• Title/Summary/Keyword: Spatial Augmented Reality

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A Markerless Augmented Reality Approach for Indoor Information Visualization System (실내 정보 가시화에 의한 u-GIS 시스템을 위한 Markerless 증강현실 방법)

  • Kim, Albert Hee-Kwan;Cho, Hyeon-Dal
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.195-199
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    • 2009
  • Augmented reality is a field of computer research which deals with the combination of real-world and computer-generated data, where computer graphics objects are blended into real footage in real time and it has tremendous potential in visualizing geospatial information. However, to utilize augmented reality in mobile system, many researches have undergone with GPS or marker based approaches. Localization and tracking of current position become more complex problem when it is used in indoor environments. Many proposed RF based tracking and localization. However, it does cause deployment problems of large sensors and readers. In this paper, we present a noble markerless AR approach for indoor navigation system only using a camera. We will apply this work to mobile seamless indoor/outdoor u-GIS system.

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ARVisualizer : A Markerless Augmented Reality Approach for Indoor Building Information Visualization System

  • Kim, Albert Hee-Kwan;Cho, Hyeon-Dal
    • Spatial Information Research
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    • v.16 no.4
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    • pp.455-465
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    • 2008
  • Augmented reality (AR) has tremendous potential in visualizing geospatial information, especially on the actual physical scenes. However, to utilize augmented reality in mobile system, many researches have undergone with GPS or ubiquitous marker based approaches. Although there are several papers written with vision based markerless tracking, previous approaches provide fairly good results only in largely under "controlled environments." Localization and tracking of current position become more complex problem when it is used in indoor environments. Many proposed Radio Frequency (RF) based tracking and localization. However, it does cause deployment problems of large RF-based sensors and readers. In this paper, we present a noble markerless AR approach for indoor (possible outdoor, too) navigation system only using monoSLAM (Monocular Simultaneous Localization and Map building) algorithm to full-fill our grand effort to develop mobile seamless indoor/outdoor u-GIS system. The paper briefly explains the basic SLAM algorithm, then the implementation of our system.

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Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

A Study of Augmented Reality based Visualization using Shape Information of Building Information Modeling (BIM 형상정보를 이용한 증강현실기반 가시화 사례)

  • Heo, Kyung-Jin;Lee, Seok-Jun;Jung, Soon-Ki
    • Spatial Information Research
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    • v.20 no.2
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    • pp.1-11
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    • 2012
  • In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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A Study on Augmented Reality-based Positioning Service Using Machine Learning (머신 러닝을 이용한 증강현실 기반 측위 서비스에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.313-315
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    • 2017
  • Recently, application fields using machine learning have been widely expanded. In addition to the spread of smart devices, application services using location-based services are also in demand. However, it is difficult to provide the application service through the positioning in the indoor environment such as the specific space where the disaster situation where the information for positioning can not be collected and the actual location location information can not be used. In this situation, using the spatial information composed of the marker information and the markers of the neighbor registered in the augmented reality environment, positioning at a specific situation or position becomes possible. At this time, it is possible to learn the operation that makes the configuration of the marker-based spatial information correspond to the actual position through the machine learning, and the optimal positioning result can be obtained by minimizing the error. In this paper, we study the positioning methods required in specific situations using machine learning for learning of augmented reality markers and spatial information.

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A Case Study for Augmented Reality Based Geography Learning Contents (증강현실기반의 지리 학습 콘텐츠 활용 사례연구)

  • Lee, Seok-Jun;Ko, In-Chul;Jung, Soon-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.3
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    • pp.96-109
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    • 2011
  • Recently, the geographic information system(GIS) is generally used in various fields with the development of information and communication technology, with expansion of its applications and utilization scope. Especially, utilizing GIS is expected to have positive effects on the geography learning and more helpful for the geographic information observation compared to the picture or 2D based media. The effective visualization of complex geographic data does not only take realization of its visual information but also increases the human ability in analysis and understanding to use the geographic information. In this paper, we examine a method to develop the geography learning contents based on the technology with augmented reality and GIS, and then we have a case study for various kinds of visualization techniques and examples to use in geography learning situation. Moreover, we introduce an example of the manufacturing process from the existing GIS data to augmented reality based geography learning system. From the above, we show that the usefulness of our method is applicable for effective visualization of the three-dimensional geographic information in the geography learning environment.