• Title/Summary/Keyword: AR 영상

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Design of Image Tracking System for Marker Diversity in Argumented Reality (증강현실 마커 다양성을 위한 영상 트래킹 시스템 설계)

  • Song, Jae-Gu;Jung, Sung-Mo;Lim, Ji-Hoon;Kim, Seok-Soo
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.225-227
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    • 2010
  • 최근 증강현실(Augmented Reality, AR) 기술의 중요성이 인식되면서 다양한 분야의 서비스에 기술 도입사례가 등장하고 있다. AR에 있어 마커 검출 기술은 가장 기본이 되는 중요한 기술이다. 하지만 마커 기반의 증강현실 시스템은 그 오차가 매우 크고 이로 인해 센서정보와 같은 다양한 보조적 정보를 요구하게 된다. 따라서 본 연구에서는 마커사용의 한계를 극복하기 위한 마커리스 트래킹(Markerless Tracking Technology)기술을 연구 하여 실시간 영상에서 목표로 하는 사물을 추적하여 증강현실 서비스로 도입하기 위한 시스템은 설계하였다. 본 시스템은 기존에 도입된 명함 분석, 자동차 번호판 인식 등 제한된 서비스의 한계를 극복하고 보다 다양한 연구 분야에 활용될 것이다.

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Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

Children's Education Application Design Using AR Technology (AR기술을 활용한 어린이 교육 어플리케이션 디자인)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.

Training-Based Noise Reduction Method Considering Noise Correlation for Visual Quality Improvement of Recorded Analog Video (녹화된 아날로그 영상의 화질 개선을 위한 잡음 연관성을 고려한 학습기반 잡음개선 기법)

  • Kim, Sung-Deuk;Lim, Kyoung-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.6
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    • pp.28-38
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    • 2010
  • In order to remove the noise contained in recorded analog video, it is important to recognize the real characteristics and strength of the noise. This paper presents an efficient training-based noise reduction method for recorded analog video after analyzing the noise characteristics of analog video captured in a real broadcasting system. First we show that there is non-negligible noise correlation in recorded analog video and describe the limitations of the traditional noise estimation and reduction methods based on additive white Gaussian noise (AWGN) model. In addition, we show that auto-regressive (AR) model considering noise correlation can be successfully utilized to estimate and synthesize the noise contained in the recorded analog video, and the estimated AR parameters are utilized in the training-based noise reduction scheme to reduce the video noise. Experiment results show that the proposed method can be efficiently applied for noise reduction of recorded analog video with non-negligible noise correlation.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Usability of Augmented Reality Picture Book for Young Children (유아를 위한 증강현실 그림책에 대한 사용성 연구)

  • Hyun, Eun-Ja;Choi, Kyoung;Yeon, Hye-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.182-189
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    • 2011
  • This study was conducted to evaluate the usability of augmented reality (AR) picture book for young children. The participants of this study were 17 five-year-olds attending to M kindergarten in Korea. The measurement of the usability was conducted by observation and interviews during and after children's AR picture book reading 1) usability test score such as task completed that is, reading the AR picturebook successfully, 2) children's behaviors in the process of reading the book, 3) children's response to the questions asking the level of satisfaction with the AR picture book. The result of study showed that most of children could read the AR successfully adjusting the distance and angle of AR picture book to web-camera's location. And children showed verbal and nonverbal expression such as surprise, joy, questions and frustration in reading the book. Children told that AR picture book is fun and easy to read. This study would provide the implications for the interface development and adult-child book reading of AR picture books.

A study on the Digital diorama AR using Natural history Contents (자연사 콘텐츠를 활용한 디지털디오라마 AR연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.293-297
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    • 2021
  • This paper applies the natural history contents of the Science Museum and combines the Gestalt theory to develop the butterfly arrangement structure of the butterfly sample box and the butterfly sample information necessary for the sample box as AR (Augmented Reality). Existing analog sample information is expressed as digital information by combining place, butterfly information, and graph to maximize the effect of digital diorama exhibition. Digital natural history information is increased or decreased, and an environment optimized for real samples and suitability is constructed, and natural history contents are arranged in the principles of collectiveness, closure, simplicity, and continuity using the Gestalt visual perception principle to increase attention and increase the attention of butterfly collection information. Was applied as an application plan of AR.

A Wavelet Approach to Broadcast Video Traffic Modeling (Wavelet 변환을 이용한 영상 트래픽 모델링)

  • 정수환;배명진;박성준
    • The Journal of the Acoustical Society of Korea
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    • v.18 no.1
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    • pp.72-77
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    • 1999
  • In this paper, we propose a wavelet VQ approach to modeling VBR broadcast video traffic. The proposed method decomposes video traffic into two parts via wavelet transformation, and models each part separately. The first part, which is modeled by an AR(1) process, serves to capture the long-term trend of the traffic; the second part, classified via vector quantization, addresses the short-term behavior of the traffic. Compared with other VBR video models, our model has three advantages. First, it allows the separate modeling of long- and short-term behavior of the video traffic; second, it preserves the periodic coding structure in traffic data; and third, it provides an unified approach for the frameand slice-level traffic modeling. We demonstrate the validity of our model by statistical measurements and network performance simulation.

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MPEG-DASH based 3D Point Cloud Content Configuration Method (MPEG-DASH 기반 3차원 포인트 클라우드 콘텐츠 구성 방안)

  • Kim, Doohwan;Im, Jiheon;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.660-669
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    • 2019
  • Recently, with the development of three-dimensional scanning devices and multi-dimensional array cameras, research is continuously conducted on techniques for handling three-dimensional data in application fields such as AR (Augmented Reality) / VR (Virtual Reality) and autonomous traveling. In particular, in the AR / VR field, content that expresses 3D video as point data has appeared, but this requires a larger amount of data than conventional 2D images. Therefore, in order to serve 3D point cloud content to users, various technological developments such as highly efficient encoding / decoding and storage, transfer, etc. are required. In this paper, V-PCC bit stream created using V-PCC encoder proposed in MPEG-I (MPEG-Immersive) V-PCC (Video based Point Cloud Compression) group, It is defined by the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard, and provides to be composed of segments. Also, in order to provide the user with the information of the 3D coordinate system, the depth information parameter of the signaling message is additionally defined. Then, we design a verification platform to verify the technology proposed in this paper, and confirm it in terms of the algorithm of the proposed technology.

Detecting the screw-assembly state of a valve-body using the AR method (AR 방식을 이용한 밸브바디의 나사 조립 상태 검지)

  • Kang, Moon-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.24-30
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    • 2021
  • In this study, an augmented reality (AR) app that detects the screw-assembly state of a car valve-body and assists the assembly work is developed and the effectiveness of the app is shown through testing. The app creates the contents indicating the screw-assembly position and order, and the screw-assembly state. Then, the contents are registrated onto the valve-body image on a smart-phone screen to be shown to the worker during assembly. To this end, the features are extracted from the 2D image of the valve-body and the location of the valve-body is tracked. By extracting the areas where the screws are to be assembled, and periodically determining the luminance of these areas, it is checked whether the screws are assembled in order at the predetermined position of the valve-body. When an error is detected during assembly, a warning sound is notified to the worker, and the worker can check the assembly state on the smart-phone screen and handle the error, immediately. Study results found that it takes about 65 ms to detect the assembly state of the five screws, and the assembly state is detected without error for 1 hour.