• 제목/요약/키워드: Augmented Reality Application

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화재 재난 구조용 가상증강현실 콘텐츠 기술 적용연구 (A Study on Application of Virtual Augmented Reality Technology for Rescue in Case of Fire Disaster)

  • 이석희;송은지
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.414-417
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    • 2018
  • 본 연구는 화재 재난 발생 시 시야가 확보되지 않는 환경에서 대피할 수 있도록 비상구를 모바일 AR(Augmented Reality 이하 증강현실) 기반의 스마트폰 어플리케이션의 안내를 통해 대피할 수 있는 실용적 기술 적용에 관한 연구이다. 특히 실내 LBS(Location-Based Service)를 위한 기술을 위해 Beacon(이하 비콘)기술과의 적용 연구를 통해서 특정한 공간과 건물 내에서 화재 발생 시 활용할 수 있도록 구체적이고 실용적으로 설계와 제안되었다. 향후 실제 화재가 발생하였을 때 사용할 수 있는 증강현실 및 LBS 기술로써의 활용과 확장을 기대할 수 있을 것이다.

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Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권3호
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

Creating Deep Learning-based Acrobatic Videos Using Imitation Videos

  • Choi, Jong In;Nam, Sang Hun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권2호
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    • pp.713-728
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    • 2021
  • This paper proposes an augmented reality technique to generate acrobatic scenes from hitting motion videos. After a user shoots a motion that mimics hitting an object with hands or feet, their pose is analyzed using motion tracking with deep learning to track hand or foot movement while hitting the object. Hitting position and time are then extracted to generate the object's moving trajectory using physics optimization and synchronized with the video. The proposed method can create videos for hitting objects with feet, e.g. soccer ball lifting; fists, e.g. tap ball, etc. and is suitable for augmented reality applications to include virtual objects.

치과의료관리 영역에서 증강현실의 프로토타입 개발 (The development of an augmented reality prototype in dental practice management)

  • 박선규;이종기
    • 대한치과의료관리학회지
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    • 제8권1호
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    • pp.24-29
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    • 2020
  • With the advancement of information technology, the application of augmented reality (AR) in dentistry is an emerging research field of image-guided surgery and dental education. In addition, the digital approach to incorporating AR in dental practice management is considered to be feasible. A prototype is developed to apply AR to dental daily clinical practice in order to help dentists to access electronic dental records. This prototype delivers patients' information and related clinical data to dental clinicians directly without the need to search for the appropriate patients. Wearable AR devices are considered to be a convenient tool for practicing dentists because dental practitioners are not always able to use a computer during active clinical sessions, such as implant placement, root canal treatment, and patient-doctor communication. The use of AR to visualize passive transferred patient data would be valuable for practicing dentists.

New Digital Esthetic Rehabilitation Technique with Three-dimensional Augmented Reality: A Case Report

  • Hang-Nga, Mai;Du-Hyeong, Lee
    • Journal of Korean Dental Science
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    • 제15권2호
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    • pp.166-171
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    • 2022
  • This case report describes a dynamic digital esthetic rehabilitation procedure that integrates a new three-dimensional augmented reality (3D-AR) technique to treat a patient with multiple missing anterior teeth. The prostheses were designed using computer-aided design (CAD) software and virtually trialed using static and dynamic visualization methods. In the static method, the prostheses were visualized by integrating the CAD model with a 3D face scan of the patient. For the dynamic method, the 3D-AR application was used for real-time tracking and projection of the CAD prostheses in the patient's mouth. Results of a quick survey on patient satisfaction with the two visualization methods showed that the patient felt more satisfied with the dynamic visualization method because it allowed him to observe the prostheses directly on his face and be more proactive in the treatment process.

Research on Storytelling Elements in Augmented Reality Cinema through the Process of Image Abstraction: A Case Study of 'AR Campus Diary'

  • Tae-Eun, Kim
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.262-269
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    • 2024
  • The "AR Campus Diary" project innovates in the realm of art through integrating augmented reality (AR) with interactive storytelling, fostering personal and interpersonal development through artistic expression. This artistic endeavor metaphorically represents the growth and fruition of individual stories, facilitated by a series of progressive art activities that emphasize continual interaction between self and others. Set against the backdrop of a university campus, the project employs AR markers designed to unfold stories in phases through a dedicated application, allowing participants to experience and influence the narrative uniquely. Diverging from traditional film editing techniques, "AR Diary" offers viewers the autonomy to navigate through story segments of their choosing, marking a departure from conventional cinematic storytelling by leveraging marker-based plot progression. This project not only showcases the fusion of technology and art but also pioneers a participatory form of art education based on engagement and play.

The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019

  • Gupta, B.M.;Dhawan, S.M.
    • International Journal of Knowledge Content Development & Technology
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    • 제10권2호
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    • pp.51-69
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    • 2020
  • This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals.

주거단지 배치계획을 위한 증강현실 기술의 활용방안에 관한 기초연구 (An Application Method of Augmented Reality Technology for Layout Planning of Housing Complex)

  • 류정림;추승연;조진성
    • 한국주거학회논문집
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    • 제21권4호
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    • pp.89-97
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    • 2010
  • Digital convergence era has been already started and is rapidly developed. Recently, convergency technology became an essential issue in all industries, and is expected to accelerate. This means that we can experience growth and change of architecture using new technology and approaching method. The AR (Augmented Reality) technology, among these convergence technology, is a kind of virtual reality technology that user can see a scene of real world which is overlapped by virtual world with additional information. It has been used in manufacturing and management in the whole industry fields including medical, mechanical, military field and so on because it can provide higher sense of reality. Thus, in this paper, we suggest the utilization of AR technology for organically connecting the roads, facilities, green area, landscape and others in the layout planning of housing complex. Users can see real world with virtual object by overlap computer graphic on the real world. This method provides users with various information about territoriality and openness. As the result of this study it is expected that this technology will help the layout planning of housing complex to become more reasonable in the aspect of design, time and cost.

비마커기반 증강현실을 이용한 건설 구조물 유지관리 효율화 방안 (Improved Method for Increasing Maintenance Efficiency of Construction Structure Using Augmented Reality by Marker-Less Method)

  • 문소영;윤수영;김현승;강인석
    • 대한토목학회논문집
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    • 제35권4호
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    • pp.961-968
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    • 2015
  • 최근 토목공사의 설계, 시공, 유지관리를 포함한 모든 단계에 BIM을 적용하기 위한 시도가 늘어나고 있다. 또한, 설계기술의 발전과 함께 건설구조물이 대형화, 복잡화 됨으로 인해 유지관리 업무수행을 위한 정보 또한 증가하면서, BIM기반의 유지관리를 위한 정보 활용의 중요성이 대두되고 있다. 본 연구에서는 설계단계에 생성된 BIM정보를 유지관리단계에서 적극 활용하기 위해 증강현실기반 건설 구조물 유지관리 방법론을 제시하고, 이를 통해 비마커기반 증강현실을 이용한 건설 구조물 유지관리 시스템을 구축하고자 한다. 연구에서는 설계단계에서 생성된 3D모델과 시공단계에서 생성된 정보를 유지관리단계에 제공할 수 있게 SURF 알고리즘 기반의 비마커 증강현실 기술을 이용하여 제공함으로써 정보의 활용성 및 운영성을 높여 유지관리의 효율성을 높일 수 있다. 또한, 교량구조물의 3D모델을 증강시켜 구조물의 시각적인 점검이 가능하도록 하였으며, 사례적용을 통해 시스템의 효율성을 확인하였다.

양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구 (A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement)

  • 최치권;엄기준
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.