• Title/Summary/Keyword: Mobile AR

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Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

M-Learning Application for Ubiquitous Learning Based on Android Web Platform (안드로이드 웹 플랫폼 기반 U-Learning을 위한 M-Learning 애플리케이션)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5564-5569
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    • 2011
  • In this paper we introduced Augmented Reality (AR) on Android platform for ubiquitous learning (u-learning). Android is breaking new ground for mobile computing and open technologies. Android is versatile as it is not limited only to mobile phones, but it can be installed on various devices. Android gives developers the opportunity to leverage their development skills, while also building an exciting and active community. Augmented Reality (AR) is going to be the future of most apps; all it takes is a decent processor, a camera, a compass and a GPS, all of which are becoming increasingly common on smart phones. Through AR we can have educational tools that provide individuals with total flexibility to receive, send, and review training and detailed product information through an increasingly ubiquitous web-enabled communication device. In this paper, we proposed Augmented Reality for Species Identification using Android Smartphone with augmented reality in species determination. This study is appropriate in the field of Biology. This is useful in outdoor experimental activities of the students. Like for example while they are visiting the zoo, botanical garden and etc.

A Review of Recent Digital Technology-Based Language Rehabilitation For Aphasia: Focusing on VR, AR, and Mobile Application (실어증 환자 대상 디지털 기술 기반 언어재활에 관한 최근 문헌 고찰: VR, AR, 모바일 애플리케이션을 중심으로)

  • Chung, Chae Youn;Hong, You Jeong;Kong, Seong Hyeon;Choi, You Jin;Lee, Kyogu
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.46-63
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    • 2022
  • With the rapid development of digital technology and the growing trend to integrate it into the medical field, recent studies suggest language rehabilitation for people with aphasia using virtual reality (VR), augmented reality (AR) and mobile applications. This study conducted a scoping review to summarize the features of digital technology-based language rehabilitation for aphasia in the last four years (2018-2021) and draw implications for future research. A total of 20 papers met the selection criteria among the documents retrieved from the Web of Science, CINAHL, and RISS. This review demonstrates that digital technology could offer unique treatment content by gamification, individualization, and creating a realistic communication environment, and by utilizing them in various ways. Therefore, we expect digital technology-based language rehabilitation for aphasia could supplement the limitations of conventional language rehabilitation and provide a novel perspective on development of treatment content.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

Ridge Formation by Dry-Etching of Pd and AlGaN/GaN Superlattice for the Fabrication of GaN Blue Laser Diodes

  • Kim, Jae-Gwan;Lee, Dong-Min;Park, Min-Ju;Hwang, Seong-Ju;Lee, Seong-Nam;Gwak, Jun-Seop;Lee, Ji-Myeon
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.391-392
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    • 2012
  • In these days, the desire for the precise and tiny displays in mobile application has been increased strongly. Currently, laser displays ranging from large-size laser TV to mobile projectors, are commercially available or due to appear on the market [1]. In order to achieve a mobile projectors, the semiconductor laser diodes should be used as a laser source due to their size and weight. In this presentation, the continuous etch characteristics of Pd and AlGaN/GaN superlattice for the fabrication of blue laser diodes were investigated by using inductively coupled $CHF_3$ and $Cl_2$ -based plasma. The GaN laser diode samples were grown on the sapphire (0001) substrate using a metal organic chemical vapor deposition system. A Si-doped GaN layer was grown on the substrate, followed by growth of LD structures, including the active layers of InGaN/GaN quantum well and barriers layer, as shown in other literature [2], and the palladium was used as a p-type ohmic contact metal. The etch rate of AlGaN/GaN superlattice (2.5/2.5 nm for 100 periods) and n-GaN by using $Cl_2$ (90%)/Ar (10%) and $Cl_2$ (50%)/$CHF_3$ (50%) plasma chemistry, respectively. While when the $Cl_2$/Ar plasma were used, the etch rate of AlGaN/GaN superlattice shows a similar etch rate as that of n-GaN, the $Cl_2/CHF_3$ plasma shows decreased etch rate, compared with that of $Cl_2$/Ar plasma, especially for AlGaN/GaN superlattice. Furthermore, it was also found that the Pd which is deposited on top of the superlattice couldn't be etched with $Cl_2$/Ar plasma. It was indicating that the etching step should be separated into 2 steps for the Pd etching and the superlattice etching, respectively. The etched surface of stacked Pd/superlattice as a result of 2-step etching process including Pd etching ($Cl_2/CHF_3$) and SLs ($Cl_2$/Ar) etching, respectively. EDX results shows that the etched surface is a GaN waveguide free from the Al, indicating the SLs were fully removed by etching. Furthermore, the optical and electrical properties will be also investigated in this presentation. In summary, Pd/AlGaN/GaN SLs were successfully etched exploiting noble 2-step etching processes.

