• Title/Summary/Keyword: Augmented Reality Space

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.5-14
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    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.

Design and Implementation of Interactive Augmented Reality Coloring Book (상호작용형 증강현실 색칠공부 설계 및 구현)

  • Cho, Kwangmoon;Kim, Hadong;Lee, Youngho
    • Journal of Internet of Things and Convergence
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    • v.1 no.1
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    • pp.5-9
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    • 2015
  • In this paper, we proposed a design of interactive augmented reality coloring book. The proposed method improves user's participation and interest by using real space, augmented reality space, and virtual reality space all together. According to the proposed method, we implemented the PlayingHouse, an interactive augmented reality coloring book. In the future, we expect that AR coloring book could be the category of the library.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Analysis of the Research on Augmented Reality Using Knowledge Domain Visualization based on Co-Citation Analysis (동시인용분석 기반 지식영역 가시화 기법을 활용한 증강현실 연구 분석)

  • Lee, Jeonghwan;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.5
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    • pp.309-320
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    • 2013
  • Augmented reality (AR) is considered to be an excellent user interface to a 3D information space embedded within physical reality. For this reason, it has been applied to various applications such as design, medical service, interaction, and collaboration. However, there is no formal way of analyzing the research trend and evolution of augmented reality. This paper identifies the research trend and change in augmented reality (AR) via co-citation analysis. The co-citation analysis provides how the AR research has evolved, who are main contributors, and which papers suggest essential and influencing impact. To systematically analyze the cocitation, we have retrieved 1,145 papers from the Web of Science and applied a scientomertric analysis using CiteSpace. Based on the co-citation analysis of authors and documents, it is possible to analyze the evolution of augmented reality, key authors and papers, and breakthroughs. We have also compared the proposed approach with survey papers written by experts so that the result of the co-citation analysis can compromise the qualitative result done by experts, and thus it can provide a different view and insight for visualizing the research on augmented reality.

Information provide and learning system using augmented reality of exhibition environment (전시 환경의 증강현실을 이용한 정보제공&학습 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.545-553
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    • 2016
  • In this study, we propose an information providing and learning system using augmented reality in the exhibition (museum, performance) environment. In a typical exhibition space, a description of a picture or a photograph is provided in a printed matter or a space in the form of an information space (explanatory space), or an auxiliary explanation using an 'audio guide' or a 'docent' program. Augmented reality technology is applied to the exhibition space in the form of a fusion of these methods, and the description of the exhibition is provided to the user in various forms such as text, picture, audio and image, thereby providing stereoscopic information and learning. We apply the augmented reality technology in a specific exhibition space and utilize it as a tool of providing information and learning using image description of pictures.

An Object Representation System Using Virtual Space Coordinates

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • v.8 no.4
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    • pp.411-415
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    • 2010
  • Conventional Augmented Reality has used data gloves or markers for smooth interaction between objects and background. This causes inconvenience of use and lower immersion. To build up immersion in Augmented Reality, additional input devices must be removed. For this purpose, accurate recognition of space coordinates is needed even with no attachment of markers. This paper proposes a method to create virtual space coordinates for interaction without wearing additional input devices so as to improve immersion in Augmented Reality. The acquired image was projected to 2D space and vanishing lines were extracted to calculate the virtual space coordinates. Then the sizes of the inserted objects were varied in accordance with the size of the virtual coordinates area based on the image projected onto the 2D coordinates. This resulted in improved immersion. This method can increase the efficiency of object creation by excluding the use of a 3D modeler for creation of 3D objects.

An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

The Implementation of Information Providing Method System for Indoor Area by using the Immersive Media's Video Information (실감미디어 동영상정보를 이용한 실내 공간 정보 제공 시스템 구현)

  • Lee, Sangyoon;Ahn, Heuihak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.157-166
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    • 2016
  • This paper presents the interior space information using 6D-360 degree immersive media video information. And we implement the augmented reality, which includes a variety of information such as position information, movement information of the specific location in the interior space GPS signal does not reach the position information. Augmented reality containing the 6D-360 degree immersive media video information provides the position information and the three dimensional space image information to identify the exact location of a user in an interior space of a moving object as well as a fixed interior space. This paper constitutes a three dimensional image database based on the 6D-360 degree immersive media video information and provides augmented reality service. Therefore, to map the various information to 6D-360 degree immersive media video information, the user can check the plant in the same environment as the actual. It suggests the augmented reality service for the emergency escape and repair to the passengers and employees.