• Title/Summary/Keyword: Augmented reality interaction

Search Result 231, Processing Time 0.039 seconds

A Design of Marker-Based Augmented Reality System Structure using Object Removal Technique (객체 제거 기법을 활용한 마커기반 증강현실 시스템 구조 설계)

  • Kim, Dong-Hyun;Jung, Sung-Mo;Lim, Ji-Hoon;Cagalaban, Giovanni;Leem, Hyo-Young;Geun, So-Geol;Kim, Su-U;Kim, Seok-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.10a
    • /
    • pp.621-624
    • /
    • 2011
  • Recently, augmented reality is divided into broadly marker based and markerless based as part of HCI (Human Computer Interaction). Markerless based is augmented object using natural features in real-world environment. On the other hand, Marker based is use to calculate easily the coordinates and exactly augmented object using flat marker of rectangular. However, marker-based image is provided due to the presence of the marker in a markerless, giving users a more less realistic and immersive view. In this paper, We research about combined diminished reality and augmented reality for Marker-Based Augmented Reality System Structure using Object Removal Tchnique in order to increase realistic and immersive view.

  • PDF

An Injection Molding Process Management System based on Mobile Augmented Reality (모바일 증강현실 기반 사출성형공정 관리시스템)

  • Hong, Won-Pyo;Song, Jun-Yeob
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.31 no.7
    • /
    • pp.591-596
    • /
    • 2014
  • Augmented reality is a novel human-machine interaction that overlays virtual computer-generated information on a real world environment. It has found good potential applications in many fields, such as training, surgery, entertainment, maintenance, assembly, product design and other manufacturing operations. In this study, a smartphone-based augmented reality system was developed for the purpose of monitoring and managing injection molding production lines. Required management items were drawn from a management content analysis, and then the items were divided into two broad management categories: line management and equipment management. Effective work management was enabled by providing those working on the shop floor with management content information combined with the actual images of an injection molding production line through augmented reality.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.295-301
    • /
    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
    • /
    • v.15 no.1
    • /
    • pp.69-76
    • /
    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.7 no.4
    • /
    • pp.159-168
    • /
    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.4
    • /
    • pp.143-149
    • /
    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

Cyberspace Coordinate Create for Augmented Reality (증강현실을 위한 가상 공간좌표 생성)

  • Ban, KyeongJin;Ryu, NamHoon;Kim, KyeongOk;Han, JeaJung;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.765-769
    • /
    • 2009
  • The Augmented Reality of existing for the interaction which the object and background is smooth used the data glove or marker. It is inconvenient to a use and it occurs the result of immersion feeling decrease. Immersion it will wind from Augmented Reality and the hazard which it strengthens the removal of the additional entry device which stands is necessary. It recognizes the space coordinates which is accurate even from the condition where the hazard marker which will reach does not attach in necessity. Immersion feeling improvement from Augmented Reality wearing the hazard additional entry device it proposes the space coordinate creation technique of the virtuality description below for a interaction without from the present paper. The method which is proposed the image which it acquires the object of virtuality reflected at 2D space and the characteristic line about under extracting the space coordinate which reflects about under calculating it reflected. The application is possible in markerless Augmented Reality and the mobile Augmented Reality.

  • PDF

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
    • /
    • v.24 no.1
    • /
    • pp.1-27
    • /
    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

Research on Storytelling Elements in Augmented Reality Cinema through the Process of Image Abstraction: A Case Study of 'AR Campus Diary'

  • Tae-Eun, Kim
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.1
    • /
    • pp.262-269
    • /
    • 2024
  • The "AR Campus Diary" project innovates in the realm of art through integrating augmented reality (AR) with interactive storytelling, fostering personal and interpersonal development through artistic expression. This artistic endeavor metaphorically represents the growth and fruition of individual stories, facilitated by a series of progressive art activities that emphasize continual interaction between self and others. Set against the backdrop of a university campus, the project employs AR markers designed to unfold stories in phases through a dedicated application, allowing participants to experience and influence the narrative uniquely. Diverging from traditional film editing techniques, "AR Diary" offers viewers the autonomy to navigate through story segments of their choosing, marking a departure from conventional cinematic storytelling by leveraging marker-based plot progression. This project not only showcases the fusion of technology and art but also pioneers a participatory form of art education based on engagement and play.

Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.19 no.4
    • /
    • pp.5-14
    • /
    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.