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

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A Study on Efficient Compatibility Testing for Development of VR Contents (VR 컨텐츠 개발을 위한 효율적인 호환성 테스팅에 관한 연구)

  • Kim, Sang-Beom;Lee, Ha-Rim;Lim, Woo-Jin;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.69-70
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    • 2019
  • 4차 산업혁명 시대의 핵심 기술 분야라고 불리는 가상현실(Virtual Realityl VR)/증강현실(Augmented Reality; AR) 기술은 그 동안 IT 시장을 주도해 온 스마트폰 시장이 포화상태에 도달함에 따라 주요 IT기업들의 차세대 비즈니스로 떠오르고 있으며, 미디어 플랫폼인 VR에 대한 연구 또한 계속해서 진행되고 있다. 또한 최근 들어 디스플레이 해상도가 높아지고 PC의 성능이 좋아지면서 많은 회사에서 VR 콘텐츠에 대응하여 VR기기를 출시하고 있다. 하지만 아직까지 VR에 대한 호환성 테스팅 방법은 제대로 제시되지 않고 있는 실정이다. 따라서 본 논문에서는 연구를 통해서 효과적이고 효율적인 호환성 테스트 방법을 제시한다.

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Recent Trends and Analysis on AR Technology - Focused on 3D Object Tracking Methods - (증강현실 기술 최근 동향 및 분석 - 3차원 객체 추적 기술을 중심으로 -)

  • Park, Hanhoon;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.299-300
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    • 2018
  • 최근 증강현실(augmented reality) 기술이 큰 주목을 받고 있다. 스마트폰, HMD 등과 같은 모바일 기기의 성능 향상 및 위치 기반 서비스의 보편화로 인해 증강현실 기술의 유용성을 입증하는 다양한 응용 분야들이 소개되고 있다. 증강현실은 기본적으로 현실세계에 가상의 디지털 콘텐츠를 자연스럽게 병치하여 인간의 감각과 인식을 확장시키는 실감미디어 기술이다. 증강현실을 구현하기 위해서는 사용자나 현실세계의 상황을 파악하고 인지하기 위한 컴퓨터 비전 기술, 가상의 디지털 콘텐츠를 생성하고 렌더링하기 위한 컴퓨터 그래픽스 기술, 증강현실 콘텐츠와 상호작용하기 위한 상호작용 기술, 사용자 중심의 증강현실 프로그램 개발을 지원하기 위한 저작 기술 등 다양한 요소 기술들을 필요로 한다. 본 논문에서는 컴퓨터 비전 기술 중의 하나로 객체의 3차원 움직임(포즈 변화)을 추적하기 위한 방법들의 최신 동향을 간략하게 분석하고, 향후 발전 방향에 대해 전망해 본다.

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Implementation of Augmented Reality-based Android Application Service (증강현실 기반의 안드로이드 캠퍼스 정보 서비스 시스템 구현)

  • Han, Jong-Sun;Lim, Seung-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.392-395
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    • 2013
  • 본 논문에서는 안드로이드 기만의 스마트폰 시스템에서 증강현실(AR)을 이용하여 지리정보 및 카메라 화면을 이용한 지리정보 서비스 시스템을 구현한다. 최근 안드로이드 기반의 스마트폰 어플리케이션을 이용한 지리정보 서비스 어플리케이션 활용이 많아지고 있으며, 카메라 기반의 영상정보를 활용할 수 있는 기반이 많이 확대 되었기 때문에, 증강현실과 지리정보를 연결한 캠퍼스 정보 서비스 시스템에 대한 요구가 많이 있다. 본 논문에서 개발한 증강현실 기반의 안드로이드 캠퍼스 정보 서비스 시스템은 사용자들의 개별 수업 시간표 정보와 연동하여 학생들이 제 시간에 강의실 및 그룹 토론장소, 회의장소등의 시간, 지리적 서비스를 효율적으로 활용할 수 있도록 디자인하고 구현하였다. 본 논문의 애플리케이션을 활용하면 캠퍼스 강의에 효율적으로 활용할 수 있을 것으로 본다.

A Study on Metaverse Usability in the Fashion Industry

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.396-402
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    • 2022
  • Since the 21st century, the internet has been an essential existence due to the 4th industrial revolution and the development of IT technology, but the focus of the existing development direction has changed a lot over the past three years. COVID-19, also known as a pandemic, first occurred in 2020 escalating rapidly and cutting off society existing as an off-line form in every country. As non-face-to-face life continues, everyday technologies using online such as hybrid work have promptly developed, and an online virtual world called Metaverse excelled and became a phenomenal topic. In this study, theoretical considerations and the current status of the metaverse, which are being highlighted as global trend keywords, are examined, and the utility of the metaverse in the fashion industry was studied. Based on this study, it is expected that the work is recognized and brings helpful intuitions as a way to revitalize the shrinking fashion industry by using the metaverse, which is still in its infancy.

