• Title/Summary/Keyword: AR 제작 시스템

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Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

A Study on the Implementation of Coexistent Reality Technology for Ship Outfitting Inspection (선박 의장 검사를 위한 공존현실 기술 적용에 관한 연구)

  • Ha, Yeon-Chul;Kim, Jin-Woo;Kim, Goo;Shin, Hyun-Shil
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.1
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    • pp.13-20
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    • 2020
  • In shipyards, internal materials are assembled after designing and manufacturing each ship's block. Internal material assembly means the installation of parts and equipment except ship's body. In this process, if the assembly of pipes and equipment existing in the block is not done correctly during the assembly between blocks, this causes a lot of costs. In addition, even if the assembly of the internal materials already completed, the production efficiency of the ship is reduced due to rework when problems such as space arrangement of the internal materials occurs. Therefore, this study introduces space arrangement and inspection system before and after hull outfitting work based on coexistence reality technology using 3D design drawing to solve these problems. The various coexistence reality algorithms and inspection systems developed and introduced in this study are based on AR service, which has never been introduced in Korea. So it will be widely applicable to various manufacturing industries using design drawings such as automobiles and architectures as well as ship building process.

Conceptual Design and Hydrodynamic Properties of a Moving Bed Reactor for Intrinsic $CO_2$ Separation Hydrogen Production Process ($CO_2$ 원천분리 수소 제조 공정을 위한 이동층 반응기의 개념 설계 및 수력학적 특성)

  • Park, Dong-Kyoo;Cho, Won-Chul;Seo, Myung-Won;Go, Kang-Seok;Kim, Sang-Done;Kang, Kyoung-Soo;Park, Chu-Sik
    • Clean Technology
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    • v.17 no.1
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    • pp.69-77
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    • 2011
  • The intrinsic $CO_2$ separation and hydrogen production system is a novel concept using oxidation and reduction reactions of oxygen carrier for both $CO_2$ capture and high purity hydrogen production. The process consists of a fuel reactor (FR), a steam reactor (SR) and an air reactor (AR). The natural gas ($CH_4$) is oxidized to $CO_2$ and steam by the oxygen carrier in FR, whereas the steam is reduced to hydrogen by oxidation of the reduced oxygen carrier in SR. The oxygen carrier is fully oxidized by air in AR. In the present study, the chemical looping moving bed reactor having 200 L/h hydrogen production capacity is designed and the hydrodynamic properties were determined. Compared with other reactors, two moving bed reactors (FR, SR) were used to obtain high conversion and selectivity of the oxygen carrier. The desirable solid circulation rates are calculated to be in the range of $20{\sim}100kg/m^2s$ from the conceptual design. The solid circulation rate can be controlled by aeration in a loop-seal. To maintain the gas velocity in the moving beds (FR, SR) at the minimum fluidization velocity is found to be suitable for the stable operation. The solid holdup in moving beds decrease with increasing gas velocity and solid circulation rate.

선형 대향 타겟 스퍼터 시스템으로 성장시킨 GaN-LED용 Ga-doped ZnO 박막 특성 연구

  • Sin, Hyeon-Su;Lee, Ju-Hyeon;Kim, Han-Gi
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.572-572
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    • 2013
  • 본 연구에서는 Plasma damage-free 선형 대향 타겟 스퍼터(Linear Facing Target sputtering: LFTS) 시스템을 이용하여 성막시킨 GaN-LED의 투명전극용 Ga-doped ZnO (GZO) 박막의 특성을 연구하였다. LFTS 시스템을 이용한 GZO 성막 공정 중 LED소자의 플라즈마 노출에 의한 데미지를 최소화 하기 위해 일정한 타겟간 거리(Target-to-Target distance: 65 mm)에서 타겟과 기판간 거리(Target-to-Substrate distance)를 50 mm에서 120 mm로 변화시키며 GZO 투명 전극을 성막해 박막의 특성과 소자의 특성을 동시에 분석하였다. LFTS에서 플라즈마는 GZO 타겟 사이에 형성된 일방향의 자장에 의해 효과적으로 구속되기 때문에 기판과 타겟 거리를 최적화 할 경우 플라즈마 데미지를 최소화하며 GaN-LED의 제작이 가능하다. 기판과 타겟 사이의 거리가 120 mm에서 최적화된 200 nm 두께의 GZO 투명 전극은 DC 파워 250 W, 공정 압력 0.3 mTorr, Ar 20 sccm 실험 조건하에서 LED 소자 위해 성막되었으며, 이후 $600^{\circ}C$ 수소 분위기에서 1분간 급속 열처리하였고 면저항(37 Ohm/sq.)과 450 nm 파장에서의 투과도(83%)를 나타냄을 확인할 수 있었다. LED 소자와 타겟 사이의 거리가 50 mm에서 120 mm로 증가할수록 성막공정 중 LED 소자에 미치는 플라즈마 데미지의 감소로 인해 GaN-LED 소자의 turn on voltage가 8.2 V에서 3.4 V로 감소한 것을 확인하였으며, 또한 radiant intensity는 20 mA의 전류를 인가하였을 시 0.02 mW/sr에서 8 mW/sr로 400배 향상되었다. 이러한 소자 특성은 대향 타겟 스퍼터 시스템으로 성장시킨 GZO 투명전극이 LED 소자의 투명 전극 층(Transparent Conductive Layer: TCL)에 적용될 수 있음을 말해준다.

