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

Search Result 728, Processing Time 0.03 seconds

Dental plaque removal efficiency of a smart toothbrush based on augmented reality in children (증강현실 기반 스마트 칫솔의 치면세균막 제거효과 평가)

  • Min-Ji Park;Suk-Bin Jang;Jae-Young Lee
    • Journal of Korean society of Dental Hygiene
    • /
    • v.23 no.1
    • /
    • pp.33-42
    • /
    • 2023
  • Objectives: Based on the strengths of augmented reality (AR), this study aimed to determine the dental plaque removal efficiency of a guided brushing program in children. Methods: This randomized, controlled, double-blind crossover clinical trial evaluated the plaque removal rate after regular brushing versus AR-based guided toothbrushing in 20 children aged 5-12 years. Results: Overall, the dental plaque removal efficiency of AR-based brushing was superior to that of regular brushing (p<0.05). When classified in detail, no significant difference was noted in the plaque removal rate between the two brushing methods in the anterior region (p=0.056), whereas a significant difference in the plaque removal rate was observed in the posterior region (p<0.05). Conclusions: Based on these results, the efficacy of dental plaque removal for brushing using an AR-based smartphone application was confirmed; thus, this can be used for oral health education incorporating ICT technology in the future.

Spine Surgery Using Augmented Reality (증강현실을 이용한 척추 수술)

  • Park, Sang-Min;Kim, Ho-Joong;Yeom, Jin S.;Shin, Yeong Gil
    • Journal of Korean Society of Spine Surgery
    • /
    • v.26 no.1
    • /
    • pp.26-32
    • /
    • 2019
  • Study Design: Review article. Objectives: To present the latest knowledge on spine surgery using augmented reality (AR). Summary of Literature Review: AR is a new technology that simulates interactions with real-world surroundings using computer graphics, and it is a field that has recently been highlighted as part of the fourth industrial revolution. Materials and Methods: Review of related literature and introduction of latest research. Results: Spine surgery using AR is currently in its early stages. If industry, academia, and research institutes cooperate and develop, spine surgery using AR is highly likely to develop to the next level. Conclusions: Spine surgeons should strive to develop relevant technology.

The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction (초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.5
    • /
    • pp.75-85
    • /
    • 2009
  • This study compared the differences between a group that studied with AR contents and a group that studied in a traditional method to examine the effects of AR contents use in elementary school science classes. The effects in four areas of studying were examined : study focus rate, study activities consuming variables, study participation activeness and instructional climate. As a result, there was no significant difference in study concentration rate between the AR and traditional groups. For study participation activeness, the AR group had higher participation actions, but there was no difference between the groups for language participation. For study activities consuming variables, the AR group stimulated more diverse study activities than the traditional group. For instruction climate, the AR contents group contributed more to creating a positive climate compared to the traditional group. Therefore, the results showed that application of AR contents on science classes would stimulate active participation of students and various study activities and help create a positive instructional climate.

  • PDF

Research on Advanced Navigation Aids System based on Augmented Reality (증강현실 기반 차세대 항해지원 시스템에 관한 연구)

  • Oh, Jae-Yong;Kwon, Oh-Seok
    • Journal of Navigation and Port Research
    • /
    • v.40 no.4
    • /
    • pp.183-188
    • /
    • 2016
  • Many maritime accidents have been caused by human-error including such things as inadequate watch keeping and/or mistakes in ship handling. Also, new navigational equipment has been developed using IT technology to provide various information for safe navigation. Despite these efforts, the reduction of maritime accidents has not occurred to the degree expected because, navigational equipment provides too much information, and this information is not well organized, such that users feel it to be complicated rather than helpful. In this point of view, the method of representation of navigational information is more important than the quantity of that information and research is required on the representation of information to make that information more easily understood and to allow decisions to be made correctly and promptly. In this paper, we adopt Augmented Reality (AR) technologies for the representation of information. AR is a 3D computer graphics technology that blends virtual reality and the real world. Recently, this technology has been widely applied in our daily lives because it can provide information more effectively to users. Therefore, we propose a new concept, a navigational system based on AR technology; we review experimental results from a ship-handling simulator and from an open sea test to verify the efficiency of the proposed system.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
    • /
    • v.7 no.1
    • /
    • pp.2-9
    • /
    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

