• Title/Summary/Keyword: Augmented reality applications

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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.

Comparison of Orthophotos and 3D Models Generated by UAV-Based Oblique Images Taken in Various Angles

  • Lee, Ki Rim;Han, You Kyung;Lee, Won Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.3
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    • pp.117-126
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    • 2018
  • Due to intelligent transport systems, location-based applications, and augmented reality, demand for image maps and 3D (Three-Dimensional) maps is increasing. As a result, data acquisition using UAV (Unmanned Aerial Vehicles) has flourished in recent years. However, even though orthophoto map production and research using UAVs are flourishing, few studies on 3D modeling have been conducted. In this study, orthophoto and 3D modeling research was performed using various angle images acquired by a UAV. For orthophotos, accuracy was evaluated using a GPS (Global Positioning System) survey that employed VRS (Virtual Reference Station) acquired checkpoints. 3D modeling was evaluated by calculating the RMSE (Root Mean Square Error) of the difference between the outline height values of buildings obtained from the GPS survey to the corresponding 3D modeling height values. The orthophotos satisfied the acceptable accuracy of NGII (National Geographic Information Institute) for a 1/500 scale map from all angles. In the case of 3D modeling, models based on images taken at 45 degrees revealed better accuracy of building outlines than models based on images taken at 30, 60, or 75 degrees. To summarize, it was shown that for orthophotos, the accuracy for 1/500 maps was satisfied at all angles; for 3D modeling, images taken at 45 degrees produced the most accurate models.

Self-calibration of a Multi-camera System using Factorization Techniques for Realistic Contents Generation (실감 콘텐츠 생성을 위한 분해법 기반 다수 카메라 시스템 자동 보정 알고리즘)

  • Kim, Ki-Young;Woo, Woon-Tack
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.495-506
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    • 2006
  • In this paper, we propose a self-calibration of a multi-camera system using factorization techniques for realistic contents generation. The traditional self-calibration algorithms for multi-camera systems have been focused on stereo(-rig) camera systems or multiple camera systems with a fixed configuration. Thus, it is required to exploit them in 3D reconstruction with a mobile multi-camera system and another general applications. For those reasons, we suggest the robust algorithm for general structured multi-camera systems including the algorithm for a plane-structured multi-camera system. In our paper, we explain the theoretical background and practical usages based on a projective factorization and the proposed affine factorization. We show experimental results with simulated data and real images as well. The proposed algorithm can be used for a 3D reconstruction and a mobile Augmented Reality.

Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

A Method of Representing Sensors in 3D Virtual Environments (3D 가상공간에서의 센서 표현 방법)

  • Im, Chang Hyuk;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.11-20
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    • 2018
  • Applications about systems integration of sensors and virtual environments have been developed increasingly. Accordingly, there is a need for the ability to represent, control, and manage physical sensors directly in a 3D virtual environment. In this research, a method of representing physical sensor devices in a 3D virtual environment has been defined using mixed and augmented reality, including virtual and real worlds, where sensors and virtual objects co-exist. The research is intended to control and manage various physical sensors through data sharing and interchange between heterogeneous computing environments. In order to achieve this, general sensor types have been classified, and a sensor based 3D scene graph for representing the functions of sensors has been defined. In addition, a sensor data model has been defined using the scene graph. Finally, a sensor 3D viewer has been implemented based on the scene graph and the data model so as to simulate the functions of sensors in indoor and outdoor 3D environments.

Technology Acceptance of Industry 4.0 Applying UTAUT2: Focusing on AR and Drone Services (UTAUT2를 응용한 4차 산업 기술수용에 관한 연구: 증강현실(AR)과 드론 서비스를 중심으로)

  • Kim, Ki-Bong;Chung, Byoung-Gyu
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.29-46
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    • 2019
  • This study analyzed the factors influencing the technology acceptance of the general public in the drones and ARs, one of the key technologies of the industry 4.0. The theoretical basis was the extended unified theory of acceptance and use of technology model(UTAUT2), which uses performance expectancy, effort expectancy, social influence, facilitating conditions, and hedonic motivation as factors common to both services. The price value factor was excluded considering that most ARs were free, and the perceived risk factors, including privacy, which were not in UTAUT2, were included because they are important factors for ICT technology acceptance. The hypothesis was tested by structure equation model. Social influence and hedonic motivation had a positive(+) effect on intention to use technology. On the other hand, in the case of effort expectancy, neither the AR nor the drone had a significant influence on intention to use technology. Furthermore, performance expectancy had a positive(+) effect on intention to use in AR, but no significant influence was found out in drones. On the contrary, in the case of the facilitating conditions, the influence of the drones was positive (+), but the relation of AR was not investigated. The perceived risk was tested for the negative (-) influence of use intention of AR, but no significant relationship was found out for the drones. Among the significant influencing factors, hedonic motivation was the most powerful factor in AR and drones. Theoretical and practical implications are presented based on these results.

A Study of BIM Delivery Model for Railway Construction Project using BIM Function Breakdown Structure (BIM 기능요소 분류체계 도출에 의한 철도시설공사 BIM 기능발주 구성 방안)

  • Kim, Young-Hwan;Kim, Hyeon-Seung;Kang, Leen-Seok
    • Journal of the Korean Society for Railway
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    • v.18 no.4
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    • pp.344-353
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    • 2015
  • Recently, the utilization of the BIM system has been extended to cost and resource simulation, visualized management of construction site information and application of augmented reality including basic 3D modeling. Therefore, various BIM functions are being developed for practical applications. However, since clear classification criteria and knowledge information of BIM functions are not sufficient for field engineers, it is difficult to identify the necessary BIM functions for a construction project. This study suggests a BIM function breakdown structure considering the individual functional properties and a process model that can be ordered by applying BIM in a railway construction project. The proposed delivery model is used to obtain a practical utilization of BIM by analyzing features applicable to railway construction projects; model is verified using a case project.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

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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A Survey on 5G Enabled Multi-Access Edge Computing for Smart Cities: Issues and Future Prospects

  • Tufail, Ali;Namoun, Abdallah;Alrehaili, Ahmed;Ali, Arshad
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.107-118
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    • 2021
  • The deployment of 5G is in full swing, with a significant yearly growth in the data traffic expected to reach 26% by the year and data consumption to reach 122 EB per month by 2022 [10]. In parallel, the idea of smart cities has been implemented by various governments and private organizations. One of the main objectives of 5G deployment is to help develop and realize smart cities. 5G can support the enhanced data delivery requirements and the mass connection requirements of a smart city environment. However, for specific high-demanding applications like tactile Internet, transportation, and augmented reality, the cloud-based 5G infrastructure cannot deliver the required quality of services. We suggest using multi-access edge computing (MEC) technology for smart cities' environments to provide the necessary support. In cloud computing, the dependency on a central server for computation and storage adds extra cost in terms of higher latency. We present a few scenarios to demonstrate how the MEC, with its distributed architecture and closer proximity to the end nodes can significantly improve the quality of services by reducing the latency. This paper has surveyed the existing work in MEC for 5G and highlights various challenges and opportunities. Moreover, we propose a unique framework based on the use of MEC for 5G in a smart city environment. This framework works at multiple levels, where each level has its own defined functionalities. The proposed framework uses the MEC and introduces edge-sub levels to keep the computing infrastructure much closer to the end nodes.