• Title/Summary/Keyword: AR technology

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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
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    • v.16 no.1
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    • pp.72-79
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    • 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.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

VR AR-based campus map using Drone 'SNUT MAP' (드론을 이용한 가상 현실 및 증강 현실 기반 3D 캠퍼스 지도 'SNUT MAP')

  • Kim, Subin;Kim, Eunju;Lee, Eunbi;Kim, Dongho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.370-372
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    • 2020
  • 가상 현실을 이용한 다양한 응용기술이 등장함에 따라, 그를 이용한 서비스와 상용 애플리케이션이 개발되고 있다. VR, AR 사용자가 증가하고, 주위에서도 쉽게 이러한 기술을 접할 수 있게 되었다. 이에 본 논문은 2D로 표현되는 기존의 지도 사용을 어려워하는 사람들의 문제점을 해결하기 위하여 VA과 AR-based 3D를 통합할 수 있는 지도를 연구하고 'SNUT MAP'을 개발하였다. 'SNUT MAP'을 개발하는 데 Unity 3D와 Dronedeploy, Blender, Vuforia, AR+GPS location, Google maps API를 사용하였다.

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Fabrication of anti-reflection thin film by using sol-gel hybrid solution (Sol-gel 하이브리드 용액을 이용한 반사방지막 제조)

  • Park, Jong-Guk;Lee, Ji-Sun;Lee, Mi-Jai;Lee, Young Jin;Jeon, Dae-Woo;Kim, Jin-Ho
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.26 no.6
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    • pp.220-224
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    • 2016
  • Anti-reflection (AR) thin films were fabricated on a glass substrate by using an ultrasonic spray. Glycidoxypropyl trimethoxysilane (GPTMS) and tetraethyl orthosilicate (TEOS) were used to synthesize a sol-gel hybrid coating solution. The moving speed of spray nozzle was changed from 15~25 mm/s to control the coating thickness of AR thin film. As the moving speed of spray nozzle increased, the thickness of AR thin film decreased from 138 nm to 86 nm. When the AR thin film was fabricated by nozzle moving speed of 20 mm/s, the refractive index and thickness of AR thin film was measured to be 1.31 and 104 nm, respectively. The average reflectance and transmittance of AR thin film coating glass was measured to be 0.75 % and 94 %, respectively into the visible light range of 380~780 nm.

Analysis of Ar Plasma Effects for Copper Nitride Passivation Formation via Design of Experiment (실험계획법을 통한 구리 질화물 패시베이션 형성을 위한 아르곤 플라즈마 영향 분석)

  • Park, Hae-Sung;Kim, Sarah Eunkyung
    • Journal of the Microelectronics and Packaging Society
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    • v.26 no.3
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    • pp.51-57
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    • 2019
  • To protect the Cu surface from oxidation in air, a two-step plasma process using Ar and $N_2$ gases was studied to form a copper nitride passivation as an anti-oxidant layer. The Ar plasma removes contaminants on the Cu surface and it activates the surface to facilitate the reaction of copper and nitrogen atoms in the next $N_2$ plasma process. This study investigated the effect of Ar plasma on the formation of copper nitride passivation on Cu surface during the two-step plasma process through the full factorial design of experiment (DOE) method. According to XPS analysis, when using low RF power and pressure in the Ar plasma process, the peak area of copper oxides decreased while the peak area of copper nitrides increased. The main effect of copper nitride formation in Ar plasma process was RF power, and there was little interaction between plasma process parameters.

Development of Augmented Reality Character System based on Markerless Tracking (마커리스 트래킹 기반 증강현실 캐릭터 시스템 개발)

  • Hyun, Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1275-1282
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, resulting in low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

Analysis on the Characteristic of Current Waveform and Welding for SM45C Using FCAW According to Gas Mixture Ratio (FCAW를 이용한 SM45C의 혼합가스비율에 따른 전류파형 및 용접특성 연구)

  • Lee, JongHun;Lim, ByungChul;Park, SangHeup
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.23 no.6
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    • pp.618-623
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    • 2014
  • This study, analyzed the waveform and mechanical properties of flux cored arc Welding on SM45C. $CO_2$ 10% + Ar 90% shows the lowest standard deviation and shunt ratio at which the arc was most stable. $CO_2$ 10% + Ar 90% is equal to $CO_2$ 20% + Ar 80%. therefore, $CO_2$ 20% + Ar 80% is the best of mixture gases. The hardness test result for the gas mixture ratio of $CO_2$ 10% + Ar 90% was HV 249.7 which is the highest measured value. According to tensile test results, the tensile strength increased with increasing Ar in the mixture gas. This was because of the inertness of the argon, which does not combine with other elements, causing $CO_2$ to combine with pearlite and ferrite and decreasing the maximum tensile strength. Microstructural examination results show that with increasing Ar, ferrite generation decreases while the mild microstructure increases which influences the hardness.

A study on the immersive experience in preparation for the era of autonomous ships (자율운항선박시대를 대비한 몰입형 자율운항 경험에 관한 연구)

  • Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.70-71
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    • 2020
  • In the era of autonomous ships, artificial intelligence technology will be able to provide a more advanced immersive experience by combining AR and VR. Immersion technology can provide a real-like experience and sensibility by dazzling the five senses of the user. In autonomous operation through VR or AR, it is necessary to provide a natural environment in which seafarers can immerse themselves in navigation and interact with virtual ships. In this study, in preparation for the era of autonomous ships, what are the key characteristics that seafarer can realize immersive user experience during autonomous navigation through VR or AR.

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