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

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Development of Mobile-Based Process and System for Pipe Management of Construction Using NFC(Near Field Communication) and Augmented Reality Technology (NFC(Near Field Communication)와 증강현실 기술을 활용한 모바일 기반 플랜트 배관공사관리 프로세스 체계 구축)

  • Moon, Daeyoon;Kwon, Soonwook
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.2
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    • pp.122-131
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    • 2014
  • As plant market grows up, client demands to increase quality, technology and to reduce construction period. Due to the vast scale of the construction site and complexity of process, plant project can have some problems of communication among the project participants, the duplication of work, errors and rework. As a result those cause more costs, delay the construction schedule and reduce productivity and quality. Therefore, real-time communication between participants and real-time sharing of information such as material, equipment and construction are required in plant project site. This research aims to propose process and develop system using NFC(Near Field Communication) technology and augmented reality technology with mobile device for plant construction site. Administrators and operators are able to work efficiently using proposed process and system which create an environment designed to share and deliver information such as material, construction information.

A Study on User - centered Usability Elements of User Interface Designs in an Augmented Reality Environment (증강현실 사용자 인터페이스의 사용자중심 사용성 요소 연구)

  • Kim, Un;Lee, Cheol-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1317-1322
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    • 2018
  • In order to complete the AR UI design simply and quickly, the usable factors were studied in this thesis. The primary aim of interface design is to increase the usability. The various factors should be considered together when we evaluate the usability. The idealized usable working model is based on user-centered with the aim of perceiving the interests of users, operating easily and completing targets. In order to ensure the types of usable factors, literature survey method had been used and a total of 85 usable factors had been collected by this survey. To make the usable factors can adapt the augmented reality, the concept of factors should be redefined. We extract the items which is adaptable and user-centered, combine or delete the items that have the same meanings and finally select 25 usable evaluative factors. Then we take HCI professional as the object and collect the data by Heuristic Evaluation. We systematize the usable factors by Principal Component Analysis, and observe the correlation between the usable factors and classify those which have high correlation.

OBTS(On-board Training System) Construction Plan for ROK Navy CVX (해군 항공모함(CVX)을 위한 함정 탑재형 훈련체계(OBTS) 구축 방안)

  • Kim, Seejeong;Jung, Kyung-Nam
    • Journal of the Korea Society for Simulation
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    • v.31 no.2
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    • pp.21-32
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    • 2022
  • The ROK Navy is seeking to secure an aircraft carrier(CVX) to take responsibility for the maritime security of the Republic of Korea. In order for the CVX to complete the mission given to it, the crew must be able to operate the CVX perfectly, and for this purpose, the operating skills of the CVX crew result from constant training. Therefore, this paper proposes an On-board Training System(OBTS) so that the best training can always be performed even on ship. CVX OBTS should be built in the form of a thorough simulator based on a Synthetic Training Environment(STE) so that it can be optimally applied to ship and provide the best training environment to the crew. In order to satisfy the various training requirements and implementation conditions of the CVX, this paper proposes a plan to consist of Embedded Training System(ETS), VR training system, AR maintenance system, MR training system, MR metaverse training system, and realistic simulator training system.

A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

Overview of Motion-to-Photon Latency Reduction for Mitigating VR Sickness

  • Ryu, Yeongil;Ryu, Eun-Seok
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2531-2546
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    • 2021
  • For several years, virtual reality (VR) and augmented reality (AR) technologies have been improving. However, some hurdles remain that slow down the distribution of VR and AR devices, such as head-mounted display (HMD), and related consumer content. One issue is VR motion sickness, which has been experienced by users using 360 degree VR content via HMD. This paper discusses the related international standardization work that classifies the factors causing VR sickness, and proposes the process for VR sickness level evaluation. Among the factors causing VR sickness, many research institutes regard minimizing MTP (Motion-to-Photon) latency as the key enabler to mitigate VR sickness. Thus, this paper introduces research trends of MTP latency measurement and MTP latency mitigation. This paper categorizes the research on MTP latency measurement into 2 categories of hardware-based approach and software code-level approach. The 2 approaches have different pros and cons depending on use-case, purpose, and architecture of each multimedia system. The pros and cons are addressed in this paper. Additionally, the research on mitigating MTP latency with diverse strategies such as proactive computing, caching, and edge server technology is explained, and compared to conventional technologies, shows improved performance.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

