• Title/Summary/Keyword: Reality Convergence

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Augmented Reality Technology-based Dental Radiography Simulator for Preclinical Training and Education on Dental Anatomy

  • Gu, Ja-Young;Lee, Jae-Gi
    • Journal of information and communication convergence engineering
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    • v.17 no.4
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    • pp.274-278
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    • 2019
  • It is important that students are provided opportunities to practice their skills in acquiring radiographic images. However, these opportunities are currently limited because of the risk of radiation exposure. To overcome this limitation, a new augmented reality-based radiography simulator was developed that enables students to practice radiographic techniques as part of self-directed learning without time and space constraints. Subsequently, cross-sectional images of a manikin phantom head obtained via computed tomography were reconstructed into a three-dimensional object. An image marker that could be recognized by a mobile device and could allow users to practice dental radiography techniques was devised. The three-dimensional object was augmented to the mobile device; consequently, among 106 stored dental radiographs on the device, a radiograph corresponding to specific imaging conditions was opened when users performed radiographic procedures. This technology could improve dental students' understanding of dental anatomy and contribute to improving their competency in acquiring dental radiographs.

A Study on MTL Device Design and Motion Tracking in Virtual Reality Environments

  • Oh, Am-Suk
    • Journal of information and communication convergence engineering
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    • v.17 no.3
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    • pp.205-212
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    • 2019
  • Motion tracking and localization devices are an important building block of motion tracking systems in a virtual reality (VR) environment. This study is about improving the accuracy of motion and location for enhancing user immersion in experience type VR environment to position tracking technique. In this study, we propose and test a design of such a device. The module data test of the attitude and heading reference system shows that the implementation with the MPU-9250 sensor is successful and adequate to be used with short operation time. We consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the motion to photon (MTP) time that user movement is fully reflected on the display using sensor devices. The Kalman filter is used to combine the accelerometer with the gyroscope in the sensing unit.

Visual Positioning System based on Voxel Labeling using Object Simultaneous Localization And Mapping

  • Jung, Tae-Won;Kim, In-Seon;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.302-306
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    • 2021
  • Indoor localization is one of the basic elements of Location-Based Service, such as indoor navigation, location-based precision marketing, spatial recognition of robotics, augmented reality, and mixed reality. We propose a Voxel Labeling-based visual positioning system using object simultaneous localization and mapping (SLAM). Our method is a method of determining a location through single image 3D cuboid object detection and object SLAM for indoor navigation, then mapping to create an indoor map, addressing it with voxels, and matching with a defined space. First, high-quality cuboids are created from sampling 2D bounding boxes and vanishing points for single image object detection. And after jointly optimizing the poses of cameras, objects, and points, it is a Visual Positioning System (VPS) through matching with the pose information of the object in the voxel database. Our method provided the spatial information needed to the user with improved location accuracy and direction estimation.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

The Notion and Forms of Pataphor in Science Educational Contents Design (과학 교육콘텐츠 디자인에서 파타포(Pataphor)의 개념과 유형)

  • Han, Ji-Ae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.399-406
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    • 2016
  • As the paradigm of science education has been changing from offering scientific knowledge to 'Public Understanding', ways of communication through visual tools in science education has become increasingly important. In this study, I considered 'Pataphor' as a visual tool for scientific communication, and suggested its functions and forms. By studying the notion of pataphor, which was used an overlapped image of virtual reality and reality in literature, in the perspective of contents design, I defined 'Pataphor' as a visual way of deducing or making the metaphysical similarity with the reality based on scientific imagination. Also, I deduced the functions of pataphor as a visual mediacy and suggested its types as "Pataphor of duplicated reality", "Pataphor of reflected reality", "Pataphor of metamorphosed reality", and "Pataphor of artificial reality". Through this study, it was found to be necessary to study in detail the ways to use pataphor depending on contents producing media's and learners' awareness process of contents so there will be a follow-up study on the ways to use pataphor.

A Study on the A·R type Monitoring Technique using QR-code and Environment Monitoring Sensor Based on Smart Device (QR코드와 환경감시센서를 활용한 스마트 디바이스기반 증강현실형 환경모니터링 기술 연구)

  • Kim, Chan;Shin, Jaekwon;Cha, Jaesang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.261-265
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    • 2012
  • The applications of augmented reality technology is increasing in the several field by IT convergence and we find augmented reality application easily in the smart device application area. And then, to attempt to use augmented reality technology in advantage, exhibitions and performances was activated. However, it less than other fields of augmented reality technology expertise yet. Among them services to Use in fusion with monitoring are lacking. In this paper, we proposed the augmented reality monitoring technology based on smart device. It is able to incorporate QR-code which is already building for the purpose of advertising promotional materials with augmented reality technology in many areas. Therefore, it is able to utilize unattended building or automation equipment facilities using QR-code and environmental monitoring sensor in the industry.

A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

Study on composite images through Augmented Reality over old images tagged location data (위치 정보가 기록된 과거 이미지와 현재 이미지 간 증강현실 기술 기반 합성 결과물 의미 고찰)

  • Park, Hyung-Woong
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.221-229
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    • 2014
  • The study considers the meaning of the composite images created when users capture present images over past images tagged location data in using the mobile augmented reality technology. The composite image through the location-based augmented reality technology is the result of matching the same location data between present images users are capturing and past images captured already. It is the new composite images that contain two different narratives-current and past in the same space and in real-time. We developed the mobile application implemented augmented reality technology and analysed the process that users create multi-layered narrative in the middle of capturing present image through augmented reality module. In addition, through the comparison with similar studies and applications of the augmented reality, we found that the key to give the multi-narrative in the composite images is the user's participation to put its personal intentions in real-time capturing process. In further development, we'll be able to utilize the application in order that users easily create multi-layered narrative composite image using cultural and personal records.

Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.