• Title/Summary/Keyword: AR (Augmented Reality)

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Monitoring Augmented Reality Technology Using Topic Modeling of Patents (특허의 토픽 모델링을 활용한 증강현실 기술 모니터링)

  • Oh, Seunghyun;Choi, Hayoung;Yoon, Janghyeok
    • Journal of Korean Institute of Industrial Engineers
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    • v.43 no.3
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    • pp.213-228
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    • 2017
  • Augmented reality (AR), which is a live direct or indirect view of a real-world environment combined with virtual objects, has grown rapidly owing to its wide application potential. Despite the growth of AR technology and its increased attraction, however, little attention has been paid to identifying sub-technologies of this technology and their evolving trends based on the data encompassing industrial competition. In the present study, therefore we collect AR-related patents granted until 2015 and then identify technology topics constituting AR technology by applying topic modeling to the patents' textual data. Subsequently, this study determines dynamic evolving trends with respect to those identified technology topics using indicators and maps based on the technology topics' patents and citations. The contributions of this study are twofold; it provides an overall understanding of AR technology's evolving trends based on text mining of AR patents and will assist technology experts in academia and industry in determining further R&D in the near future.

The Effects of AR(Augmented Reality) Contents on User's Learning : A Case Study of Car manual Using Digital Contents (증강현실기술(AR) 콘텐츠가 사용자의 학습적 효과에 미치는 영향: 자동차 매뉴얼 디지털콘텐츠 제작을 중심으로)

  • Won, Jong-Seo;Choi, Sung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.17-23
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    • 2017
  • The purpose of this study is to find out the effects of AR digital contents on user learning context. More and more companies using digital contents for their products. Especially, some companies using AR (Augmented Reality) digital contents as a manual of their car. This Application affords diverse information to customers who want to know usage of its interface. Using this application, the study shows the effects of using AR digital contents on user's absorption, physical presence, immersion.

Research on Cognitive Effects and Responsiveness of Smartphone-based Augmented Reality Navigation (스마트폰 증강현실 내비게이션의 인지능력과 호응도에 관한 연구)

  • Sohn, Min Gook;Lee, Seung Tae;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.272-280
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    • 2014
  • Most of the car navigation systems pzrovide 2D or 3D virtual map-based driving guidance. One of the important issues is how to reduce cognitive burden to the driver who should interpret the abstracted information to real world driving information. Recently, an augmented reality (AR)-based navigation is considered as a new way to reduce cognitive workload by superimposing guidance information into the real world scene captured by the camera. In particular, head-up display (HUD) is popular to implement AR navigation. However, HUD is too expensive to be set up in most cars so that the HUD-based AR navigation is currently unrealistic for navigational assistance. Meanwhile, smartphones with advanced computing capability and various sensors are popularized and also provide navigational assistance. This paper presents a research on cognitive effect and responsiveness of an AR navigation by a comparative study with a conventional virtual map-based navigation on the same smartphone. This paper experimented both quantitative and qualitative studies to compare cognitive workload and responsiveness, respectively. The number of eye gazing at the navigation system is used to measure the cognitive effect. In addition, questionnaires are used for qualitative analysis of the responsiveness.

AR Anchor System Using Mobile Based 3D GNN Detection

  • Jeong, Chi-Seo;Kim, Jun-Sik;Kim, Dong-Kyun;Kwon, Soon-Chul;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.54-60
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    • 2021
  • AR (Augmented Reality) is a technology that provides virtual content to the real world and provides additional information to objects in real-time through 3D content. In the past, a high-performance device was required to experience AR, but it was possible to implement AR more easily by improving mobile performance and mounting various sensors such as ToF (Time-of-Flight). Also, the importance of mobile augmented reality is growing with the commercialization of high-speed wireless Internet such as 5G. Thus, this paper proposes a system that can provide AR services via GNN (Graph Neural Network) using cameras and sensors on mobile devices. ToF of mobile devices is used to capture depth maps. A 3D point cloud was created using RGB images to distinguish specific colors of objects. Point clouds created with RGB images and Depth Map perform downsampling for smooth communication between mobile and server. Point clouds sent to the server are used for 3D object detection. The detection process determines the class of objects and uses one point in the 3D bounding box as an anchor point. AR contents are provided through app and web through class and anchor of the detected object.

