• Title/Summary/Keyword: Augment Reality

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Cylinder-based Angular Interpolation to Efficiently Feature Point Matching in AR Environment (AR환경에서 특징 포인트를 효율적으로 매칭하기 위한 실린더 기반의 각도 보간)

  • Moon, YeRin;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.365-368
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    • 2022
  • 본 논문에서는 가상 물체를 현실과 오차 없이 정확하게 증강 시켜야 하는 상황에서 특징 포인트를 이용하여 효율적으로 매칭하기 위한 실린더 기반의 각도 보간 기법을 제안한다. 증강현실에서 활용되는 대표적인 객체를 증강하는 방법은 특징 포인트들을 트래킹하여 찾아낸 후, RANSAC 알고리즘을 기반으로 포인트 셋에서 바닥, 벽과 같이 하나의 평면을 구성하고 그 위에 객체를 증강한다. 이 방법은 평면을 이용하기 때문에 계산량이 적지만, 증강 위치에 대한 오차가 존재하기 때문에 때때로 잘못된 위치에 객체가 배치되는 경우가 발생한다. 특히, 의료시설, 도로 공사에서 증강 현실을 사용했을 때에 증강된 가상물체의 위치, 크기 등이 현실에서 작은 오차라도 어긋날 경우 크게 사고가 발생할 수 있다. 본 논문에서는 평면 생성 없이 특징 포인트만을 이용하여 효율적으로 매칭 할 수 있는 실린더 기반의 각도 보간을 이용하여 정확하게 객체를 증강할 수 있는 결과를 보여준다.

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Implementation of Spatial Augmented Reality Using Fog Screen (포그 스크린을 이용한 공간증강현실(SAR) 구현)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.43-54
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    • 2019
  • In this paper, we review the applicability of fog screen to implement 'Spatial Augmented Reality' which displays the image on the whole space of real space or in real space by separating display equipment and user, in contrast to the traditional Augmented Reality. Through three exhibitions and one performance, we confirmed t hat the fog screen, which can be passed through, is a suitable material for implementing the Spatial Augment ed Reality. We found that the hologram production was easier than before because of fog screen. Through the questionnaire survey conducted on performers along with the exhibition, we found that only about half of people know what a fog screen is, and about 10% of the total respondents saw the fog screen. In order to investigate the effect of fog screen on the surrounding space, we conducted an experiment to observe the change of humidity according to the time and distance in the Children's Culture Center of the Asian Culture Center. We found that the humidity within a radius of 5m around the fog screen could increase by 2~3%($6,400m^3$ standard). Thus we provided some safety requirement with fog screen when works made of materials vulnerable to moisture such as paint, paper, and wood are exhibited at the same time with fog screen in the exhibition hall.

A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Design of Pattern Array Method for Multi Data Augmentation of Power Equipment uisng Single Image Pattern (단일 이미지 패턴을 이용한 다수의 전력설비 데이터를 증강하기 위한 패턴 배열화 기법 설계)

  • Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.1-8
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    • 2020
  • As power consumption is maximized, research on augmented reality-based monitoring systems for on-site facility managers to maintain and repair power facilities is being actively conducted as individual power brokerages and power production facilities increase. However, in the case of existing augmented reality-based monitoring systems, it is difficult to accurately detect patterns due to problems such as external environment, facility complexity, and interference with the lighting environment, and it is not possible to match various sensing information and service information for power facilities to one pattern. there is a problem. For this reason, since sensor information is matched using a single image pattern for each sensor of a power facility, a plurality of image patterns are required to augment and provide all information. In this paper, we propose a single image pattern arrangement method that matches and provides a plurality of information through an array combination of feature patterns in a single image composed of a plurality of feature patterns.

Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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Exploring the Combined Use of LiDAR and Augmented Reality for Enhanced Vertical and Horizontal Measurements of Structural Frames (골조 수직, 수평 측정작업 시 LiDAR 및 AR 기술 적용방안 제시)

  • Park, Inae;Kim, Sangyong
    • Journal of the Korea Institute of Building Construction
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    • v.23 no.3
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    • pp.273-284
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    • 2023
  • This study is centered on the combined use of LiDAR(Light Detection and Ranging) and AR(Augmented Reality) technologies during vertical and horizontal frame measurements in construction projects. The intention is to enhance the quality control procedure, elevate accuracy, and curtail manual labor along with time expenditure. Present methods for accuracy inspection in frame construction often grapple with reliability concerns due to subjective interpretation and the scope for human error. This research recommends the application of LiDAR and AR technologies to counter these issues and augment the efficiency of the inspection process, along with facilitating the dissemination of results. The suggested technique involves the collection of 3D point cloud data of the frame utilizing LiDAR and leveraging this data for checks on construction accuracy. Furthermore, the inspection outcomes are fed into a BIM (Building Information Modeling) model, and the results are visualized via AR. Upon juxtaposing this methodology with the current approach, it is evident that it offers benefits in terms of objective inspection, speed, precise result sharing, and potential enhancements to the overall quality and productivity of construction projects.

Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.101-109
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    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.

AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.