• Title/Summary/Keyword: Augmented reality applications

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Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.982-1004
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    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

Natural Object Recognition for Augmented Reality Applications (증강현실 응용을 위한 자연 물체 인식)

  • Anjan, Kumar Paul;Mohammad, Khairul Islam;Min, Jae-Hong;Kim, Young-Bum;Baek, Joong-Hwan
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.2
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    • pp.143-150
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    • 2010
  • Markerless augmented reality system must have the capability to recognize and match natural objects both in indoor and outdoor environment. In this paper, a novel approach is proposed for extracting features and recognizing natural objects using visual descriptors and codebooks. Since the augmented reality applications are sensitive to speed of operation and real time performance, our work mainly focused on recognition of multi-class natural objects and reduce the computing time for classification and feature extraction. SIFT(scale invariant feature transforms) and SURF(speeded up robust feature) are used to extract features from natural objects during training and testing, and their performance is compared. Then we form visual codebook from the high dimensional feature vectors using clustering algorithm and recognize the objects using naive Bayes classifier.

Fingertip Extraction and Hand Motion Recognition Method for Augmented Reality Applications (증강현실 응용을 위한 손 끝점 추출과 손 동작 인식 기법)

  • Lee, Jeong-Jin;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.316-323
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    • 2010
  • In this paper, we propose fingertip extraction and hand motion recognition method for augmented reality applications. First, an input image is transformed into HSV color space from RGB color space. A hand area is segmented using double thresholding of H, S value, region growing, and connected component analysis. Next, the end points of the index finger and thumb are extracted using morphology operation and subtraction for a virtual keyboard and mouse interface. Finally, the angle between the end points of the index finger and thumb with respect to the center of mass point of the palm is calculated to detect the touch between the index finger and thumb for implementing the click of a mouse button. Experimental results on various input images showed that our method segments the hand, fingertips, and recognizes the movements of the hand fast and accurately. Proposed methods can be used the input interface for augmented reality applications.

User Experience and Satisfaction of Augmented Reality Applications -Focused on Chinese Fashion Consumers (증강현실 어플리케이션의 사용자 경험과 만족도 연구 -중국의 패션 소비자를 중심으로)

  • Chen, Qian-Qian;Dai, Ming-Yue;Park, Hyun-Jung
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.159-167
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    • 2019
  • This study investigated the factors affecting the satisfaction of augmented reality (AR) fashion application focusing on user experience. The survey was conducted on 280 Chinese users who had used AR fashion applications. The results are summarized as follows. User experience had a significant effect on presence, flow, and satisfaction. Personalization service also increased user satisfaction. Presence influenced flow which enhanced satisfaction, indicating that presence had an indirect effect on satisfaction through flow. The results are expected to provide strategic implications by identifying factors that should be considered to help consumers experience products and improve satisfaction with applications in various industries focusing on augmented reality technology.

Analysis of 3D Building Construction Applications in Augmented Reality

  • Khan, Humera Mehfooz;Waseemullah, Waseemullah;Bhutto, Muhammad Aslam;Khan, Shariq Mahmood;Baig, Mirza Adnan
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.340-346
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    • 2022
  • Construction industry is considered as one of the oldest industries in the world since human came into being and the need of their own space is realized. All this led to make the world a space of many beautiful constructive ventures. As per the requirements of today's world, every industry is recognizing the need for use and adoption of modern as well as innovative technologies due to their benefits and timely production. Now construction industry has also started adopting the use of modern and innovative technologies during their projects but still the rate of adoption is so slow. From design to completion, construction projects take a lot to manage for which technology based solutions have continuously been proposed. These include Computer Aided Design (CAD), building information modeling (BIM) and cloud computing have been proved to be much successful until now. The construction projects are high budgeted, and direly require timely and successful completion with quality, resource and other constraints. So, the researchers observe the need of more clear and technology based communication between the construction projects and its constructors and other stakeholders is required before and during the construction to take timely precautions for expected issues. This study has analyzed the use of Augmented Reality (AR) technology adopting GammaAR, and ARki applications in construction industry. It has been found that both applications are light-weighted, upgradable, provide offline availability and collaborative environment as well as fulfil most of the requirements of the construction industry except the cost. These applications also support different screen size for better visualization and deep understanding. Both applications are analyzed, based on construction's application requirements, usability of AR and ratings of applications user collected from application's platform. The purpose of this research is to provide a detail insight of construction applications which are using AR to facilitate both the future developers and consumers.

Marker-less Calibration of Multiple Kinect Devices for 3D Environment Reconstruction (3차원 환경 복원을 위한 다중 키넥트의 마커리스 캘리브레이션)

  • Lee, Suwon
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1142-1148
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    • 2019
  • Reconstruction of the three-dimensional (3D) environment is a key aspect of augmented reality and augmented virtuality, which utilize and incorporate a user's surroundings. Such reconstruction can be easily realized by employing a Kinect device. However, multiple Kinect devices are required for enhancing the reconstruction density and for spatial expansion. While employing multiple Kinect devices, they must be calibrated with respect to each other in advance, and a marker is often used for this purpose. However, a marker needs to be placed at each calibration, and the result of marker detection significantly affects the calibration accuracy. Therefore, a user-friendly, efficient, accurate, and marker-less method for calibrating multiple Kinect devices is proposed in this study. The proposed method includes a joint tracking algorithm for approximate calibration, and the obtained result is further refined by applying the iterative closest point algorithm. Experimental results indicate that the proposed method is a convenient alternative to conventional marker-based methods for calibrating multiple Kinect devices. Hence, the proposed method can be incorporated in various applications of augmented reality and augmented virtuality that require 3D environment reconstruction by employing multiple Kinect devices.

GPS-based Augmented Reality System for Social Network Proposition (소셜 네트워크를 위한 GPS기반 증강현실 시스템 제안)

  • Liu, Jie;Jin, Seong-geun;Lee, Seong-Ok;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.903-905
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    • 2012
  • Recent research on Augmented Reality is Actively expand and Augmented reality feature added to the social network system (Social Network System) has become a necessity. In this paper, GPS-based Augmented Reality System for Social Network is introduced, is proposed. This system can add recent check-in friends in facebook by automatically to synchronizing the location coordinate, and it could also adding location coordinates system is represented in a real-world environment by AR, is Marker-based AR system that was Commonly used AR system is a huge cost by handheld devices in processing and storage space, the disadvantages of the marker-based AR systems can be solved by using Location-based AR applications. Therefore, the proposed GPS-based Augmented Reality System for Social Network, automatically searches for the optimal speed for Wifi and 4G network to iOS Hand AR system was desired in future.

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Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.708-716
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    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

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Design and Implementation of Commodity Information System Using LBS with Augumented Reality Based on Smart Phone (스마트폰 기반 위치기반서비스와 증강현실을 결합한 상점정보시스템의 설계 및 구현)

  • Yoon, Sunhee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.229-239
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    • 2012
  • In 2011, more than 2000 million smartphone users are in our country. As a result, consumer demand have been developed for a variety of applications, especially in the information service-related applications that combine location-based services and augmented reality in addition to related information for the virtual reality of things are rapidly increased. This paper analysed location-based services and augmented reality technology as related research and designed and implemented the system that provides the same environment as if the user is shopping and purchasing the items in the real world and offers the information characterizing the real situation combines location-based service and augmented reality which provides with an excellent reality in the smart phone environment. The proposed system in this paper is excellent in mobility, scalability and reality as a result of analysis of functions and services compared to web-based systems and has advantages to apply for the suitable system in ubiqutous environment which can be used in anytime and anywhere.