Task Scheduling on Cloudlet in Mobile Cloud Computing with Load Balancing

  • Poonam;Suman Sangwan
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.73-80
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    • 2023
  • The recent growth in the use of mobile devices has contributed to increased computing and storage requirements. Cloud computing has been used over the past decade to cater to computational and storage needs over the internet. However, the use of various mobile applications like Augmented Reality (AR), M2M Communications, V2X Communications, and the Internet of Things (IoT) led to the emergence of mobile cloud computing (MCC). All data from mobile devices is offloaded and computed on the cloud, removing all limitations incorporated with mobile devices. However, delays induced by the location of data centers led to the birth of edge computing technologies. In this paper, we discuss one of the edge computing technologies, i.e., cloudlet. Cloudlet brings the cloud close to the end-user leading to reduced delay and response time. An algorithm is proposed for scheduling tasks on cloudlet by considering VM's load. Simulation results indicate that the proposed algorithm provides 12% and 29% improvement over EMACS and QRR while balancing the load.

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.57-66
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    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.31-38
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    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.

Epoxy-based Interconnection Materials and Process Technology Trends for Semiconductor Packaging (반도체 패키징용 에폭시 기반 접합 소재 및 공정 기술 동향)

  • Eom, Y.S.;Choi, K.S.;Choi, G.M.;Jang, K.S.;Joo, J.H.;Lee, C.M.;Moon, S.H.;Moon, J.T.
    • Electronics and Telecommunications Trends
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    • v.35 no.4
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    • pp.1-10
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    • 2020
  • Since the 1960s, semiconductor packaging technology has developed into electrical joining techniques using lead frames or C4 bumps using tin-lead solder compositions based on traditional reflow processes. To meet the demands of a highly integrated semiconductor device, high reliability, high productivity, and an eco-friendly simplified process, packaging technology was required to use new materials and processes such as lead-free solder, epoxy-based non cleaning interconnection material, and laser based high-speed processes. For next generation semiconductor packaging, the study status of two epoxy-based interconnection materials such as fluxing and hybrid underfills along with a laser-assisted bonding process were introduced for fine pitch semiconductor applications. The fluxing underfill is a solvent-free and non-washing epoxy-based material, which combines the underfill role and fluxing function of the Surface Mounting Technology (SMT) process. The hybrid underfill is a mixture of the above fluxing underfill and lead-free solder powder. For low-heat-resistant substrate applications such as polyethylene terephthalate (PET) and high productivity, laser-assisted bonding technology is introduced with two epoxy-based underfill materials. Fluxing and hybrid underfills as next-generation semiconductor packaging materials along with laser-assisted bonding as a new process are expected to play an active role in next-generation large displays and Augmented Reality (AR) and Virtual Reality (VR) markets.

Analysis of 3D Reconstruction Accuracy by ToF-Stereo Fusion (ToF와 스테레오 융합을 이용한 3차원 복원 데이터 정밀도 분석 기법)

  • Jung, Sukwoo;Lee, Youn-Sung;Lee, KyungTaek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.466-468
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    • 2022
  • 3D reconstruction is important issue in many applications such as Augmented Reality (AR), eXtended Reality (XR), and Metaverse. For 3D reconstruction, depth map can be acquired by stereo camera and time-of-flight (ToF) sensor. We used both sensors complementarily to improve the accuracy of 3D information of the data. First, we applied general multi-camera calibration technique which uses both color and depth information. Next, the depth map of the two sensors are fused by 3D registration and reprojection approach. The fused data is compared with the ground truth data which is reconstructed using RTC360 sensor. We used Geomagic Wrap to analysis the average RMSE of the two data. The proposed procedure was implemented and tested with real-world data.

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Fabrication of Flexible Micro LED for Beauty/Biomedical Applications (미용/의료용 유연 마이크로 발광 다이오드 디바이스 제작 공정)

  • Jae Hee Lee
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.36 no.6
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    • pp.563-569
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    • 2023
  • Micro light-emitting diodes (LEDs), with a chip size of 100 micrometers or less, have attracted significant attention in flexible displays, augmented reality/virtual reality (AR/VR), and bio-medical applications as next-generation light sources due to their outstanding electrical, optical, and mechanical performance. In the realm of bio-medical devices, it is crucial to transfer tiny micro LED chips onto desired flexible substrates with low precision errors, high speed, and high yield for practical applications on various parts of the human body, including someone's face and organs. This paper aims to introduce a fabrication process for flexible micro LED devices and propose micro LED transfer techniques for cosmetic and medical applications. Flexible micro LED technology holds promise for treating skin disorders, cancers, and neurological diseases.