• 제목/요약/키워드: Augmented Virtual Space

Search Result 122, Processing Time 0.023 seconds

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.834-837
    • /
    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

  • PDF

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
    • /
    • v.22 no.4
    • /
    • pp.155-162
    • /
    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.3
    • /
    • pp.77-85
    • /
    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.4
    • /
    • pp.15-23
    • /
    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

  • PDF

Markless System of Using Hand Tracking (핸드 트레킹을 이용한 Markerless 시스템)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyeong-Og;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.683-685
    • /
    • 2010
  • Augmented reality is a technology for showing virtual objects overlapped with the real world as seen from the eyes of users. Studies are being conducted on effective communication methods using hand movements in augmented reality. Hand movements are an important means of human communication along with writing and voice. Space arrangement technology and hand tracking technology using markers to acquire virtual information in augmented reality have many limitations. This paper proposes tracking hand area for augmented object. The augmented objects change viewpoints by hand positions which improves the sense of three dimensions and immersion.

  • PDF

Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness (증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스)

  • Rhee, Gue-Won;Seo, Dong-Woo;Lee, Jae-Yeol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.12 no.3
    • /
    • pp.171-181
    • /
    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.

Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
    • /
    • v.19 no.1
    • /
    • pp.1-6
    • /
    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.

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
    • /
    • v.22 no.5
    • /
    • pp.626-637
    • /
    • 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.

Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.11
    • /
    • pp.169-179
    • /
    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

Augmented Reality Using Projective Information (비유클리드공간 정보를 사용하는 증강현실)

  • 서용덕;홍기상
    • Journal of Broadcast Engineering
    • /
    • v.4 no.2
    • /
    • pp.87-102
    • /
    • 1999
  • We propose an algorithm for augmenting a real video sequence with views of graphics ojbects without metric calibration of the video camera by representing the motion of the video camera in projective space. We define a virtual camera, through which views of graphics objects are generated. attached to the real camera by specifying image locations of the world coordinate system of the virtual world. The virtual camera is decomposed into calibration and motion components in order to make full use of graphics tools. The projective motion of the real camera recovered from image matches has a function of transferring the virtual camera and makes the virtual camera move according to the motion of the real camera. The virtual camera also follows the change of the internal parameters of the real camera. This paper shows theoretical and experimental results of our application of non-metric vision to augmented reality.

  • PDF