A Study on Interactive Information Service based on Augmented Reality (증강현실기반 양방향 정보서비스에 관한 연구)

  • Kim, Yong
    • Journal of Information Management
    • /
    • v.41 no.4
    • /
    • pp.41-67
    • /
    • 2010
  • Augmented reality technology was invented for military purposes at the beginning. But the development of wireless and location based technology in 2000s makes AR services reach the age of innovation. Especially, it attracts attention as a media which enriches our perception. There is a potential that it can extend the virtual information in the real world from optical sense to auditory, tactile, and olfactory sense. This study proposed the interactive information service system and method based on AR. To do it, technical background on AR was analyzed and a method to apply the technology was examined. Especially, as a eco service, this study proposed new information service using 2D bar code in a library for user need and convenience in ubiquitous environment. The proposed service system can optimize practical utilization of information resources in virtual and real reality as consolidating analog and digital resources in a library.

A Study on the Protection of Intellectual Property of Virtual Augmented Reality (VR/AR 콘텐츠 지식재산 보호에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.418-420
    • /
    • 2018
  • 가상증강현실은 장비와 소프트웨어의 기술 발전에 힘입어 산업적인 비즈니스 모델들이 날로 증가하고 있으며 교육, 엔터테인먼트, 관광, 안전, 의료, 국방 등 모든 분야에서 적용에 관한 요구가 급증하고 있는 실정이다. 특히 가상증강현실의 장점인 높은 몰입도와 체감도에 대한 만족도가 요소로 여러 분야의 다양한 VR/AR 콘텐츠가 개발되고 있다. 그러나 아직 지식재산 관점에서의 침해 또는 보호에 대한 정책이 제대로 마련되어 있지 않은 상태다. 본 연구에서는 VR/AR콘텐츠에 대해서 지식재산 관점에서 침해에 대한 법률적 해석과 게임콘텐츠 저작권 보호와 같은 제도가 마련되어야 한다는 필요성에 대해 고찰하고 그 대안을 모색해 보고자 한다.

  • PDF

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
    • /
    • v.15 no.9
    • /
    • pp.443-452
    • /
    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

A Study on Object Control in Mobile Augmented Reality Using Indoor Location Based Service (실내 위치기반 서비스를 이용한 모바일 증강현실에서의 객체 제어에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Lee, Dae-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.288-290
    • /
    • 2017
  • Recently, interest and demand of Augmented Reality(AR) contents are increasing as an application field of AR. Generally, when the AR contents are served in the outdoor environment, the position information using the GPS signal is used to control the display of the object on the AR screen, or a marker based on the image of the object is used. However, there is a problem that location information can not be used in an indoor environment. If the service is provided using only the marker, there is a problem that the recognition of the marker due to the moving obstacle in the vicinity is unstable. and there is a problem that information displayed on the AR screen is not displayed in a fixed state at a specific position, it moves according to the movement of the camera. In this paper, we have studied the object control method for displaying the object to be displayed on the AR screen by using iBeacon using indoor location recognition and specific markers.

  • PDF

Design and Implementation of the Word Card Learning Content based on Mobile AR (모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현)

  • Jung, Ji-Eun;Chun, JiYoon;Choi, Yoo-Joo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.616-631
    • /
    • 2015
  • This study proposes a mobile Augmented Reality (AR)-based "word card" learning tool for children aged 3 to 5. First, this study suggests a learning structure to improve motivation and immersion of learning, Secondly, it designs and implements the user interface applying the proposed learning structure. Also, it designs a content management tool supporting the production of the content so that instructors can easily manage the contents for various learners. This study is conducted by four steps - reference research, design of "word card" learning content for the learner, design of content management tool for the instructor and the effectiveness verification of the proposed content. The proposed content was designed based on an education content architecture for enhancement of immersion and motivation to study. Moreover, it includes an 'AR content management tool for instructor' designed to easily update AR education content. The class for six children aged 3 to 5 was given to validate the enhancement of immersion to study. Experiment results showed that the proposed content enhanced the study immersion and that special interaction design for early children was necessary.