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Perfomance Evaluation of efficent handover Latency Using MIH Services in MIPv4 (MIH를 이용한 효율적인 MIPv4망의 구성에 관한 연구)

  • Kim, Ki-Yong;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.75-78
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    • 2007
  • Mobile IP provides hand-held devices with mobility which allows the user to do work over the network. However, handover time due transfer between access routers causes network delays and data loss. L2Trigger Handover expects this handover to take place, and executes L3 handover before L2 handover takes place, thereby reducing overall handover latency, although it still is an issue since handover latency between AR is not completely eliminated in L2 trigger handover. In this paper took into consideration where MIH is used in MIPv4 and using MIH Table when handover is about to occur in MN(Mobile Node), thereby pre-fetching data needed by Handover. In this way, when the handover is estimated, it improves the init time that L2trigger had. Furthermore we can find that we can execute the handover with shorten init time in smaller and narrow overlap length

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Real Time Pose Control for the Horizontal Maintenance and driving of Mobile Inverted Pendulum (모바일 역진자의 수평유지와 주행을 위한 실시간 자세 제어)

  • Kang, Jin-Gu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.157-163
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    • 2011
  • In this paper, configuration control for the Horizontal Maintenance and driving of the mobile inverted pendulum robot has been studied using ARS(Attitude Refrence System). The inverted pendulum technique is getting attention and there have been many researches on the seg-way since the US. Using its 2 freedom, a mobile inverted pendulum robot can move in various modes and Our robot performs goal reaching ARS. Mobile inverted pendulum robot fall down to the forward or reverse direction to converge to the stable point. Kalman Filter is normally used for the algorithm and numerous research is progressing at the moment. To calculate the attitude in ARS using 2 axis gyro(roll, pitch) and 3 axis accelerometers (x, y, z). In this paper we present a two wheel robot system for an autonomous mobile robot. This paper realized the robot control method which is much simpler but able to get desired performance by using the IMU and PID control.

A Study on Mobility Guarantee Through EHMIPv6 in Mobile Network Environments. (모바일 네트워크 환경에서 네트워크 이동성 보장을 위한 연구)

  • Hwang, Sun-Ha;Lee, Sang-Yong;Im, Hyeong-Jin;Chung, Tai-Myung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.903-906
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    • 2003
  • EHMIPv6(Enhanced Hierarchical Mobile Ipv6)는 호스트의 로컬 이동성을 제공해주기 위해 제시된 EHMIPv6(Hierarchical Mobile Ipv6)를 이동 네트워크 환경에 맞게 변형한 이동 관리 방법이다. EHMIPv6 를 통해 AR(Access Router)내의 MR(Mobile Router)들의 이동성(Macro mobility)과 MR 내의 MN(Mobile Node)의 이동성(Micro mobility)을 동시에 제공함으로써 매끄러운 이동성을 제공해준다. 따라서 EHMIPv6 를 통해 이동 네트워크 상에서 인터넷 서비스를 지속적으로 제공함과 동시에 패킷손실과 지연을 줄여 보다 나은 인터넷 서비스를 제공한다.

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Cooperative MAC Protocol Using Active Relays for Multi-Rate WLANs

  • Oh, Chang-Yeong;Lee, Tae-Jin
    • Journal of Communications and Networks
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    • v.13 no.5
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    • pp.463-471
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    • 2011
  • Cooperative communications using relays in wireless networks have similar effects of multiple-input and multiple-output without the need of multiple antennas at each node. To implement cooperation into a system, efficient protocols are desired. In IEEE 802.11 families such as a/b/g, mobile stations can automatically adjust transmission rates according to channel conditions. However throughput performance degradation is observed by low-rate stations in multi-rate circumstances resulting in so-called performance anomaly. In this paper, we propose active relay-based cooperative medium access control (AR-CMAC) protocol, in which active relays desiring to transmit their own data for cooperation participate in relaying, and it is designed to increase throughput as a solution to performance anomaly. We have analyzed the performance of the simplified AR-CMAC using an embedded Markov chain model to demonstrate the gain of AR-CMAC and to verify it with our simulations. Simulations in an infrastructure network with an IEEE 802.11b/g access point show noticeable improvement than the legacy schemes.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.