slightly higher improvement in the motor function of the paretic lower limb and balance ability measurement than the general early rehabilitation program. The AR system, which can provide more active, task-oriented, and motivational environment, may provide a meaningful environment for the initial rehabilitation process after stroke.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement (증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로)

  • Kong, Hae-In;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.65-76
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    • 2019
  • Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

Augmented Reality (AR) Fashion Shopping Service Acceptance Based on Consumers' Technology Readiness (소비자 기술준비도에 따른 증강현실(AR) 패션 쇼핑 서비스 수용의도)

  • Hur, Hee Jin;Lee, Ha Kyung
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.347-357
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    • 2021
  • This study analyzed the effects of optimism and innovativeness, the two drivers of a consumer's technological readiness to use an augmented reality(AR) fashion shopping service within the framework of the Technology Acceptance Model (TAM). The survey was conducted on 249 people (males = 58; females = 191) in their 20s who were willing to participate in the AR experience. Data were analyzed using confirmatory factor analysis (CFA) and structural equation modeling by AMOS 22.0. The results indicated that a greater level of perceived optimism had a positive influence on the ease of use and usefulness of the technology. The findings also show that consumers with a high degree of innovativeness tend to have a higher level of playfulness toward AR fashion shopping. Regarding the effects of user beliefs, ease of use had a positive effect on the perception of usefulness and playfulness with higher levels implying a higher consumer intention to adopt an AR fashion shopping service. In addition, this study reveals the moderating effect of consumers with high-fashion versus those with low-fashion innovativeness. For the latter, technological innovation had an insignificant effect on playfulness, thus indicating that consumers with low interest in fashion did not enjoy AR fashion shopping even if the technology was highly innovative. Nevertheless, the analysis confirms the possibility that experiencing a fashion product through AR technology could replace the actual experience of wearing the products.