• Title/Summary/Keyword: Augmented Reality Application

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A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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Applications and Effects of EdTech in Medical Education (의학교육에서의 에듀테크(EdTech)의 활용과 효과)

  • Hong, Hyeonmi;Kim, Youngjon
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.160-167
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    • 2021
  • Rapid developments in technology as part of the Fourth Industrial Revolution have created a demand for educational technology (EdTech) and a gradual transition from traditional teaching and learning to EdTech-assisted learning in medical education. EdTech is a portmanteau (blended word) combining the concepts of education and technology, and it refers to various attempts to solve education-related problems through information and communication technology. The aim of this study was to explore the use of key EdTech applications in medical education programs. A scoping review was conducted by searching three databases (PubMed, CINAHL, and Educational Sources) for articles published from 2000 to June 2021. Twenty-one studies were found that presented relevant descriptions of the effectiveness of EdTech in medical education programs. Studies on the application and effectiveness of EdTech were categorized as follows: (1) artificial intelligence with learner-adaptive evaluation and feedback, (2) augmented/virtual reality for improving learning participation and academic achievement through immersive learning, and (3) social media/social networking services with learner-directed knowledge generation, sharing, and dissemination in medical communities. Although this review reports the effectiveness of EdTech in various medical education programs, the number of studies and the validity of the identified research designs are insufficient to confirm the educational effects of EdTech. Future studies should utilize suitable research designs and examine the instructional objectives achievable by EdTech-based applications to strengthen the evidence base supporting the application of EdTech by medical educators and institutions.

Applied Practices on the Application of VR/AR/MR Technologies to LVC Training Systems

  • Jong-Hoon Lee;Hun-Keun Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.149-159
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    • 2023
  • The Republic of Korea (ROK) Army is developing the Army Synthetic Battlefield Training System and plans divisional-level Live, Virtual, and Constructive (LVC) integrated training. This study proposes a plan to apply VR/AR/MR (Virtual Reality/Augmented Reality/Mixed Reality) technology to LVC integrated training systems to enhance the efficiency and effectiveness of future LVC integrated training. The study investigated immersive military training systems in the ROK and advanced countries. As a result, we confirm that immersive technology can significantly improve the efficiency and effectiveness of military training. Accordingly, we review the key technologies required for building a defense training system with immersive features and propose training subjects that can be enhanced in effectiveness and efficiency when built with an immersive approach. We also propose a plan to apply immersive technology to the Live, Virtual, and Constructive systems for the development of future LVC integrated training system.

Analysis of research trends in the healthcare field utilizing extended-reality-based converged contents (확장현실 기반 융복합 콘텐츠를 활용한 보건의료 분야의 연구 동향 분석)

  • Ji-Eun Im;Ju-Hee Lee;Soon-Ryun Lim;Won-Jae Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.197-208
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    • 2024
  • Objectives: Extended reality technology offers an innovative opportunity to enhance self-directed learning through interactive processes in healthcare education. This study aims to analyze research trends in the application of extended reality technology-based educational content in the field of healthcare. Methods: Through literature search, selection, and exclusion processes based on predefined criteria, we conducted an analysis of domestic healthcare studies employing extended reality technology, ultimately selecting and examining 39 relevant publications. Results: The analysis reveals diverse applications of extended reality across various fields such as medicine, dentistry, and nursing. Positive effects, including increased academic satisfaction, immersion, and interest, are observed, alongside challenges like media usage difficulties and cybersickness. Conclusions: Future research should focus on the development and application of extended reality-based educational content in diverse healthcare curricula, emphasizing both educational approaches and continuous technological advancements.