An Augmented Reality System for the Construction Industry and Its Impact on Workers' Situational Awareness

  • Abbas, Ali;Seo, JoonOh;Kim, MinKoo
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.129-136
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    • 2020
  • Augmented reality (AR) technology assists construction workers by superimposing additional virtual information onto their real worksite environments. Ideally, this provides them with a better understanding of their tasks and hence boosts task performance. However, the additional information that AR places in users' field of view could limit their ability to understand what is going on in their surroundings and to predict how conditions may change in the near future. AR-assisted systems on construction sites could therefore expose their users to safety risks due to disturbance from the system. Hence, it is important to understand how AR-assisted systems can block users' understanding of their immediate environments, and in turn, how worksite safety in the construction industry could be improved through better design of such systems. This preliminary research conducted a laboratory experiment that simulated rebar inspection tasks and compared the situational awareness of AR users against that of subjects using traditional paper-based inspection methods, as measured by the Situation Awareness Rating Technique. Based on the results, we discuss the safety impact of head-mounted AR-assisted displays on situational awareness during construction tasks.

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A study on the three dimensional paper doll development with augmented reality technology (증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.3
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    • pp.297-302
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    • 2014
  • The AR(Augmented Reality) is the technique that make the fusion between real world and virtual object. The augmented object on real world can provide the visualization of digital information to user. Also, the real-time AR system makes the interaction between user and computers. Therefore, the immersion of user be increasing and help the information transfer to user with AR system. In this paper, we implement the AR system with the modeled VRML as a three-dimensional object using programming language. The application technique is proposed that augment the various virtual clothes to three-dimensional avatar. Moreover, we propose the novel interface by using marker that can be increase the immersion of user.

Implementation of Infant Learning Content using Augmented Reality (증강현실을 이용한 유아용 학습 콘텐츠의 구현)

  • Lee, Jong-Hyeok;Cho, Hyun-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.257-263
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we implemented the system based on Goblin XNA which supports high resolution model file and higher AR. We confirmed the relation of model output among the number of marker, the location and changes of camera distance. And we produced the infantile studying contents using AR and embodied. In implemented contents, we showed the familiar character to infants on each page marker. As the result of it, we can raise their concentration and at a time studying supporters can use the contents easily as well. Also we put 3 marker on each page of contents to recognize it smoothly in case one part of it is hidden by any obstacle. Finally we maximized the learning effect such as presence and immersion in studying through reinforcing 3D models according to the every situation.

A Pilot Study on the Development of an Augmented Reality-based Decision Support System for Free-Form Buildings Construction Management (증강현실 기반의 비정형 건축물 건설관리 의사결정지원시스템 개발에 관한 기초적 연구)

  • Lim, Jang-Sik;Ock, Jong-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.3
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    • pp.175-187
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    • 2012
  • The BIM simulation systems involve inefficient aspects in delivering real world circumstances because they are operated in the virtual reality (VR) environment without representing the job-site operations. Differently from VR, augmented reality (AR) enhances the reflection of job-site reality to virtual environment. AR influences architecture, design and construction. This reality replaces or merges with the normal physical world and it can be tailored to enhance comprehension for specific design and construction activities. The main objective of this research is to develop an AR-based decision support system for free-form buildings design/construction/maintenance processes. Haewoojae, a free-form housing building built in Seoul area is identified as a model building to generate the system. Seventeen engineers, who are masters or doctorate graduate students at the S university in Seoul and have been working in the Korean construction industry for more than 10 years are invited to validate the system's appropriateness and usability in comparison with its development objectives.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.2
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.