• Title/Summary/Keyword: augmented reality

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Indoor Semantic Data Dection and Indoor Spatial Data Update through Artificial Intelligence and Augmented Reality Technology

  • Kwon, Sun
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1170-1178
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    • 2022
  • Indoor POI data, an essential component of indoor spatial data, has attribute information of a specific place in the room and is the most critical information necessary for the user. Currently, indoor POI data is manually updated by direct investigation, which is expensive and time-consuming. Recently, research on updating POI using the attribute information of indoor photographs has been advanced to overcome these problems. However, the range of use, such as using only photographs with text information, is limited. Therefore, in this study, and to improvement this, I proposed a new method to update indoor POI data using a smartphone camera. In the proposed method, the POI name is obtained by classifying the indoor scene's photograph into artificial intelligence technology CNN and matching the location criteria to indoor spatial data through AR technology. As a result of creating and experimenting with a prototype application to evaluate the proposed method, it was possible to update POI data that reflects the real world with high accuracy. Therefore, the results of this study can be used as a complement or substitute for the existing methodologies that have been advanced mainly by direct research.

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A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Lim, Sun-Jin;Jung, Eun-Young;Jeong, Un-Kuk;Jung, Kyoung-Min;Moon, Chang-Bae;Kim, Byeong-Man;Yi, Jong-Yeol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.353-356
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    • 2011
  • 스마트 폰의 등장과 모바일 인터넷을 제공함에 따라 휴대폰은 음성통신 수단이 아닌 웹을 통하여 서비스를 제공받는 도구 또는 각종 게임 및 응용 어플리케이션을 제공하는 놀이수단으로도 발전하였고, 이로인하여 사용량도 증가하였다. 사용량의 급증으로 인하여 모바일 광고에 대한 업계의 관심도 증가 하였지만, 한정적인 출력화면에 의하여 제한적일 수밖에 없다. 이를 보완하기 위해, 본 논문에서는 기업의 로고 광고의 효과를 극대화 할 수 있는 안드로이드 기반 로고를 인식하는 증강현실 시스템을 제안 하였고, 이를 구현 하여 실 제폰에 탑재한 후 다양한 성능 분석을 하였다. 실험결과, 그 가능성은 확인하였지만 현하드웨어 성능으로는 실시간으로 지원하기에는 역부족임을 알 수 있었다.

Android Device Controller using Augmented Reality (증강현실을 이용한 안드로이드 디바이스 컨트롤러)

  • Jin, Kyo-Seon;Kang, Jung-Hee;Kim, Jin-Kyu;Seo, Kyung-Bin;Park, Neungsoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.161-164
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    • 2011
  • 무선인터넷의 발달과 스마트 디바이스의 보급이 유비쿼터스 시대를 앞당기고 있다. 스마트 TV와 스마트 에어컨 등 네트워크 기반의 가전 기기들이 등장 하면서 모든 제품들을 네트워크 환경으로 묶어 사용하는 시대가 열린 것이다. 이러한 스마트 기기들이 등장함과 동시에 스마트 폰을 활용하여 유비쿼터스 디바이스를 제어하는 어플리케이션들도 많이 등장하였다. PC를 제어하거나 스마트 TV를 제어하는 어플리케이션은 안드로이드 마켓이나 애플 스토어에서 킬러 앱으로 각광 받고 있다. 그러나 이러한 스마트 디바이스들이 아직은 많이 보급되지 않았다. 아직도 각 가정에서는 스마트 TV가 아닌 보통 TV를 사용하는 경우가 많고, 에어컨의 경우 수명이 더 길어 스마트 에어컨 등이 보급되기 까지는 더욱 더 시간이 걸릴 것으로 보인다. 본 논문에서는 증강현실과 적외선 모듈을 이용하여 유비쿼터스 환경에 포함되지 못한 디바이스들을 스마트 폰으로 제어할 수 있는 AR Remote System을 제안한다.

A Study on the Cognitive Potential of Pre-school Children with AR Collaborative TUI

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.649-659
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    • 2022
  • The most important factor in pre-school children's psychological perception is ease of learning, and the closest measure is "natural" interaction. This study aims to explore the potential of tangible user interfaces (TUI) for AR collaboration for children's cognitive development. The conceptual model is constructed by analyzing physical interaction, spatial perception and social collaboration on the usability of TUI, to explore the role of TUI in pre-school children's cognition. In the empirical study, children aged 3-6 were taken as research objects. The experimental tool is "Plugo" education application. Parents answered questionnaires after observing their children's use. Research shows that physical interaction are the most critical factor in TUI. TUI is beneficial to the cultivation of spatial ability. The results are as follows: 1. Cronbach's Alpha and KMO were 0.921 and 0.965, which were significant and passed the reliability and validity test. 2. Through confirmatory factor analysis (model fit index, combinatorial validity), we found that physical interaction were closely related to usability. 3. The path analysis of the relationship proves that usability has a significant impact on the cultivation of pre-school children's spatial ability.

