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

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A Study on Effects of AR and VR Assisted Lessons on Immersion in Learning and Academic Stress

  • Han, Ji-Woo
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.19-24
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    • 2018
  • This study investigated the academic stress and the immersion in learning in relation to AR and VR assisted instructions compared to traditional approaches. To that end, 78 $8^{th}$ graders in T and S city in Gangwondo were assigned to experimental and control groups. The experimental group received the VR and AR lessons. The academic stress was measured with the pre- and post-test scores, while the immersion in learning was measured with the post-test scores. In brief, AR and VR assisted lessons made statistically significant differences in the academic stress and immersion in learning in comparison to the traditional approaches.

Applied Practices on the Application of VR/AR/MR Technologies to LVC Training Systems

  • Jong-Hoon Lee;Hun-Keun Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.149-159
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    • 2023
  • The Republic of Korea (ROK) Army is developing the Army Synthetic Battlefield Training System and plans divisional-level Live, Virtual, and Constructive (LVC) integrated training. This study proposes a plan to apply VR/AR/MR (Virtual Reality/Augmented Reality/Mixed Reality) technology to LVC integrated training systems to enhance the efficiency and effectiveness of future LVC integrated training. The study investigated immersive military training systems in the ROK and advanced countries. As a result, we confirm that immersive technology can significantly improve the efficiency and effectiveness of military training. Accordingly, we review the key technologies required for building a defense training system with immersive features and propose training subjects that can be enhanced in effectiveness and efficiency when built with an immersive approach. We also propose a plan to apply immersive technology to the Live, Virtual, and Constructive systems for the development of future LVC integrated training system.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Development of Augmented Reality(AR)-based Tourism Contents using Local Cultural Resources (지역 문화유산을 활용한 증강현실 기반 관광 콘텐츠 개발)

  • Lee, Jongwook;Park, Hyun-Ah;Park, Kang-Ah
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.122-130
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    • 2018
  • As smart tourism is gaining more attention, there are increasing attempts to make use of augmented reality(AR) in tourism industry. However, existing AR-based tourism contents are only limited to the 'designated' cultural heritage, overlooking the value of undesignated cultural heritage lost in the past few decades of development era. This hinders expanding the scope of tourism contents and leads to the production of banal and similar contents. Given that, our study has developed tourism contents based on , an AR-based mobile application that enables participants to virtually visit the historical sites lost in the development era. The Chungmuro area, which the app is named after, is unique in character. The area has been famous for movie making for over 30 years until the '90s. It is abundant with movie-related cultural resources such as theaters and print shops, which makes the place where people wants to feel the glorious past. Through the app, participants are able to walk along the historic trail and take pictures at five virtual historic spots, among many others. We also examined participants' level of satisfaction and overall tourism experience. By taking the result into account, we hope that the AR-based tourism contents will increase in the future.

A Study on AR Algorithm Modeling for Indoor Furniture Interior Arrangement Using CNN

  • Ko, Jeong-Beom;Kim, Joon-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.11-17
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    • 2022
  • In this paper, a model that can increase the efficiency of work in arranging interior furniture by applying augmented reality technology was studied. In the existing system to which augmented reality is currently applied, there is a problem in that information is limitedly provided depending on the size and nature of the company's product when outputting the image of furniture. To solve this problem, this paper presents an AR labeling algorithm. The AR labeling algorithm extracts feature points from the captured images and builds a database including indoor location information. A method of detecting and learning the location data of furniture in an indoor space was adopted using the CNN technique. Through the learned result, it is confirmed that the error between the indoor location and the location shown by learning can be significantly reduced. In addition, a study was conducted to allow users to easily place desired furniture through augmented reality by receiving detailed information about furniture along with accurate image extraction of furniture. As a result of the study, the accuracy and loss rate of the model were found to be 99% and 0.026, indicating the significance of this study by securing reliability. The results of this study are expected to satisfy consumers' satisfaction and purchase desires by accurately arranging desired furniture indoors through the design and implementation of AR labels.

Interactive Music Player using Augmented Reality (증강현실을 이용한 상호작용 음악 플레이어)

  • Lee, Jae-Young;Kim, Jae-Shin;Han, Jae-Hyun;Kim, Tae-Yong;Choi, Jong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1149-1154
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    • 2006
  • 증강현실 (AR: Augmented Reality)은 카메라를 통하여 현실의 공간에 가상의 물체를 삽입하는 기술로 사용자에게 컴퓨터상에서 정보를 보강해 줌으로서 사용자가 카메라로 보이는 환경에 대한 추가적인 정보를 취득 할 수 있게 해주는 분야이다. 가상환경(Virtual Reality) 및 혼합영상(Mixed Reality)을 이용해 보다 사실감 있는 가상의 영상을 일상 생활에 접목하려는 기술들이 부각되며 활발한 연구가 이루어 지고 있는데 이러한 시도는 일상생활의 다양한 분야에 적용이 되고 있다. 본 논문에서는 카메라로 취득된 화면상에 사용자의 움직임, 즉 사용자가 대상되는 마커를 삽입하고 컨트롤할 수 있는 음악플레이어를 구현한다. 사용자가 키보드나 마우스 등의 입력장치가 아닌 카메라에서 보여지는 마커의 움직임으로 원하는 음악을 플레이 할 수 있는 방법을 제안하고자 한다. 실시간으로 입력되는 카메라상의 프레임에서 대상되는 마커의 움직임을 찾고 그 대상물체 위에 정보를 증강시켜주고, 그 음악을 화면상에 사용자의 마커 움직임을 통해서 제어하는 방법이다.

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An Implementation of Table-top based Augmented Reality System for Motor Rehabilitation of the Paretic Hand (손 마비환자의 재활운동을 위한 테이블-탑 증강현실 시스템 구현)

  • Lee, Seokjun;Park, Kil Houm;Lee, Yang Soo;Kwak, Ho Wan;Moon, Gye Wan;Choi, Jae Hun;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.254-268
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    • 2013
  • This paper presents an augmented reality (AR) based rehabilitation exercise system to enhance the motor function of the hands for the paretic/hemi-paretic patient. The existing rehabilitation systems rely on mechanical apparatus for palsy rehabilitation, but we aim to use the rehabilitation system at home with easy configuration and minimized equipment by the computer vision based approach. The proposed method evaluates the interaction status of the fingertip action by using the position and the contact of the fingertip markers. We obtain the 2D positions of the fingertip markers from a single camera, and then transform the 3D positions from the calibrated camera space by using an ARToolKit marker. We adopt simple geometric calculation by the conversion of the 2D interest points into the 3D interaction points for the simple interactive task in AR environment. Some experimental results show that the proposed method is practical and simply applicable to the applications with personal AR interaction.

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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