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

Search Result 728, Processing Time 0.033 seconds

The Development Education Contents of Augment Reality Based on Marker (마커기반 증강현실 교육 콘텐츠 제작)

  • Sim, Jaehyoun;Kim, Chulku;Jung, Jinhyoun;Song, Eunji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.10a
    • /
    • pp.691-692
    • /
    • 2015
  • 본 논문에서는 마커기반 증강현실 기술을 활용한 역사 교육 콘테츠 구현을 목표로 한다. 증강현실은 가상현실의 한 분야로 현실세계에 가상의 물체를 중첩함으로써 사용자에게 몰입감과 현실감 있는 정보를 제공하여, 사용자들에게 새로운 학습 경험을 확장시킬 수 있는 교육매체로 높은 관심을 받고 있다. 이에 본 논문은 세종대왕 시대의 유물을 EON Mobile을 사용하여 마커기반 증강현실 교육콘텐츠를 개발하였다. AR 마커를 통해 사용자와 상호작용 할 수 있도록 하였으며, 현실감, 몰입감, 지적 융통성 및 인지적 통찰성 등의 다양한 교육적 효과를 성취할 수 있도록 하였다.

  • PDF

Dynamic Behavior Modelling of Augmented Objects with Haptic Interaction (햅틱 상호작용에 의한 증강 객체의 동적 움직임 모델링)

  • Lee, Seonho;Chun, Junchul
    • Journal of Internet Computing and Services
    • /
    • v.15 no.1
    • /
    • pp.171-178
    • /
    • 2014
  • This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.

Advertising in the AR Ecosystem and Revitalization Strategies for the Advertising and PR Industry: Centered on Qualitative Research (AR 생태계(C-P-N-D)에서의 광고, PR 산업 분야의 활성화 방안: 질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.67-80
    • /
    • 2019
  • Augmented Reality (AR) is a crucial technology in the Fourth Industrial Revolution that can revolutionize the existing Information and Communication Technology (ICT) market and powerfully create a new market However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing AR market. Thus this research explores the big picture of the AR industry as it pertains to Politics, Economy, Social, and Technology through in-depth interview with seven AR experts who are leading the domestic AR market. The research also analyzes the AR market's Strengths, Weaknesses, Opportunities, and Threats. Furthermore, it looks for strategies to vitalize the advertising and PR industry by analyzing the Contents, Platform, Network, and Devices of the AR ecosystem. The results of the research indicate a need for the government's strengthened policy of supporting the AR market, fostering of pace-setting killer contents, connecting services of several industries through AR platforms, strengthening the network of communication systems such as through 5G, and the commercialization and industrialization of domestic devices in order to vitalize the AR industry in its marketing and PR spheres. Therefore, this research suggests measures to revitalize the marketing and PR industries of the AR ecosystem, which has only recently gotten to its developing stage and provides an academic as well as practical foundation for future research in the field of AR.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.209-212
    • /
    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

  • PDF

Implementation of Work Information Search App using AR Multiple Markers (AR 다중마커를 활용한 작품정보검색앱 구현)

  • Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.479-480
    • /
    • 2023
  • 증강현실(Augmented Reality, AR)은 물리적 현실세계에 가상의 세계를 중첩하여 부가적인 정보나 서비스를 제공하는 것으로 대부분 스마트폰과 같이 카메라를 장착한 기기를 이용하게 된다. 스마트폰의 카메라가 마커를 인식할 경우 가상의 오브젝트가 화면에 중첩하여 보이게 되는 것이다. 카메라가 인식하는 마커를 하나 이상 사용할 수 있다. 다중 마커를 사용하는 경우 마커를 인식할 때 중첩되는 가상의 오브젝트를 동일한 것으로 사용할 수도 있고 각 마커별로 다른 가상 오브젝트를 사용할 수도 있다. 본 논문에서는 전시되어 있는 작품을 마커로 등록하여 각 이미지별로 작품의 정보가 중첩되어 나타나도록 유니티의 AR 파운데이션 프레임워크를 이용하여 구현한다. 여러 작품이 전시되므로 이를 다중 마커로 사용하고 각 작품별 정보가 각기 다르게 출력되도록 구현한다.