Mobile AR-based Obstacle Detection System using RANSAC-based Multi-Planar Method (RANSAC기반의 다중 평면 방식을 이용한 모바일 AR기반 장애물 감지 시스템)

  • Park, Jungwoo;Yang, Hong Ju;Moon, Seong Hyeok;Lee, Narahim;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.601-604
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    • 2021
  • 본 논문에서는 모바일 디바이스의 카메라로부터 얻은 RGB이미지를 분석하여 장애물을 안정적으로 탐지할 수 있는 프레임워크를 제안한다. 본 논문에서는 장애물을 안정적으로 찾기 위해 RANSAC(Random Sample Consensus)기반의 다중 평면 방식을 이용한 위험감지 시스템을 제안한다. 우리의 접근 방식은 RGB영상으로부터 특징점(Feature point)을 추출하고, 특징점을 분석(Feature point analysis)하여 영상내의 평면을 감지한다. 복잡한 지형으로 인해 생성되는 다수의 평면을 RANSAC을 통해 단일 평면으로 정규화하고, 이로부터 특징점을 분류하기 위한 기준점을 계산한다. 모바일 디바이스의 위치와 회전 제약 없이 효과적으로 기준평면(Reference plane)을 탐색할 수 있고, 영상 내 특징점을 실시간으로 계산한다. 다양한 실험을 통해 기준평면과 장애물과의 거리를 파악하여 장애물을 효과적으로 분류하는 결과를 얻었다. 우리의 기법은 실세계에서의 위험요소를 감지하고 모바일 디바이스 사용자의 안전성 확보에 활용할 수 있을 거라 기대한다.

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A Study on the Implementation of Augmented Reality System using Unity and Kinect (유니티와 키넥트를 이용한 증강현실 시스템 구축 연구)

  • Jang, Ik-Jun;Lee, Yu-Jin;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.208-211
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    • 2021
  • 최근 가상현실 및 증강현실 기술을 응용한 콘텐츠 개발이 활발하다. 증강현실 기술은 가상현실 기술과 다르게 현실세계와 컴퓨터 그래픽과의 융합을 토대로 개발된다. 때문에 증강현실은 현실감, 몰입감을 극대화 하는 방향으로 개발되고 있다. 그러나 현실과 컴퓨터 그래픽은 서로 다른 차원에 존재한다. 이를 해결하기 위해 마커검출 기법과 오차를 미리 계산해 출력 전에 반영해주는 방식이 제시되었지만 이는 사용자의 자유도 향상과 공간적인 제약을 최소화하기에 부담이 크다. 본 논문에서는 캘리브레이션을 통한 증강현실 구현결과로서 사용자의 관절 정보를 증강현실 내 캐릭터의 관절과 맵핑한다. 이는 사용자의 움직임을 캐릭터와 동기화함으로써 증강현실의 자유도와 몰입도를 향상시켰다. 제안된 증강현실 시스템은 사용자의 생활에 적용될 수 있는 범위가 넓어지고 사용자의 편의를 향상시킬 수 있는 가능성이 높였다.

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Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

A study on the expression methods and influence of pataphysics in modern fashion (현대 패션에 적용된 파타피직스의 표현 방식과 영향성에 관한 연구)

  • Junho Kang;Giyoung Kwon
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.346-360
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    • 2023
  • The pataphysics implemented by digital technology differs from the form of objects in the real world and is used throughout the cultural industry. This study aims to analyze the expression method of pataphysics as applied to modern fashion and derive its impact on the fashion industry. The research analyzes fashion images, shows, films, displays, and e-commerce, since 2016, when pataphysics began to be used in the fashion domain. Pataphysics, created by Alfred Zaire, appeared as an overlapping phenomenon that reflects physical phenomena in the virtual world. The expression method of pataphysics applied to modern fashion was divided into an augmented reality method based on immersion and interaction, a virtual platform-oriented metaverse, and a virtual model expressing a processed self. The influence of pataphysics applied to modern fashion is as follows. In the field of design, pataphysics affects the development of contemplative designs for innovation and creativity. Second, digital technology can expand the role of fashion at the intersection of art and fashion that takes a novel perspective through pataphysics. Third, e-commerce positively affects efficient production and consumption through virtual and economic models. In conclusion, this study's findings are expected to play a positive role in promoting creativity and innovation by introducing new perspectives and ideas into modern fashion through pataphysics.