• 제목/요약/키워드: AR based design process

검색결과 62건 처리시간 0.028초

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

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
    • /
    • 제20권4호
    • /
    • pp.23-28
    • /
    • 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.

소형 마커를 이용한 손가락 터치 기반 감각형 증강현실 상호작용 방안 (Tangible AR Interaction based on Fingertip Touch Using Small-Sized Markers)

  • 정호균;박형준
    • 한국CDE학회논문집
    • /
    • 제18권5호
    • /
    • pp.374-383
    • /
    • 2013
  • Various interaction techniques have been studied for providing the feeling of touch and improve immersion in augmented reality (AR) environments. Tangible AR interaction exploiting two types (product-type and pointer-type) of simple objects has earned great interest for cost-effective design evaluation of digital handheld products. When the sizes of markers attached to the objects are kept big to obtain better marker recognition, the pointer-type object frequently and significantly occludes the product-type object, which deteriorates natural visualization and level of immersion in an AR environment. In this paper, in order to overcome such problems, we propose tangible AR interaction using fingertip touch combined with small-sized markers. The proposed approach facilitates the use of convex polygons to recover the boundaries of AR markers which are partially occluded. It also properly enlarges the pattern area of each AR marker to reduce the sizes of AR markers without sacrificing the quality of marker detection. We empirically verified the quality of the proposed approach, and applied it in the process of design evaluation of digital products. From experimental results, we found that the approach is comparably accurate enough to be applied to the design evaluation process and tangible enough to provide a pseudo feeling of manipulating virtual products with human hands.

패스트트랙 환경에서 FAB신축을 지원하는 BIM기반 AR 시스템 개발 (AR system for FAB construction management using BIM data under fast track condition)

  • 이상원;이광수;최성인;류성찬;박정서
    • 한국BIM학회 논문집
    • /
    • 제12권4호
    • /
    • pp.1-18
    • /
    • 2022
  • New Fabrication Facility (FAB) construction is performed with Building Information Modeling (BIM) based design. The BIM design data keep updated during the FAB construction. To improve fast-track construction management, a Fabrication Facility Augmented Reality (FABAR) was developed. This study introduces a FABAR system development process and shows performance evaluation results of the FABAR prototype system. The FABAR is implemented with three major modules: Augmented Reality (AR) visualization unit (Room-box) to transfer big BIM data to AR data, AR registration and tracking unit to match AR with real scape and to keep AR coordination in real, and AR data management unit to enhance usability. The prototype performance results were as follows: visualization of design BIM data via AR within 24 hours, precise AR registration and tracking registration, and appropriate usability to support FAB construction management at site. The results indicate that the FABAR is applicable for FAB construction management. Especially, the BIM data transformation method using Room-box in this study signifies a new construction management approach using fluctuating BIM design data in the fast track construction condition.

Rebar Spacing Fixing Technology using Laser Scanning and HoloLens

  • Lee, Yeongjoo;Kim, Jeongseop;Lee, Jin Gang;Kim, Minkoo
    • 한국건설관리학회논문집
    • /
    • 제25권2호
    • /
    • pp.69-80
    • /
    • 2024
  • Currently rebar spacing inspection is carried out by human inspectors who heavily rely on their individual experience, lacking a guarantee of objectivity and accuracy in the inspection process. In addition, if incorrectly placed rebars are identified, the inspector need to correct them. Recently, laser scanning and AR technologies have been widely used because of their merits of measurement accuracy and visualization. This study proposes a technology for rebar spacing inspection and fixing by combining laser scanning and AR technology. First, scan data acquisition of rebar layers is performed and the raw scan data is processed. Second, AR-based visualization and fixing are performed by comparing the design model with the model generated from the scan data. To verify the developed technique, performance comparison test is conducted by comparing with existing drawing-based method in terms of inspection time, error detection rate, cognitive load, and situational awareness ability. It is found from the result of the experiment that the AR-based rebar inspection and fixing technology is faster than the drawing-based method, but there was no significant difference between the two groups in error identification rate, cognitive load, and situational awareness ability. Based on the experimental results, the proposed AR-based rebar spacing inspection and fixing technology is expected to be highly useful throughout the construction industry.

