• Title/Summary/Keyword: Augmented Reality Technology

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Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

A Study of Promoting Method a traditional market by implementing RFID technology and 6W1H context awareness (RFID 기술과 6W1H 상황인식 구현을 통한 전통시장 홍보 방법에 대한 연구)

  • Jung, Sungmo;Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.9-14
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    • 2020
  • With the distribution modernization policy advanced by the government and consumers preference toward it, the so called "modern market" has undergone rapid growth. Conversely, traditional market is losing popularity with consumers as a result of inadequate modern structures, small market size, convoluted relationships, inefficient operation and disordered transactions, among others. Therefore, this study seeks to utilize ubiquitous computing, that is, the upgrade of context aware information to 6W1H and promote the market through the interface with Smartphone and provide advanced information through the augmented reality technology. For the construction of context-aware system using user context, the results may significantly differ according to how reference rules are applied to and implemented on knowledge base. In light of above, through the use of RFID technology and 6W1H context awareness, we seek to promote traditional markets.

Research on Infrastructure technology of Stereoscopic Object Expression Utilizing the Grabcut algorithm (Grabcut 알고리즘을 활용한 Stereoscopic 객체표현 기반 기술 연구)

  • Lee, Min ho;Choi, Jin yeong;Lee, Jong hyeok;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.5
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    • pp.151-159
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    • 2018
  • Recently, stereoscopic technology has become a potential for blue ocean as a new growth power industry, and interest in it has been steadily increasing with the development of virtual and augmented reality technologies. Various methods such as binocular parallax and polarized glasses have been developed and used for stereoscopic image expression, but they have limitations such as eye damage, headache, crosstalk and resolution degradation. In this paper, we present a new method of stereoscopic image representation that can overcome the limitations and verify its applicability through basic experiments for object extraction and real - time image representation.

A Study on Human Body Tracking Method for Application of Smartphones (스마트폰 적용을 위한 휴먼 바디 추적 방법에 대한 연구)

  • Kim, Beom-yeong;Choi, Yu-jin;Jang, Seong-wook;Kim, Yoon-sang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.465-469
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    • 2017
  • In this paper we propose a human body tracking method for application of smartphones. The conventional human body tracking method is divided into a sensor-based method and a vision-based method. The sensor-based methods have a weakness in that tracking accuracy is low due to cumulative error of position information. The vision-based method has no cumulative error, but it requires reduction of the computational complexity for application of smartphone. In this paper we use the improved HOG algorithm as a human body tracking method for application of smartphone. The improved HOG algorithm is implemented through downsampling and frame sampling. Gaussian pyramid is applied for downsampling, and uniform sampling is applied for frame sampling. We measured the proposed algorithm on two devices, four resolutions, and four frame sampling intervals. We derive the best detection rate among downsampling and frame sampling parameters that can be applied in realtime.

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Recognition of the 4th Industrial Revolution of Science and Technician and Women's University Students

  • Hwang, Eui-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.11
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    • pp.159-165
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    • 2018
  • In this study, it is analyzed that keywords of the interest in the 4th industrial revolution for science and Technician K women's university students, areas to prioritize in the strategy of 4th industry revolution, to research compare analyze the recognition of science technology such as the most necessary education, human resource development of universities and companies in Korea and abroad according to the technology trend required in the 4th Industrial revolution era and which area to prepare for the 4th industrial revolution. The survey result shows different thoughts of science and Technician(KOFST) and the women university students. In the 1) 4th industrial revolution, the 96% of former are interested, while 60% of latter are interested. And in the most used keywords, the former group used AI(24%), Fusion new industry(21%) the most, while the latter group used AI(34%), Robot(18%). And, 3) in the strategic priority, the science technology experts are interested in education, R&D system innovation(27%), IoT, Information and Communication(26%) and the university students are interested in IoT, Information and Communication(31%), AI(28%). Finally, 4) the science technology experts thought of Autonomous Vehicle(20%), 3D Printer(7%), AI(16%) important, while the women university students thought of AI(27%), VR/Augmented Reality(17%), and Autonomous Vehicle(16%) the most necessary education. In the 4th industrial revolution, we need people with ability to solve complicated problems with creativity based on understanding and absorbing new knowledge and thinking of converged idea.

