• Title/Summary/Keyword: Outdoor AR

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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.

Development of Motion Control System for Outdoor AR FPS Game (실외 AR FPS 게임을 위한 모션 컨트롤 시스템 개발)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.47-54
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    • 2017
  • The popularity of Pokemon games has raised the interest in outdoor augmented reality games. This paper introduces a handgun type motion controller for an outdoor augmented reality shooting game and augmented reality game contents linked to it. The existing augmented reality game controller can only operate the game with the trigger interaction, but the proposed device can also operate the game with motion interaction. A motion-based game controller allows you to immerse yourself in Outdoor AR FPS game.

Development of Outdoor Augmented Reality Based 3D Visualization Application for Realistic Experience of Structures (구조물 실감 체험을 위한 야외 증강현실 기반의 3D 시각화 어플리케이션 개발)

  • Lee, Young-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.305-310
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    • 2015
  • Recently, as AR(Augmented Reality) technology develops, it is used in field of diverse industry and specially affects structures and human interaction in field of architecture. This paper proposes 3D visualization application for realistic experience of structures by using outdoor AR technology. Proposed application visualizes structures such as high buildings, bridges, ships, and so on to be constructed in future, considering ambient environment by using outdoor AR technology, provides precisely user structures after completing construction and offers more realistic information and immersion as compared with previous methods.

A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

A Study on u-GIS Outdoor Augmented Reality System Development (u-GIS 야외 증강현실 시스템 개발에 관한 연구)

  • Kim, Jeong-Hwan;Kim, Shin-Hyoung;Kil, Woo-Sung
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.183-188
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    • 2009
  • In this paper, we preset a method for the development of u-GIS outdoor augmented reality(AR) system. The proposed system is consist of three parts. First, sensor acquisition and calibration for AR, Second, camera and sensor based tracking for AR, Third, integration of sensor information and 3D models. We combine spatial information of real and virtual spaces through u-GIS AR system.

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GPS-based real-time AR compass for outdoor location guidance (실외위치 안내를 위한 GPS기반 실시간 AR 나침반)

  • Kim, Sang-Joon;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.545-548
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    • 2018
  • 본 논문에서는 모바일 디바이스의 GPS, Compass, Gyroscope Sensor를 이용하여 실외 공간의 위치를 찾아주는 실시간 AR 나침반을 제안한다. 제안 AR 나침반에서는 모바일 디바이스의 Sensor 이용하여 사용자의 위치와 방향, 실외 공간의 위치와 방향을 계산하여 안내 Object의 크기와 가시화 여부를 결정하고 보여줌으로 사용자가 실외 공간의 위치를 찾아갈 수 있도록 하는 나침반을 설계 구현하였다.

A Study on the AR Game Analysis and Business Model (AR게임 분석과 비즈니스 모델에 관한 연구)

  • Kang, Ye-seul;Kang, Ji-yeong;Yoon, Hee-young;Hwang, Jin-ju;Chang, Young-hyun;Ko, Chang-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.49-54
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    • 2016
  • Development of AR/VR has expanded computer games from indoor static contents to outdoor dynamic contents. The syndrome of 'Pokemon Go' which is a representative AR game was born, and Nintendo's stock price shot up a massive 120%. Although some people gained profits, new damages are emerging including illegal intrusion or road accidents because it is a type of game to visit real locations. There are reported about 114 thousand road accidents related to the game. This study aims to examine the trends of AR game in 2016 and analyze damages and positive cases to suggest a method for preventing accidents due to the AR game, and a business model.

Implementation of URL Connecting Application Service Platform Based on Recognition of AR Maker Using LED Panel and Smartphone (LED 전광판과 스마트폰을 이용한 AR 마커인식 기반의 URL 연결 서비스 플랫폼 구현)

  • Park, Kunwon;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.692-698
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    • 2013
  • As the mobile marketing through the smartphone has gradually increased, the smartphone application services using the AR marker, QR codes and augmented reality have attracted much attention. Furthermore the outdoor advertising is migrated to LED signage, which brings the visible light wireless communication technologies to the trial for mobile marketing. In this paper we present the implementation of AR marker-based URL access application services through smartphone camera using visible-light wireless communication technologies. We analyze the performance of the implemented system in terms of connection time and success rate.

A Study on Object Control in Mobile Augmented Reality Using Indoor Location Based Service (실내 위치기반 서비스를 이용한 모바일 증강현실에서의 객체 제어에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Lee, Dae-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.288-290
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    • 2017
  • Recently, interest and demand of Augmented Reality(AR) contents are increasing as an application field of AR. Generally, when the AR contents are served in the outdoor environment, the position information using the GPS signal is used to control the display of the object on the AR screen, or a marker based on the image of the object is used. However, there is a problem that location information can not be used in an indoor environment. If the service is provided using only the marker, there is a problem that the recognition of the marker due to the moving obstacle in the vicinity is unstable. and there is a problem that information displayed on the AR screen is not displayed in a fixed state at a specific position, it moves according to the movement of the camera. In this paper, we have studied the object control method for displaying the object to be displayed on the AR screen by using iBeacon using indoor location recognition and specific markers.

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A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.