A Study on the Smart Maritime Traffic Safety Monitoring System Based on AI & AR (AI와 AR기반의 스마트 해상교통안전모니터링 시스템에 관한 연구)

  • Kim, Won-Ouk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.642-648
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    • 2019
  • Vessels sail according to the COLREG to prevent a collision. However, it is difficult to apply COLREG under special situation as heavy traffic, at this time personal skills of the operator are required. In this case, traffic control is required through the maritime traffic monitoring system. Therefore, maritime traffic management is globally implemented by VTS. In this system, VTS of icer uses the VTS system to assess risks and recommends possible safety operation to vessels with radio systems. This study considers that the risk analysis method with AI (Artificial Intelligence) technology from the operator's aspect. In addition, the research explains the Maritime Traffic Safety Monitoring System, Including AR (Augmented Reality) technology to increase vessel control efficiency. This system is able to predict hazards and risk priorities, and it leads to sequential elimination of dangerous situations. Especially, the hazard situations can be analyzed from operator's perspective of each vessel instead of the VTS officer's aspect, which is more practical than the conventional method. Furthermore, the result of analysis enables to comprehend quantitative hazardous areas and support recommended routes to avoid a collision. As a result, I firmly believe that the system will support to prevent a collision in complex traffic waters. In particular, it could be adopted as a collision prevention system for Maritime Autonomous Surface Ship, which occupies a significant proportion in Maritime 4th industrial revolution.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

3D Position Information Extraction of Video Image for Motion Simulation (모션 시뮬레이션을 위한 동영상에서의 3D 위치 정보 추출)

  • 박혜선;강신국;박민호;김항준
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.223-225
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    • 2003
  • 패턴을 기반으로 딴 AR(Augmented Reality) 시스템은 실시간 동영상 안에 가상 물체들을 정확하게 올리기(registering) 위한 좋은 방법이다. AR 시스템을 구현하기 위해서는 우선 카메라가 보고 있는 영상의 3D 위치 정보를 추출하여야 한다. 본 논문에서는 카메라가 보고 있는 체스판 영상의 3D 위치 정보를 자동적으로 추출하여 그것과 동기적으로 움직이는 가상의 object를 구현하는 시스템을 제안한다. 제안된 방법은 카메라 1 대를 가지고 어떠한 sensor 나 marker 를 사용하지 않고 시간적 정보만을 이용하여 비교적 정확한 3D 위지 정보를 추출할 수 있고, 추출된 3D 위치 정보를 통해 자연스러운 3D 모션 시뮬레이션을 구현할 수 있다.

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A Spatial Index Technique supporting Efficient Spatial Query Processing for AR Applications (AR 응용을 위한 효율적인 공간 질의 처리를 지원하는 공간색인)

  • Park, Jang-Yoo;Yang, Pyoung-Woo;Nam, Kwang-Woo
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2010.06a
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    • pp.50-52
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    • 2010
  • 전통적인 공간 정보 기술인 GIS는 최근 첨단 정보통신 기술들과의 융 복합을 통해 유비쿼터스 환경을 구축하기 위해 진화하고 있다. 한편, 증강현실 기술은 (Augmented Reality) 가상의 그래픽 환경을 실제 환경에 합성하여 사용자가 실제와 가상을 동시에 인식하게 하는 기술이다. 최근 휴대기기의 발달로 전통적인 사용자 위치 기반 서비스에 증강현실을 접목하여 다양한 정보를 실제 환경에 더해 보여주는 기술들이 증가 하고 있다. 전통적인 GIS에서의 공간 질의는 최소 정계 사각형을 사용하지만 증강현실이 적용되는 공간 질의는 삼각형의 형태를 가진다. 본 논문에서는 이러한 증강현실 응용을 위한 공간 질의 검색 알고리즘을 제안한다. 제안하는 알고리즘은 데드 스페이스 발생으로 인한 노드의 추가 검색 시간을 감소시킴으로서 기존의 R-tree 기반의 공간 색인들의 성능 향상을 꾀한다. 마지막으로 PostGIS를 이용한 실험을 통해 성능을 입증하였다.

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