QR code invoice system with AR (AR을 이용한 QR code 송장 시스템)

  • Kim, Sohee;Yang, Yujin;Jeon, Soohyun;Kim, Dongho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.331-334
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    • 2021
  • 기존의 택배 배송시스템은 수령인 본인이 아니더라도 주소, 전화번호와 같은 개인정보를 쉽게 확인할 수 있다. 코로나 19로 인해 언택트(Untact) 주문 및 배달, 배송 서비스가 급격히 늘어나면서 택배 배송 관련 사업은 거대한 시장으로 성장하고 있으며 이와 함께 노출된 개인정보가 범죄에 악용될 수 있다는 우려도 증가하고 있다. 더불어 여러 택배 및 배송물이 도착했을 때, 수신자는 택배 상자를 뜯지 않고 배송물의 오도착 여부를 확인하기 어려우며 원하는 물품이 담긴 택배가 정확히 어떤 것인지 알기 힘들다.본 프로젝트에서는 다단계 인증이 가능한 QR code를 활용해 송수신자의 주소, 제품 종류, 명칭 등을 포함한 여러 정보를 배송기사, 수령인 등에 따라 선택적으로 접근한다. 같은 QR code를 스캔하더라도 수령인의 경우 모든 정보를 확인할 수 있고, 배달원은 일부의 정보를 확인할 수 있지만, 권한이 없는 사람은 어떠한 정보도 확인할 수 없다. 기존의 택배 배송시스템처럼 정보를 맨눈으로 인식할 수도 없으므로 개인정보 노출의 한계를 극복할 수 있다. 이때 송장 정보는 텍스트 형태뿐 아니라 주문한 내용물의 종류 및 모양 등을 그대로 구현한 AR(augmented reality) 형태로도 확인할 수 있어 포장된 상태 그대로 배송물의 오도착 여부를 확인하거나 다량의 택배를 보다 효율적으로 구분할 수 있다. 이처럼 같은 QR code로 서로 다른 정보를 제공하는 SQRC(Security/Secure QR code)의 원리를 이용해 정보를 안전하게 보호하는 것에 그치지 않고, 비디오나 이미지와 같은 멀티미디어 서비스를 추가로 제공해 실감 미디어의 적용 범위를 넓힐 수 있다.

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Building Fire Monitoring and Escape Navigation System Based on AR and IoT Technologies (AR과 IoT 기술을 기반으로 한 건물 화재 모니터링 및 탈출 내비게이션 시스템)

  • Wentao Wang;Seung-Yong Lee;Sanghun Park;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.159-169
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    • 2024
  • This paper proposes a new real-time fire monitoring and evacuation navigation system by integrating Augmented Reality (AR) technology with Internet of Things (IoT) technology. The proposed system collects temperature data through IoT temperature measurement devices installed in buildings and automatically transmits it to a MySQL cloud database via an IoT platform, enabling real-time and accurate data monitoring. Subsequently, the real-time IoT data is visualized on a 3D building model generated through Building Information Modeling (BIM), and the model is represented in the real world using AR technology, allowing intuitive identification of the fire origin. Furthermore, by utilizing Vuforia engine's Device Tracking and Area Targets features, the system tracks the user's real-time location and employs an enhanced A* algorithm to find the optimal evacuation route among multiple exits. The paper evaluates the proposed system's practicality and demonstrates its effectiveness in rapid and safe evacuation through user experiments based on various virtual fire scenarios.

A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

Big Data Architecture Design for the Development of Hyper Live Map (HLM)

  • Moon, Sujung;Pyeon, Muwook;Bae, Sangwon;Lee, Dorim;Han, Sangwon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.2
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    • pp.207-215
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    • 2016
  • The demand for spatial data service technologies is increasing lately with the development of realistic 3D spatial information services and ICT (Information and Communication Technology). Research is being conducted on the real-time provision of spatial data services through a variety of mobile and Web-based contents. Big data or cloud computing can be presented as alternatives to the construction of spatial data for the effective use of large volumes of data. In this paper, the process of building HLM (Hyper Live Map) using multi-source data to acquire stereo CCTV and other various data is presented and a big data service architecture design is proposed for the use of flexible and scalable cloud computing to handle big data created by users through such media as social network services and black boxes. The provision of spatial data services in real time using big data and cloud computing will enable us to implement navigation systems, vehicle augmented reality, real-time 3D spatial information, and single picture based positioning above the single GPS level using low-cost image-based position recognition technology in the future. Furthermore, Big Data and Cloud Computing are also used for data collection and provision in U-City and Smart-City environment as well, and the big data service architecture will provide users with information in real time.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.