• Title/Summary/Keyword: Augmented Human

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The Visual communication by Augmented Reality (증강현실이 재현하는 영상커뮤니케이션 연구)

  • Nah, So-Mi;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.507-512
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    • 2016
  • As the characteristics, attributes, and accepted way of media have been changing with newly emerging media, human recognition and the communication structure have also been changing. Media are not isolated from the others and emerge in the cultural context; With the drive to juxtapose the old and the new to be in diversified forms, the old media are utilized and improved. In this rapidly changing circumstance by the media, we attempt to theoretically explore the concept and characteristics of visual communication and the media related to augmented reality. Augmented reality does not create something out of nothing but renew the expression; Thus, it reforms the structure of communication. Therefore, there is a significance to look into theories of W.Benjamin, M.McLuhan, Norbert Bolz, and Jean Baudrillard who linked the past to the present in accordance with the new era of communication for us to find out the meaning of augmented reality in the current cultural context.

Research Trends and Case Study on Keypoint Recognition and Tracking for Augmented Reality in Mobile Devices (모바일 증강현실을 위한 특징점 인식, 추적 기술 및 사례 연구)

  • Choi, Heeseung;Ahn, Sang Chul;Kim, Ig-Jae
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.45-55
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    • 2015
  • In recent years, keypoint recognition and tracking technologies are considered as crucial task in many practical systems for markerless augmented reality. The keypoint recognition and technologies are widely studied in many research areas, including computer vision, robot navigation, human computer interaction, and etc. Moreover, due to the rapid growth of mobile market related to augmented reality applications, several effective keypoint-based matching and tracking methods have been introduced by considering mobile embedded systems. Therefore, in this paper, we extensively analyze the recent research trends on keypoint-based recognition and tracking with several core components: keypoint detection, description, matching, and tracking. Then, we also present one of our research related to mobile augmented reality, named mobile tour guide system, by real-time recognition and tracking of tour maps on mobile devices.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Remote Control of a Mobile Robot Using Human Adaptive Interface (사용자 적응 인터페이스를 사용한 이동로봇의 원격제어)

  • Hwang, Chang-Soon;Lee, Sang-Ryong;Park, Keun-Young;Lee, Choon-Young
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.8
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    • pp.777-782
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    • 2007
  • Human Robot Interaction(HRI) through a haptic interface plays an important role in controlling robot systems remotely. The augmented usage of bio-signals in the haptic interface is an emerging research area. To consider operator's state in HRI, we used bio-signals such as ECG and blood pressure in our proposed force reflection interface. The variation of operator's state is checked from the information processing of bio-signals. The statistical standard variation in the R-R intervals and blood pressure were used to adaptively adjust force reflection which is generated from environmental condition. To change the pattern of force reflection according to the state of the human operator is our main idea. A set of experiments show the promising results on our concepts of human adaptive interface.

An Augmented Memory System using Associated Words and Social Network Service (소셜네트워크 서비스와 연상단어를 활용한 증강기억 시스템)

  • Kim, Tai-Wan;Park, Bum-Jun;Park, Tae-Keun
    • Journal of Internet Computing and Services
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    • v.11 no.6
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    • pp.41-50
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    • 2010
  • As time goes by, most of information escapes human being's memory even though he/she tries hard to remember the information. On the other hand, when a human being takes a look at an image, he/she recollects once forgotten past memories and relates a specific object in the photo with associated words, which trigger new memories. Beside, he/she feels the affection of that time by the recalled memory. Therefore, this paper proposes an augmented memory system that assists recollection of user's past memories by using the images in social network services and user's dictionary for associated words. In the proposed system, if a user selects an object in an image, words associated with the object is provided to the user. If the user selects one of the associated words, the proposed system offers the list of other images containing the object of the selected word. The repetition of the aforementioned process can make the user recollect his/her memory and stimulate his/her affection. It is expected that the proposed system will be useful for revitalizing social network services.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

A Development of an Acupoints Education Table using 3D Technology and Augmented Reality (경혈 교육을 위한 3D 및 증강현실 기술을 활용한 한의학 통합교육 테이블 개발)