  • PDF

Influential Factors on Technology Acceptance of Augmented Reality(AR) (증강현실(Augmented Reality: AR) 기술수용에 영향을 미치는 요인)

  • Chung, Byoung Gyu;Dong, Hak Lim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.14 no.3
    • /
    • pp.153-168
    • /
    • 2019
  • Augmented Reality(AR) has been one of the important technologies of the 4th industrial revolution. Consumer acceptance of new technologies is substantial issue for market expansion, but there have been few empirical studies on factors that affect the acceptance or use intention of AR. In this study, we have explored and analyzed the factors influencing technology acceptance based on the extended unified theory of acceptance and use of technology(UTAUT2) model in the AR business and have discussed it with comparison with existing research based on this analysis. The results of this study suggest that the main variables of the existing UTAUT1 model had significant positive effect on the intention to use, such as performance expectancy, effort expectancy, facilitating conditions and hedonic motivation, habits of UTAUT2. In addition, perceived risk introduced in this study had a negative effect on intention to use. Furthermore, the impact between these two factors have been effort expectancy(${\beta}=.294$)>habits(${\beta}=.268$)>hedonic motivation(${\beta}=.266$)>performance expectancy,(${\beta}=.263$)>facilitating conditions(${\beta}=.233$)>perceived risk(${\beta}=-.094$). The impact of social influence did not have a significant effect on intention to use. The intention to use was analyzed to have a significant positive effect on the actual use and recommendation intention. On the other hand, the hypothesis that the age and gender has played a moderating role between independent variables and the intention of use were investigated. Age was found out to play a role as a moderator between social influence, facilitating conditions, hedonic motivation, habits and intention to use. In the same way, gender has been shown to play a moderating role between facilitating conditions, perceived risk and intention to use. Academic and practical implications are suggested based on the results of this study.

Implementation of View Point Tracking System for Outdoor Augmented Reality (옥외 증강현실을 위한 관측점 트래킹 시스템 구현)

  • Choi, Tae-Jong;Kim, Jung-Kuk;Huh, Woong;Jang, Byung-Tae
    • Journal of the Institute of Electronics Engineers of Korea SC
    • /
    • v.41 no.4
    • /
    • pp.45-54
    • /
    • 2004
  • In this paper, a view point tracking system has been realized for outdoor augmented reality including broad area monitoring. Since the surroundings of the moving view point are changing, it is necessary to track the position and observation moment of the view point system for consistency between real and virtual images. For this reason, the GPS(Global Positioning System) is applied to the realized system for tracking the information on position and direction of the moving system. In addition, an optical position tracking system that is able to track view point in a limited area is used, because the local tracking system has to trace the image variation, seen to the observer in a moving vehicle, at a particular position and time. It was found that the realized outdoor augmented reality system, which combined the virtual information tracked in real time with the real image, can be very practical in various application area.

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.115-116
    • /
    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

  • PDF

A Study on the 'Pictomation' Contents Effective Visual Communication Method in Augmented Reality Environment (증강현실환경에서 '픽토메이션' 콘텐츠의 효율적 시각 커뮤니케이션 방법에 관한 연구)

  • Myung, Ho-Sung;Choi, Nam-Seok;Shin, Ho-Hwan;Jung, Eun-Kyung;Lee, Byung-Gook;Kim, Hyung-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.846-850
    • /
    • 2009
  • 본 논문은 픽토그램(Pictogram)의 시각전달 요소를 재해석하고 증강현실 환경에서의 효율적 전달 방법에 대하여 제안한다. 픽토그램은 국경을 넘어 남녀노소 모두가 인지할 수 있어야 함이 규칙이며 불특정 다수라는 사용자들을 위해 정확한 정보를 담고 있는 시각전달 매체로서 공정성, 객관성을 가지고 디자인 되어야 한다. 사용자에게 정보전달 인식을 높이기 위해 표준 픽토그램 과 문화 속에서 발견할 수 있는 행위들을 접목하여 애니메이션으로 제작하고, 이를 다양한 연구분야에서 응용되고 있는 증강현실 (Augmented Reality 또는 AR) 기술에 적용하여 표현하였다. 증강현실은 사용자-콘텐츠 정보전달 매체로서 현실 환경을 기반으로 하는 3 차원공간의 시각정보에 대한 사용자의 인식을 향상시킬 수 있는 방법으로 인간-컴퓨터 상호작용(Human-Computer Interaction)을 제공한다. 본 논문에서 제시된 픽토메이션은 기존 공공장소 어디서나 만날 수 있는 다양한 픽토그램을 패턴화하여 마커로 활용하고 사용자는 현재 널리 보급되고 있는 UMPC 혹은 PDA를 통하여 증강현실 환경에서 제작된 픽토메이션 콘텐츠를 경험해 볼 수 있다. 픽토메이션은 시각커뮤니케이션의 효과를 증가 시킬 수 있고, 정보습득의 주체인 사용자에게 콘텐츠의 종류를 예측할 수 있는 선택의 자유를 준다. 본 논문에서는 멀티미디어디자인 요소를 포함한 콘텐츠와의 실시간 상호작용을 통하여 유희적 요소의 접목을 시도하고 증강현실환경에서 Pictomation을 통하여 사용자들과의 효과적 커뮤니케이션을 위한 방법을 모색하고자 한다.

  • PDF

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.2
    • /
    • pp.77-88
    • /
    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.