• Title/Summary/Keyword: AR game

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Developing an AR based Command Post eXercise(CPX) Simulator (증강현실 기반 지휘통제훈련 시뮬레이터 개발)

  • Park, Sangjun;Shin, Kyuyoung;Kim, Dongwook;Kim, Tai Hyo;Roh, Hyo Bin;Lee, Wonwoo
    • Convergence Security Journal
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    • v.18 no.5_2
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    • pp.53-60
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    • 2018
  • As science and technology develops, it is expected that more precise and various weapons will be used in a much more complicate future battlefield environment. C4I is a system that provides the proper and necessary information to commanders and their staffs to recognize the battlefield situation by connecting and visualizing the complex battlefield environment and various weapon systems together. Commanders and staffs perform battle command training based on a computer or paper map to better utilize the C4I system and Command Post eXercise(CPX) is a process of the training. This is the way for them to improve command control and decision making skills. Analyzing of line of sight(LOS), identifying communication fringe area, deploying troop strength, and determining unit maneuver are highly restricted under the 2D based CPX. In recent years, however, three-dimensional (3D) CPX simulators have been developed to overcome these drawbacks. In response to this trend, this paper proposes a multi-user based CPX simulator using augmented reality (AR) glass, which can be used as a practical war game simulator.

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Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

Design & Implementation of a Maze Game Using Vuforia Engine (Vuforia 엔진을 이용한 증강현실 미로 찾기 게임에 대한연구)

  • Lee, Ju-Young;Lee, Kyung-Su;Lee, Yoon-Won;Kang, DongByeong;Jeong, Gu-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.79-82
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    • 2012
  • 본 논문에서는 퀄컴의 Vuforia 엔진을 이용한 증강현실 미로 찾기 어플리케이션을 제안하고 구현하였다. Vuforia 엔진은 증강 현실 엔진 중 비교적 최근에 만들어져 다양한 마커를 활용할 수 있으며 속도, 마커 인식 면에서 다른 AR 엔진에 비해 뛰어나다. 본 논문에서는 Vuforia 엔진에 기반한 미로 찾기 앱을 설계하고 구현한다. 제안한 방법에서는 스마트폰으로 이미지 마커를 인식한 후, 스마트폰 화면에 3D 캐릭터와 미로를 출력해주도록 한다. 또한 가속도 센서를 이용하여 사용자가 직접 스마트폰을 기울여 캐릭터를 목적지까지 이동시키는 미로 찾기 게임 어플리케이션을 구현하였다.

Augmented Reality Haptic Upper Garment for Wear Sensation (착용감 구현을 위한 증강현실용 햅틱 상의(上衣))

  • Yim, Eunhyuk;Kwon, Jeanne;Lee, Sooyong
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.150-156
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    • 2019
  • Haptic systems have been widely used for both virtual reality and augmented reality application including game, entertainment, education and medical sectors. Clothing designers and retailers initiated using AR and VR technologies to help the consumers find style with the perfect fit. Most of the developed augmented reality shopping is implemented by overlapping the image of the clothes on the customer so that he/she can find the fit. However, those are only visual information and the customer cannot experience the real size and the stiffness of the clothes. In this paper, we present the haptic upper garment which provides the haptic feedback to the user using cables. By controlling the length of the cable, the size of the clothes is set and by stiffness control, the compliance of the fabric is implemented. The haptic garment is modeled for precise control and the distributed controller architecture is described. With the haptic upper garment, the user's experience of the virtual clothes is greatly enhanced.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.

Research on AI Painting Generation Technology Based on the [Stable Diffusion]

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.90-95
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    • 2023
  • With the rapid development of deep learning and artificial intelligence, generative models have achieved remarkable success in the field of image generation. By combining the stable diffusion method with Web UI technology, a novel solution is provided for the application of AI painting generation. The application prospects of this technology are very broad and can be applied to multiple fields, such as digital art, concept design, game development, and more. Furthermore, the platform based on Web UI facilitates user operations, making the technology more easily applicable to practical scenarios. This paper introduces the basic principles of Stable Diffusion Web UI technology. This technique utilizes the stability of diffusion processes to improve the output quality of generative models. By gradually introducing noise during the generation process, the model can generate smoother and more coherent images. Additionally, the analysis of different model types and applications within Stable Diffusion Web UI provides creators with a more comprehensive understanding, offering valuable insights for fields such as artistic creation and design.

A study for conceptual limitations and development of metaverse (메타버스(Metaverse)의 개념적 한계와 발전을 위한 연구)

  • Kim, Yong-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.591-593
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    • 2022
  • 메타버스는 1992년 스노크래시(Snow Crash)라는 소설에 의해 그 개념이 소개되었다. 그 이후 여러 발전 과정을 거쳐 개념이 정리되었지만, 메타버스가 본격적으로 이슈화된 것은 코로나19 팬더믹으로 인해 사람들의 생활 패턴이 오프라인에서 온라인으로 급격하게 변화하면서 부터이다. 현재 세계적인 대기업들도 메타버스에 대한 많은 투자를 하고 있으며, 수많은 메타버스 플랫폼이 출시되고 있다. 하지만, 처음에는 분명 매력적으로만 보였던 메타버스에 대해 대중들에게 점차 의문을 표하고 있다.. 메타버스의 어떠한 부분이 이러한 인식 변화를 가져왔는지 연구/분석하며, 메타버스의 개념적 한계를 극복하기 위한 방향성을 제시하고자 한다.

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Literature Review of Extended Reality Research in Consumer Experience: Insight From Semantic Network Analysis and Topic Modeling

  • Hansol Choi;Hyemi Lee
    • Asia Marketing Journal
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    • v.26 no.1
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    • pp.45-59
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    • 2024
  • Extended Reality (XR) technology, the umbrella term covering hyper-realistic technologies, is known to enhance consumer experience and is therefore developing rapidly and being utilized across various industries. Growing studies have examined XR technology and consumer experience; however, the literature has failed to fully explore hyper-realistic technology through a holistic perspective. To fill this gap, we analyzed 720 Korean and international articles through semantic network analysis and topic modeling and identified the literature on XR research in consumer experience. As a result, we extracted six main topics: "Tourism," "Buying Behavior," "XR Technology Acceptance," "Virtual Space," "Game," and "XR Environment." The results provide comprehensive insight on XR technology in consumer experience, whereas the literature is bounded on the production side as revealing a lack of academic discourse on consumer rights and responsibilities. Research reflecting the consumer welfare perspective is, therefore, recommended for future studies.

SVM-based Energy-Efficient scheduling on Heterogeneous Multi-Core Mobile Devices (비대칭 멀티코어 모바일 단말에서 SVM 기반 저전력 스케줄링 기법)

  • Min-Ho, Han;Young-Bae, Ko;Sung-Hwa, Lim
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.69-75
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    • 2022
  • We propose energy-efficient scheduling considering real-time constraints and energy efficiency in smart mobile with heterogeneous multi-core structure. Recently, high-performance applications such as VR, AR, and 3D game require real-time and high-level processings. The big.LITTLE architecture is applied to smart mobiles devices for high performance and high energy efficiency. However, there is a problem that the energy saving effect is reduced because LITTLE cores are not properly utilized. This paper proposes a heterogeneous multi-core assignment technique that improves real-time performance and high energy efficiency with big.LITTLE architecture. Our proposed method optimizes the energy consumption and the execution time by predicting the actual task execution time using SVM (Support Vector Machine). Experiments on an off-the-shelf smartphone show that the proposed method reduces energy consumption while ensuring the similar execution time to legacy schemes.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.