• Title/Summary/Keyword: augmented reality (AR)

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Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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Case study of military education and training using AR (Augmented Reality)/VR (Virtual Reality) (AR(증강현실)/VR(가상현실) 활용한 군 교육훈련 사례 연구)

  • Seol, Hyeonju;Jeon, Kiseok
    • Convergence Security Journal
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    • v.22 no.5
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    • pp.107-113
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    • 2022
  • The AR/VR-based education and training system is expected to contribute greatly to accident prevention and budget reduction as well as practical training effects similar to the battlefield environment. Research to use AR/VR for learning is ongoing, and technology can be improved without experiencing failures that can occur in the real world. Major advanced countries in defense recognized the advantages of AR/VR technology early on, and developed and utilized systems using them in various fields, from mastery of individual weapon system operation to comprehensive combat training systems, war history education, and post-traumatic stress treatment. Therefore, the purpose of this study is to examine the cases of AR/VR application education and training in advanced defense countries and to draw implications for the South Korean military.

Analysis on Acceptance Intention of Augmented Reality System - Using Logit Model (증강현실시스템의 수용 의도 분석 - 로짓모형 이용)

  • Kim, Mincheol
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.373-380
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    • 2013
  • Recently, AR(Augmented Reality) system as an information technology for the increased access of information has a potential possibility of next generation's system for tourism guide. In this regard, the objective of this study is to explore the technology acceptance factors of AR system on tourism destination. To achieve the objective of this study, logit regression model was used to analyze the influential level of the factors. This study was analyzed with the final 224 respondents and the results showed that if there will be assured with high trust and easy access via mobility device as smartphone, the AR system has the possibility of high acceptance level. The result of this study will be expected to be utilized as fundamental data from the viewpoint of the service providers and system developers that want to launch the appropriate service to users' needs of AR system.

Vanishing Line based Lane Detection for Augmented Reality-aided Driver Induction

  • Yun, Jeong-Rok;Lee, Dong-Kil;Chun, Sung-Kuk;Hong, Sung-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.73-83
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    • 2019
  • In this paper, we propose the augmented reality(AR) based driving navigation based on robust lane detection method to dynamic environment changes. The proposed technique uses the detected lane position as a marker which is a key element for enhancing driving information. We propose Symmetrical Local Threshold(SLT) algorithm which is able to robustly detect lane to dynamic illumination environment change such as shadows. In addition, by using Morphology operation and Connected Component Analysis(CCA) algorithm, it is possible to minimize noises in the image, and Region Of Interest(ROI) is defined through region division using a straight line passing through several vanishing points We also propose the augmented reality aided visualization method for Interchange(IC) and driving navigation using reference point detection based on the detected lane coordinates inside and outside the ROI. Validation experiments were carried out to assess the accuracy and robustness of the proposed system in vairous environment changes. The average accuracy of the proposed system in daytime, nighttime, rainy day, and cloudy day is 79.3% on 4600 images. The results of the proposed system for AR based IC and driving navigation were also presented. We are hopeful that the proposed research will open a new discussion on AR based driving navigation platforms, and thus, that such efforts will enrich the autonomous vehicle services in the near future.

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.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Delivering Augmented Information in a Session Initiation Protocol-Based Video Telephony Using Real-Time AR

  • Jang, Sung-Bong;Ko, Young-Woong
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.1-11
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    • 2022
  • Online video telephony systems have been increasingly used in several industrial areas because of coronavirus disease 2019 (COVID-19) spread. The existing session initiation protocol (SIP)-based video call system is being usefully utilized, however, there is a limitation that it is very inconvenient for users to transmit additional information during conversation to the other party in real time. To overcome this problem, an enhanced scheme is presented based on augmented real-time reality (AR). In this scheme, augmented information is automatically searched from the Internet and displayed on the user's device during video telephony. The proposed approach was qualitatively evaluated by comparing it with other conferencing systems. Furthermore, to evaluate the feasibility of the approach, we implemented a simple network application that can generate SIP call requests and answer with AR object pre-fetching. Using this application, the call setup time was measured and compared between the original SIP and pre-fetching schemes. The advantage of this approach is that it can increase the convenience of a user's mobile phone by providing a way to automatically deliver the required text or images to the receiving side.

Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
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    • v.19 no.1
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    • pp.1-6
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    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.