The Development of Outdoor Augmented Reality System by GPS (GPS를 이용한 옥외용 증강현실 시스템 개발)

  • Choi, T.J.;Jang, B.T.;Han, S.H.;Kim, J.K.;Hur, W.
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.153-156
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    • 2000
  • In this paper, we developed an outdoor augmented reality system which has remote real scenes acquisition ability. The real scenes acquisition system consists of Image acquisition system, tracking system, wireless data transceiver and power supply. The tracking system consists of Tans Vector and RT-20 which measures a position and attitude of the CCD camera that attached to the remote control helicopter. Wireless data transceiver system is utilized for data transmission of remote system that of attitude, position information, and real scenes data that acquired by the CCD camera. Maximum propelling power of remote control helicopter is 15Kg, so we used 7.2V li-ion cell as a power supply for system minimize. As the results of experiment, the developing system presented application possibility of remote information acquisition system such as construction simulation & estimation, broadcasting, tour guide.

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A Real-time Vision-based Page Recognition and Markerless Tracking in DigilogBook (디지로그북에서의 비전 기반 실시간 페이지 인식 및 마커리스 추적 방법)

  • Kim, Ki-Young;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.493-496
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    • 2009
  • Many AR (Augmented Reality) applications have been interested in a marker-less tracking since the tracking methods give camera poses without attaching explicit markers. In this paper, we propose a new marker-less page recognition and tracking algorithm for an AR book application such as DigilogBook. The proposed method only requires orthogonal images of pages, which need not to be trained for a long time, and the algorithm works in real-time. The page recognition is done in two steps by using SIFT (Scale Invariant Feature Transform) descriptors and the comparison evaluation function. And also, the method provides real-time tracking with 25fps ~ 30fps by separating the page recognition and the frame-to-frame matching into two multi-cores. The proposed algorithm will be extended to various AR applications that require multiple objects tracking.

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Implementation and Application of Fairy-Tale Book of an Augmented Reality Based on Smartphone and Web browser (웹과 스마트폰 기반의 증강현실 동화책 구현 및 적용)

  • Lee, Jae-Inn;Yoo, Seoung-Han
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.201-209
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    • 2012
  • The 2009 revised curriculum has been revised to increase the time allocated to creative discretion. Accordingly, in many schools, discretionary activities have been replaced by reading and essay writing. However, these activities do not differ from existing classes and student's interest in those activities is minimal. This study has applied two kind of the AR program, which is designed and implemented using Smartphone in the classroom, to increase student's interest. A browser-based AR, created by Junaio and QCAR-authored Smartphone-based AR fairy tale book, are easy to use in class by the students themselves. We applies to Fourth grade student in reading education this AR programs. As a result of test, the students in actual reading classes responded that their interest in the lesson and their understanding of fairy tales has increased.

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Auto-Registration Of The Actor Position For The Motion-Based Interactive Augmented Reality System (모션기반 인터랙티브 증강현실 시스템을 위한 연기자 위치 자동 정합 기법)

  • Yang, Ki-Sun;Nam, Seung-Jin;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.81-83
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    • 2014
  • 본 논문은 HD 해상도의 고화질 방송카메라(회전과 줌이 가능한)와 '키넥트' 같은 범용 모션인식 카메라를 연동하여 방송용 모션기반 증강현실 어플리케이션을 구현하기 위해서, 연기자의 위치를 가상 월드 좌표로 자동 변환시키는 방법을 제안한다. 방송환경에서 키넥트와 같은 모션인식카메라(RGB-D 카메라)를 사용하기 위해서는 거리와 조명의 영향을 많이 받아 연기자와 가까운 천장이나 카메라 밑처럼 그 설치 위치가 제약되곤 한다. 이때, 연기자와 그래픽의 정확한 합성을 위해, 모션인식 카메라로부터의 연기자 추적 정보를 월드 좌표계로 변환해야 하며, 이것을 수작업으로 하기에는 변환의 정확도가 많이 떨어지고 시간도 많이 소요된다. 본 논문에서는 체크박스 패턴 기반의 스테레오 카메라보정 알고리즘을 사용하여 모션인식카메라와 방송용 카메라간의 상관관계(이동, 회전)를 찾고, 이 값과 월드 좌표계 상의 방송 카메라(하드웨어 센서에 의해서 추적됨)정보(이동, 회전)를 이용하여 임의 위치에 설치한 모션인식 카메라로부터 추적된 연기자 위치정보를 월드 좌표계 상의 위치 값으로 자동 변환시키는 방법을 제안한다.

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