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Development of micro-stereolithography system for the fabrication of three-dimensional micro-structures (3 차원 형상의 미소제품 제작을 위한 마이크로 광 조형시스템의 개발)

  • 이인환;조윤형;조동우;이응숙
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.2
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    • pp.186-194
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    • 2004
  • Micro-stereolithography is a newly proposed technology as a means that can fabricate a 3D micro-structure of free form. It makes a 3D micro-structure by dividing the shape into many slices of relevant thickness along horizontal surfaces, hardening each layer of slice with a focused laser beam, and stacking them up to a desired shape. In this technology, differently from the conventional stereolithography, scale effect is dominant. To realize micro-stereolithography technology, we developed the micro-stereolithography apparatus which is composed of an Ar+ laser, x-y-z stages. controllers. optical devices and scan path generation software. Related processes were developed, too. Using the system, a number of micro-structures were successfully fabricated. Some of these samples are shown for prove this system. Laser scan path generation algorithm and software considering photopolymer solidification phenomena as well as given 3D model were developed. Sample fabrication of developed software shows relatively high dimensional accuracy compared to the uncompensated result.

Real-Time Camera Tracking for Markerless Augmented Reality (마커 없는 증강현실을 위한 실시간 카메라 추적)

  • Oh, Ju-Hyun;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.614-623
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    • 2011
  • We propose a real-time tracking algorithm for an augmented reality (AR) system for TV broadcasting. The tracking is initialized by detecting the object with the SURF algorithm. A multi-scale approach is used for the stable real-time camera tracking. Normalized cross correlation (NCC) is used to find the patch correspondences, to cope with the unknown and changing lighting condition. Since a zooming camera is used, the focal length should be estimated online. Experimental results show that the focal length of the camera is properly estimated with the proposed online calibration procedure.

Multiple Camera Calibration for Panoramic 3D Virtual Environment (파노라믹 3D가상 환경 생성을 위한 다수의 카메라 캘리브레이션)

  • 김세환;김기영;우운택
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.2
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    • pp.137-148
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    • 2004
  • In this paper, we propose a new camera calibration method for rotating multi-view cameras to generate image-based panoramic 3D Virtual Environment. Since calibration accuracy worsens with an increase in distance between camera and calibration pattern, conventional camera calibration algorithms are not proper for panoramic 3D VE generation. To remedy the problem, a geometric relationship among all lenses of a multi-view camera is used for intra-camera calibration. Another geometric relationship among multiple cameras is used for inter-camera calibration. First camera parameters for all lenses of each multi-view camera we obtained by applying Tsai's algorithm. In intra-camera calibration, the extrinsic parameters are compensated by iteratively reducing discrepancy between estimated and actual distances. Estimated distances are calculated using extrinsic parameters for every lens. Inter-camera calibration arranges multiple cameras in a geometric relationship. It exploits Iterative Closet Point (ICP) algorithm using back-projected 3D point clouds. Finally, by repeatedly applying intra/inter-camera calibration to all lenses of rotating multi-view cameras, we can obtain improved extrinsic parameters at every rotated position for a middle-range distance. Consequently, the proposed method can be applied to stitching of 3D point cloud for panoramic 3D VE generation. Moreover, it may be adopted in various 3D AR applications.

Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Real-time Geometric Correction System for Digital Image Projection onto Deformable Surface (변형 가능한 곡면에서의 디지털 영상 투영을 위한 실시간 기하 보정 시스템)

  • Lee, Young-Bo;Han, Sang-Hun;Kim, Jung-Hoon;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.39-44
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    • 2008
  • This paper proposes a real-time geometric correction system based on a projector to project digital images onto deformable surface. Markers use to trace lots of corresponding points would spoil the projected image when the projector projects a digital image onto the surface because they leave marks on the surface. In addition, it is difficult to build a real-time geometric correction system since bottlenecks occur through the process of the geometric correction for projecting images. In this paper, we use invisible infrared markers and a vertex shader of GPU using Cg TookKit of NVIDIA in order to eliminate disadvantage and bottlenecks in the process of markers recognition so that it is possible to project natural correction images in real-time. As a result, this system overlays an interactive virtual texture onto the real paper by using the geometric transformation. Therefore, it is possible to develop variation of AR(Augmented Reality) based on digital contents systems.

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