• Title/Summary/Keyword: Augmented reality

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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.

Design method of Top-down fog screen (하향식 포그 스크린 설계 방법)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.31-41
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    • 2019
  • A fog screen consists of tiny water drops and the viewers see the image transmitted through the fog screen. In contrast to ordinary screens, the viewers can see the actors passing through the image on the fog screen on stage. In this paper, we describe methods to build a top-down fog screen where fog particles generated in top space fall by gravity forming a flat vertical screen. We use a fog generation technique in which fog particles come out of the water surface when ultrasound vibrators immersed in water tank vibrate. We describe how fog particles form a flat screen while coming out of the fog passage tunnel, by generating guiding winds beside the fog screen. This technique utilizes the principle that fog particles are generated on the surface of a water tank by an ultrasonic vibrator placed in a water tank. The technique of forming a guiding wind on both sides of the passage exit where the fog comes out and the design and manufacturing method of the fog screen generating device are described so that the generated fog group can maintain one plane.

User Evaluation of Encountered Type Haptic System with Visual-Haptic Co-location (시각 - 촉각 일치된 마중형 햅틱 제시 시스템의 사용자 평가)

  • Cha, Baekdong;Bae, Yoosung;Choi, Wonil;Ryu, Jeha
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.13-20
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    • 2019
  • For encountered haptic display systems among the virtual training systems for industrial safety, visual-haptic co-location is required for natural interaction between virtual and real objects. In this paper, we performed the user evaluation of the immersive VR haptic system which implement some level of visual-haptic co-location through a careful and accurate calibration method. The goal of the evaluation is to show that user performance (reaction time and distance accuracy) for both environments is not significantly different for certain tasks performed. The user evaluation results show statistically significant differences in reaction time but the absolute difference is less than 1 second. In the meantime, the distance accuracy shows no difference between the virtual and the actual environments. Therefore, it can be concluded that the developed haptic virtual training system can provide inexpensive industrial safety training in place of costly actual environment.

Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.

AR based Field Training System Algorithm for Small Units (증강현실 기반의 소부대 야외 전술훈련체계 알고리즘)

  • Park, Sangjun;Kim, Jee Won;Kim, Kyoung Min;Kim, Hoedong
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.81-87
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    • 2018
  • Military training is being carried out to win the combats through the quick and accurate response exercise for changeable engagement situations on battle fields. However, practically, it is really difficult to do actual fight training. Even though ROK Army is doing effort for practical training in KCTC(Korea army advanced Combat Training Center) supplying such as MILES equipments but a single platoon is able to use KCTC facilities or MILES equipments only 10 days a year. In order to find solution on this problem many researches suggesting AR or VR technology are still on the way. Nevertheless these are not fully covered the training done in the real field. In this regard, this paper proposes how the AR technology algorithm to apply on small units during field training exercise.

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Development of AR System for Asphalt Pavement Compaction Operation and Suggestion for Accompanying Education Program (AR을 이용한 아스팔트 포장 다짐공사 지원 시스템 구축 및 교육과정 제안)

  • Kim, Namho;Cho, Namjun;Kim, Noah
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.33-41
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    • 2019
  • A pavement construction process consists of series of lay-down operation for pavement materials to form a designated thickness and compaction operation for the lay-down layer to form a designated strength. A technological breakthrough in pavement compaction equipment was made in last 15 years in western countries: intelligent compaction roller, that is equipped with GPS along with other pavement response sensors is becoming a game-changer in pavement construction. This paper introduces AR system that may be used in asphalt pavement compaction operation using intelligent compactor. Since AR technology is very new concept in road construction society, a suggestion for accompanying education program was also made for specific task group in pavement compaction operation. Since AR technology has not been introduced in asphalt pavement compaction operation, the AR compaction management would lead the construction quality of asphalt pavement to the beyond level.

A Study on Virtual Training System for Army Thermal Equipment Maintenance Education (육군 화력장비 정비교육을 위한 가상훈련시스템 연구)

  • Song, Seong-Heon;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.205-207
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    • 2019
  • Special training soldier for thermal equipment during army heavy equipment maintenance education is small training equipment and many trainees have few opportunities for practical training, and there is a high risk of safety accidents during maintenance training. Because practical training is limited and repeated practice is difficult, a training system is needed. In this study, we propose a virtual training system that can reduce the training cost beyond the time and space, enable realistic experiential training, reflect the standard maintenance manual, and train teamwork. The virtual training system using the virtual augmented reality is a system that can reduce the cost beyond the space and time and can be practically practiced. The first-person virtual training system using HMD, which is the three-dimensional display system proposed in this study, is suitable for army thermal equipment maintenance education system. The proposed system is expected to be useful for maintenance training of other equipments and other groups because it has good scalability.

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A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

Evaluation of User Experience in AR-based shopping Applications -Focused on Ikea Place and Amazon AR View- (AR 기반의 쇼핑 애플리케이션에서의 사용자 경험 평가 -IKEA Place와 Amazon AR View를 중심으로-)

  • Lee, Jun-hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.411-416
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    • 2019
  • This study focused on IKEA Place in IKEA and Amazon AR View in Amazon to study the differences between AR shopping applications. The first literature study examined the status and prospects of the AR market and conducted a case study on AR shopping applications. In the second phase, 'Honeycomb Model' of Peter mobile was reorganized into six usability principles, focusing on the major functions of AR shopping mall application, to conduct surveys and in-depth interviews based on the task. Based on this study, it is expected to help increase AR-based application user experience, concentrating on the actual experience of the user and finding out the major experience factors.