  • Yang, SeungJeong;Ryu, ChangJu;Kim, SangCheol;Kim, JaeSouk
    • Korean Journal of Acupuncture
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    • v.38 no.4
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    • pp.267-274
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    • 2021
  • Objectives : Acupoints education is important in that it can determine the clinical competency of Korean Medicine Doctors (KMDs). Accordingly, we aimed to develop a practical simulator for acupoints education, acupoints training, acupoints practice, and acupoints evaluation. Methods : Korean Medicine (KM) SMART Table can be divided into hardware, server and components, and is organically linked. We develop KM SMART Table that combines the hardware of a human-sized table with a UHD display capable of multi-touch in two cases and software that can teach acupoints. We make Augmented Reality (AR) contents linked with KM SMART Table contents and develop applications that can use contents using mobile devices. By developing an AR image tracking module to react with KM SMART Table, it enables acupoint learning according to the mobile device platform and human anatomy. Results : The current system is a prototype where some 3D technology has been implemented, but the AR function will be produced later. New learning using 3D and AR will be required during acupoints education and acupoints practice. It will be used a lot in OSCE (Objective Structured Clinical Examination) practices for strengthening the competency of KMDs, and it will be of great help not only in KM education as a unique simulator of KM, but also in the practice of acupuncture and chuna for musculoskeletal diseases. Conclusions : The KM SMART Table is a technology that combines 3D and AR to learn acupoints, and to conduct acupoints OSCE practice, and we suggest that it can be usefully used for educational evaluation.

Augmented reality based virtual humans for remote guide (증강현실 가상 휴먼 기반 원격지 가이드 상호작용 기술 개발)

  • Lee, Daeseong;Choi, Seohyun;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.569-570
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    • 2022
  • Failure situations occur frequently in the industry, and the existing 2D-based manual for this purpose is not intuitive to understand and it is difficult to immediately interact with maintenance experts. In this paper, we propose a technology that enables workers to perform maintenance in real time with the help of experts without restrictions in time and place based on augmented reality when a failure situation occurs at a remote location. A local virtual human-based expert diagnoses a failure situation based on an adapted panoramic image of a remote failure situation while wearing an HMD headset, and gives instructions to a remote operator. In addition, in an augmented reality (AR) environment in a remote location, for the interaction between the operator and the expert, the HMD's microphone is used to create the expert's hand as well as verbal communication. You can use to point or draw a picture. If this technology is used, it is possible to overcome the limitations of the existing 2D-based manual, and to provide assistance in performing maintenance smoothly remotely even if an expert does not directly visit a remote location.

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A Study on the 'Pictomation' Contents Effective Visual Communication Method in Augmented Reality Environment (증강현실환경에서 '픽토메이션' 콘텐츠의 효율적 시각 커뮤니케이션 방법에 관한 연구)

  • Myung, Ho-Sung;Choi, Nam-Seok;Shin, Ho-Hwan;Jung, Eun-Kyung;Lee, Byung-Gook;Kim, Hyung-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.846-850
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    • 2009
  • 본 논문은 픽토그램(Pictogram)의 시각전달 요소를 재해석하고 증강현실 환경에서의 효율적 전달 방법에 대하여 제안한다. 픽토그램은 국경을 넘어 남녀노소 모두가 인지할 수 있어야 함이 규칙이며 불특정 다수라는 사용자들을 위해 정확한 정보를 담고 있는 시각전달 매체로서 공정성, 객관성을 가지고 디자인 되어야 한다. 사용자에게 정보전달 인식을 높이기 위해 표준 픽토그램 과 문화 속에서 발견할 수 있는 행위들을 접목하여 애니메이션으로 제작하고, 이를 다양한 연구분야에서 응용되고 있는 증강현실 (Augmented Reality 또는 AR) 기술에 적용하여 표현하였다. 증강현실은 사용자-콘텐츠 정보전달 매체로서 현실 환경을 기반으로 하는 3 차원공간의 시각정보에 대한 사용자의 인식을 향상시킬 수 있는 방법으로 인간-컴퓨터 상호작용(Human-Computer Interaction)을 제공한다. 본 논문에서 제시된 픽토메이션은 기존 공공장소 어디서나 만날 수 있는 다양한 픽토그램을 패턴화하여 마커로 활용하고 사용자는 현재 널리 보급되고 있는 UMPC 혹은 PDA를 통하여 증강현실 환경에서 제작된 픽토메이션 콘텐츠를 경험해 볼 수 있다. 픽토메이션은 시각커뮤니케이션의 효과를 증가 시킬 수 있고, 정보습득의 주체인 사용자에게 콘텐츠의 종류를 예측할 수 있는 선택의 자유를 준다. 본 논문에서는 멀티미디어디자인 요소를 포함한 콘텐츠와의 실시간 상호작용을 통하여 유희적 요소의 접목을 시도하고 증강현실환경에서 Pictomation을 통하여 사용자들과의 효과적 커뮤니케이션을 위한 방법을 모색하고자 한다.

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3DARModeler: a 3D Modeling System in Augmented Reality Environment (3DARModeler : 증강현실 환경 3D 모델링 시스템)

  • Do, Trien Van;Lee, Jeong-Gyu;Lee, Jong-Weon
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.127-136
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    • 2009
  • This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world.

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