• Title/Summary/Keyword: Augumented Reality

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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
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    • 2009.01a
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    • pp.834-837
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    • 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.

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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.

A study on the Applications Implementation using Smartphone in the e-Navigation (e-NAV 관련 스마트폰 어플리케이션 구현에 관한 연구)

  • Han, Chang-Soo;Park, Hyeon-Jo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2010.04a
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    • pp.545-550
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    • 2010
  • Due to the advancements in mobile communication recently, the smartphone is coming to wide use in variety of fields with powerful functions which are GPS, Wi-Fi, built-in camera, and so on. I'm going to discuss the application implementation using Smartphone in the e-Navigation.

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The Children's Educational Contents By using a Augumented Reality (증강현실을 이용한 어린이교육 콘텐츠)

  • Park, Jong-Dae;Kim, Myeong-Dong;Park, Chan-Hong;Han, Young-Hwan;Seong, Hyeon-Kyeong
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.57-58
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    • 2012
  • 지금까지의 어린이교육은 책을 읽거나 책의 그림을 보거나 단순 영상물을 통한 지식습득에 국한되어있었다. 본 논문에서는 이러한 기존의 교육콘텐츠의 학습 효율성을 높이기위해 사용자가 눈으로 보는 현실세계에 가상 물체를 겹쳐 보여주는 증강현실 기술을 응용하여 기존의 교육콘텐츠보다 학습 효율을 높인 어린이 교육 콘텐츠를 개발하게 되었다.

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The Design of Indoor Navigation using AR (AR을 활용한 실내 내비게이션의 설계)

  • Kim, Myung Seong;Kim, Seong Jo;Kim, Dong Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.129-132
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    • 2019
  • 본 기술의 발달에 따라 실내 공간이 점차 대형화되면서 실내공간은 복잡해졌으며, 이로 인해 원하는 장소를 찾기가 어려워졌다. 4차 산업혁명에 힘입어 앞서 언급한 문제들을 해결하기 위해 실내 내비게이션을 도입하려는 시도가 활발히 이루어지고 있다. 실내 내비게이션의 기술들로는 Wi-Fi, Bluetooth, Beacon, RFID, UWB 등이 있지만, 실내 건물 구조 특성상 여러 장애물들에 의해 신호 정보의 오차가 심하여 사용하기에 어려움이 있다. 이러한 문제점을 해결하기 위해 스마트폰에 내장된 IMU 센서 및 카메라 센서를 이용하여 동시적 위치 인식 및 지도 작성을 하는 SLAM 알고리즘으로 실내 내비게이션을 구현하고, 사용자가 보다 쉽게 길을 찾을 수 있게 접근성이 높은 스마트폰과 AR을 이용하여 어플리케이션을 설계하였다.

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SEOULTECH AR CAMPUS Navigation (증강 현실 (Augumented Reality) 을 이용한 캠퍼스 네비게이션)

  • Lee, Jieun;Lee, Daeun;Choi, Seoyoung;Park, Guman
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.361-363
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    • 2020
  • 기존의 지도 또는 길 찾기 기능을 사용 할 때 방향 정보를 직관적으로 제시해주는 네비게이션 구현을 목표로, 사용 지역을 캠퍼스 내로 국한시켜 증강현실을 이용한 네비게이션을 구현하였다. 본 애플리케이션 개발에는 Mapbox maps API, ARCore, Unity 3D Engine, Android studio를 사용하였다. 사용지역을 확대시켜 Mobile device 뿐만 아니라 자동차 앞 유리 디스플레이에 접목하여 보다 다양한 서비스 제공을 기대할 수 있다.

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An Environment Information Management System for Cultivation in Agricultural Facilities using Augmented Reality (증강현실 기반 농업용 환경 정보 관리 시스템)

  • Kim, Min-ji;Kim, Jong-Ho;Koh, Jin-Gwang;Lee, Sung-Keun;Lee, Jae-Hak
    • The Journal of Bigdata
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    • v.3 no.2
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    • pp.113-121
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    • 2018
  • In this study, an augmented reality(AR)-based information management system for agricultural facility is proposed. Using a variety of sensed data transmitted by Lora-based wireless networks deployed at the agricultural facility, this system is capable of augmenting the sensed data and displaying them on the user's smartphone screen to provide visualized information to user. When users point their smartphone camera to the agricultural facility, the environment information collected from numerous sensors installed at the facility would be visualized and appear on the screen. Unlike traditional system which requires user to search a specific facility and then select sensor(s) to obtain the environment information, the proposed system shows the information on smartphone screen by augmenting it with real image captured by camera without doing a series of time-taking selection process. Since the way of acquiring information is through image or video, this system contributes to convenient monitoring and efficient management for agricultural facility.

Preservation and Practical Application of Stromatolites in Gyeong-San (경산 스트로마톨라이트의 보존과 활용방안)

  • Han, Seung Hee
    • Journal of the Korean association of regional geographers
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    • v.23 no.2
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    • pp.366-375
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    • 2017
  • Researching Stromatolites spread all over Gyeong-San, province Gyeongsangbukdo, it raise an objection for preservation of original state caused by natural weathering, artificial destruction, illegal emission and enviromental pollution. Stromatolites in Gyeong-San was formed on lake Meszoic era cretaceous. So it is representative rock of geological feature of sediment formed in water and landscape. It could be used as educational data on mesozoic stratum and earth surface, and resources of observation and experience program. It could apply as educational venue place in terms of Mesozoic era cretaceous motif. And it is managed various programs appling 4H (Healing, Hiking, Hand, History) experience program based on local community. And it is concerned software program introducing augumented reality, furthermore discuss with related field.

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Investment Process of Start-up: A Case Study of LetinAR (스타트업의 초기 투자유치 프로세스: (주)레티널 사례를 바탕으로)

  • KIM, HA YOUNG;BAE, TAE JUN;WON, CHI WOON
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.6
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    • pp.119-130
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    • 2019
  • Although a well-established line of research has addressed the funding decision, the activities of investee startups to receive funding have been overlooked because prior research has been conduced from investor's point of view. In addition, funding does not result from one off decisions but from decision process with many stages. Moreover, the emphasis placed on specific investment criteria varies by different stages during the process. Therefore, understanding the initial funding of startups requires to analyze the strategic behaviors of startups throughout the entire funding decision process from first meeting with investors to funding success. This study investigates the initial funding process of startups, and the analysis is based on a case study of LetinAR one of the successful startups founded by students in South Korea. This study investigates how early start-ups were able to receive funding from startup's point of view, and the analysis is based on a case study of LetinAR, an augmented reality(AR) startup using Pin mirror technology. By adding "legitimacy building" stage that had not been addressed previously, we divided funding process into four stages: 1) legitimacy building, 2) familiarization, 3) screening, and 4) bargaining phase. We did not only analyze major criteria, but also strategic activities of startup at each stage. This study makes a contribution by helping us understand complicated process of funding and the successful strategic behavior of investor backed startups.