설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석 (Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review)

  • 이진강;최민지;임윤지;서준오
    • 한국BIM학회 논문집
    • /
    • 제9권4호
    • /
    • pp.1-9
    • /
    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

차체 C/Pad 조립을 위한 증강현실 기반의 조립시스템 구현 (Implementation of AR based Assembly System for Car C/pad Assembly)

  • 박홍석;최흥원;박진우
    • 한국정밀공학회지
    • /
    • 제25권8호
    • /
    • pp.37-44
    • /
    • 2008
  • Nowadays, the increasing global competition forces manufacturer to reduce the cost and time for implementation of manufacturing system. The AR(augmented reality) technology as a new human-machine interface introduces a noteworthy perspective for a new manufacturing system design. Using AR technology, a physically existing production environment can be superimposed with virtual planning objects. Therefore, the planning tasks can be validated without modeling the surrounding environment of the production domain during short process planning time. In this paper, we introduce the construction of AR browser and determine the optimal environment parameters for field application of AR system through lots of tests. And, many methods such as multi-marker coordinate system, division of virtual objects and so on, are proposed in order to solve the problems suggested from initial field test. Based on these tests and results, the test-bed of C/Pad assembly system is configured and robot program for C/Pad assembly is generated based on AR system.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제16권1호
    • /
    • pp.72-79
    • /
    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

증강 현실을 이용한 산업 제품의 빠르고 효과적인 디자인 방법 (Rapid and Tangible Method of Product Design using Augmented Reality Technology)

  • 진윤석;김양욱;김보미;박준
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 1부
    • /
    • pp.55-58
    • /
    • 2008
  • 산업 제품을 디자인하는 디자이너들은 CAD(Computer Aided Design)과 같은 방법을 사용하여 새로운 디자인을 만들어내고, 이를 적용한 가상의 3D 모델을 통해 살펴본다. 이 방법은 직접 손으로 도면을 그리고 단순히 한쪽 면만 살펴볼 수 있었던 기존의 방법에 비해서 컴퓨터로 인한 자동화와 다양한 각도에서 제품에 적용된 새로운 디자인을 살펴봄으로써 시간과 비용을 절감할 수 있다. 이에 우리는 앞서 언급한 디자인 방법에 Augmented Reality와 Rapid Prototyping의 개념을 더해 현실적이고 인터랙티브한 산업제품의 디자인 방법을 고안하였다. 이것은 스티로폼과 같은 재질로 만들어진 mockup을 조립하여 만들고, 3D 모델의 컬러, 재질, 버튼 등의 인터페이스 요소와 실제 제품을 조작하는 것과 같은 인터랙티브한 요소들을 적용시킴으로써 제품을 디자인할 수 있는 증강현실기반 시스템이다.

  • PDF

디지털 전환 시대의 AR기술 기반 판화 제작 연구 (Study on Printmaking Design Based on Augmented Reality Technology in Era of Digital Transformation)

  • 임지붕;김유진
    • 문화기술의 융합
    • /
    • 제9권4호
    • /
    • pp.161-170
    • /
    • 2023
  • 본 연구에서는 전통 판화의 디지털 전환을 위해 전통 판화의 문화적 함의와 형식적 특징 등 판화 예술만이 가진 고유한 매체 특성을 지키는데 중점을 두고 전통 판화 제작에 증강현실 기술을 적용하는 방법을 제한하고 있다. 이를 위해 디지털 전환 시대에 전통 판화 예술과 증강현실 기술의 융합 의도를 이해할 수 있도록 증강현실 작품을 4가지 유형으로 구분하고 여러 나라의 AR 작품 사례를 분석하였다. 이를 통해 증강현실 기술과 전통 판화의 결합 방식과 디자인 방향을 결정하였다. 또한 저자의 작품 "봄, 여름, 가을, 겨울"을 기반으로 한 AR 판화 작품을 완성하여 증강현실 기술이 판화 발전에 충분한 역할을 할 수 있음을 입증하였다. 우리는 이 연구를 통해 AR 판화는 보다 확장된 스토리를 제공하여 몰입감 있는 판화 예술작품으로써의 가능성과 그 가치를 확인할 수 있었다.

Effects of Reactor Type on the Economy of the Ethanol Dehydration Process: Multitubular vs. Adiabatic Reactors

  • Yoo, Kee-Youn
    • Korean Chemical Engineering Research
    • /
    • 제59권3호
    • /
    • pp.467-479
    • /
    • 2021
  • Abstract: A kinetic model was developed for the dehydration of ethanol to ethylene based on two parallel reaction pathways. Kinetic parameters were estimated by fitting experimental data of powder catalysts in a lab-scale test, and the effectiveness factor was determined using data from pellet-type catalysts in bench-scale experiments. The developed model was used to design a multitubular fixed-bed reactor (MTR) and an adiabatic reactor (AR) at a 10 ton per day scale. The two different reactor types resulted in different process configurations: the MTR consumed the ethanol completely and did not produce the reaction intermediate, diethyl ether (DEE), resulting in simple separation trains at the expense of high equipment cost for the reactor, whereas the AR required azeotropic distillation and cryogenic distillation to recycle the unreacted ethanol and to separate the undesired DEE, respectively. Quantitative analysis based on the equipment and annual energy costs showed that, despite high equipment cost of the reactor, the MTR process had the advantages of high productivity and simple separation trains, whereas the use of additional separation trains in the AR process increased both the total equipment cost and the annual energy cost per unit production rate.