• Title/Summary/Keyword: Unity Engine

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Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.

Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

Productivity Analysis for Industrial Augmented Reality(iAR) Content Development Using an iAR Specialized Engine (산업용 증강현실 전용엔진을 이용한 산업용 증강현실 콘텐츠 개발에 대한 생산성 분석)

  • Kang, Minshik
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.1-6
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    • 2022
  • In recent years, many global manufacturers such as Mercedes-Benz and BMW have been using augmented reality technology to spread it to various fields such as assembly process, after-sales service, sales stores, and consumer manuals. In this study, the application status of innovation in manufacturing using industrial augmented reality was identified, and the possibility of combining existing ERP and augmented reality was analyzed based on this. In addition, it was empirically analyzed that the selection of a dedicated content development engine is the most important factor in development productivity in the development of industrial augmented reality content. The same content developed with Unity3d was redeveloped with Vuforia Studio, and as a result of comparative analysis of development man-hours by field, the development lead time was shortened by 8 times. This study proves productivity by actually developing industrial augmented reality contents, and it is a study with a difference that is difficult to implement in practice.

Unity Engine-based Underwater Robot 3D Positioning Program Implementation (Unity Engine 기반 수중 로봇 3차원 포지셔닝 프로그램 구현)

  • Choi, Chul-Ho;Kim, Jong-Hun;Kim, Jun-Yeong;Park, Jun;Park, Sung-Wook;Jung, Se-Hoon;Sim, Chun-Bo
    • Smart Media Journal
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    • v.11 no.9
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    • pp.64-74
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    • 2022
  • A number of studies related to underwater robots are being conducted to utilize marine resources. However, unlike ordinary drones, underwater robots have a problem that it is not easy to locate because the medium is water, not air. The monitoring and positioning program of underwater robots, an existing study for identifying underwater locations, has difficulty in locating and monitoring in small spaces because it aims to be utilized in large spaces. Therefore, in this paper, we propose a three-dimensional positioning program for continuous monitoring and command delivery in small spaces. The proposed program consists of a multi-dimensional positioning monitoring function and a ability to control the path of travel through a three-dimensional screen so that the depth of the underwater robot can be identified. Through the performance evaluation, a robot underwater could be monitored and verified from various angles with a 3D screen, and an error within the assumed range was verified as the difference between the set path and the actual position is within 6.44 m on average.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone' (얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로)

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.

Keyboard for Virtual Reality Head Mounted Display using Electro-oculogram (EOG를 사용한 가상현실 HMD용 키보드 구현)

  • Kim, Byeong-Jun;Kwon, Ki-Chul;Yang, Young-Man;Kim, Nam
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.1-9
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    • 2018
  • A keyboard system for hands-free virtual reality head mounted display using electrooculogram (EOG) signal which occurs during the eye-blinking is proposed. This system consists of display device, gyroscope sensor, gravity sensor and electro-encephalogram (EEG) sensor, and it is implemented with Unity3D engine for system control and graphic processing. If the input language of proposed keyboard system is Korean, i.e. Hangul, the Chonjiin keyboard method is utilized; but for the English spelling, numbers or special characters, $3{\times}4$ keyboard method is used in order to solve the spatial problem. By the implemented method, it can be verified that the user can handle the keyboard input of virtual reality head mounted display with only neck movement and EOG, instead of using hands.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.