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

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A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.

A Basic Study of Verbs List for Vocabulary Learning Based on Augmented Reality (증강현실 기반 어휘 지도에서 동사 목록에 대한 기초 연구)

  • Hwang, BoMyung;Kwon, SoonBok;Kim, SeonJong;Shin, BeomJoo
    • 재활복지
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    • v.21 no.2
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    • pp.233-246
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    • 2017
  • The present study is a basic study for application of Augmented Reality (AR) to verb teaching for children with language developmental disorders and is intended to examine validity for the list of verbs at the beginning of development. To confirm the validity of the verbs list, the appropriateness of the verbs was evaluated by three professors with certification of KSLP (Korean Speech-Language Pathologist) working in the department of Speech-Language Pathology at the university. The motion validity test was conducted by showing motion implemented as AR to eight master's students in Speech-Language Pathology major, having them record verbs that came to their mind, and evaluating in the conformity. The second motion validity test was conducted by using 5-point Likert scales to 87 undergraduates in Speech-Language Pathology major and having them see the motions in AR and marked the degrees to which them see the motions conform to the relevant verbs on the scales. Using the SPSS 21.0 program, descriptive statics analyses of the results were conducted. Through this all process, thirty verbs were selected as having content validity. It could be seen that when AR based communication system are applied, things and backgrounds that complement the insufficient movements of motions and help motion recognition should be also provided. In future studies, the 3D images of the AR based communication system will be complemented and the content validity will be verified with typically developing children and the children with language developmental disorders.

Development of Indoor Navigation System based on the Augmented Reality in Subway Station (증강현실 기반 지하철 역사의 보행안내 시스템)

  • KIM, Wongil;LIM, Guk hyun;KIM, Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.43-55
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    • 2019
  • Smart phone based navigation applications are very useful in everyday life. Cost-effective and user friendly navigation can be provided to the user by many applications available in market. Using the Smart phone these navigation applications provide accurate navigation for outdoor locations. But providing an accurate navigation underground space such as subway station is still a challenge. It is hence more convenient and appropriate for mobility services if the visitors could simply view the guidance of the subway station on their mobile phone, wherever and whenever it is needed. This study develops a algorithm for indoor navigation with the help of Augmented Reality(AR) and QR marker code from the entrance to the train platform for users. This indoor navigation uses AR and QR maker codes for two purposes: to provide the user link to the subway station location and to provide the current guidance details to the user. This Smart phone algorithm that uses a smart phone optical tool to decode the QR marker to determine the location information and provide guidance to the AR without indoor Maps. This algorithm also provides a module to guide mobility vulnerable to the Barrier Free route to destination.

Development of an information reference system using reconstruction models of nuclear power plants

  • Harazono, Yuki;Kimura, Taro;Ishii, Hirotake;Shimoda, Hiroshi;Kouda, Yuya
    • Nuclear Engineering and Technology
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    • v.50 no.4
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    • pp.606-612
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    • 2018
  • Many nuclear power plants in Japan are approaching the end of their planned operational life spans. They must be decommissioned safely in the near future. Using augmented reality (AR), workers can intuitively understand information related to decommissioning work. Three-dimensional (work-site) reconstruction models of dismantling fields are useful for workers to observe the conditions of dismantling field situations without visiting the actual fields. This study, based on AR and work-site reconstruction models, developed and evaluated an information reference system. The evaluation consists of questionnaires and interview surveys administered to six nuclear power plant workers who used this system, along with a scenario. Results highlight the possibility of reducing time and mitigating mistakes in dismantling fields. Results also show the ease of referring to information in dismantling fields. Nevertheless, it is apparently difficult for workers to build reconstruction models of dismantling fields independently.

Study about Utilizing the Wedding Dress Virtual Fitting Application Content (웨딩드레스 버추얼 피팅을 위한 애플리케이션 콘텐츠 활용 연구)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Costume
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    • v.62 no.6
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    • pp.139-153
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    • 2012
  • To prolong the rapid progress of IT, it is necessary to develop contents through IT convergence among the existing goods & service and process areas to create new added-values. In particular, the wedding dress industry has infinite potential in utilizing various contents like virtual fitting by connecting with newly compelling IT areas such as smart phones, Augmented Reality (AR), and application contents. In the meantime, a large scale of the wedding industry has gained global competitiveness due to consulting expertise and the influence of the Korean Wave, whereas most small-sized wedding dress shops in Korea fall short of developing wedding dress designs and receiving relevant information. Accordingly, the purpose of this study was to help brides who have difficulties in choosing a wedding dress by decreasing their time and effort by providing wedding dress designs and information, according their desired image, body type, and circumstances through the utilization of virtual fitting application contents. Not only that, this study aims to diversify and specialize in wedding information and to help users to set a guideline for wedding dresses that are most suitable for them. Moreover, this study has an academic meaning in proposing an interdisciplinary convergence research model through the study of wedding dress design development, AR, and application contents utilization.

NATURAL INTERACTION WITH VIRTUAL PET ON YOUR PALM

  • Choi, Jun-Yeong;Han, Jae-Hyek;Seo, Byung-Kuk;Park, Han-Hoon;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.341-345
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    • 2009
  • We present an augmented reality (AR) application for cell phone where users put a virtual pet on their palms and play/interact with the pet by moving their hands and fingers naturally. The application is fundamentally based on hand/palm pose recognition and finger motion estimation, which is the main concern in this paper. We propose a fast and efficient hand/palm pose recognition method which uses natural features (e.g. direction, width, contour shape of hand region) extracted from a hand image with prior knowledge for hand shape or geometry (e.g. its approximated shape when a palm is open, length ratio between palm width and pal height). We also propose a natural interaction method which recognizes natural motion of fingers such as opening/closing palm based on fingertip tracking. Based on the proposed methods, we developed and tested the AR application on an ultra-mobile PC (UMPC).

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Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

Multi-View Supporting VR/AR Visualization System for Supercomputing-based Engineering Analysis Services (슈퍼컴퓨팅 기반의 공학해석 서비스 제공을 위한 멀티 뷰 지원 VR/AR 가시화 시스템 개발)

  • Seo, Dong Woo;Lee, Jae Yeol;Lee, Sang Min;Kim, Jae Seong;Park, Hyung Wook
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.6
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    • pp.428-438
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    • 2013
  • The requirement for high performance visualization of engineering analysis of digital products is increasing since the size of the current analysis problems is more and more complex, which needs high-performance codes as well as high performance computing systems. On the other hand, different companies or customers do not have all the facilities or have difficulties in accessing those computing resources. In this paper, we present a multi-view supporting VR/AR system for providing supercomputing-based engineering analysis services. The proposed system is designed to provide different views supporting VR/AR visualization services depending on the requirement of the customers. It provides a sophisticated VR rendering directly dependent on a supercomputing resource as well as a remotely accessible AR visualization. By providing multi-view centric analysis services, the proposed system can be more easily applied to various customers requiring different levels of high performance computing resources. We will show the scalability and vision of the proposed approach by demonstrating illustrative examples with different levels of complexity.

Technology Trends of Realistic Contents and Application to Educational Contents (실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.315-320
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    • 2019
  • In the era of the fourth industrial revolution, the education industry is expected to grow further. It is expected that growth rate of future education using VR/AR technology will be very high. Realistic contents based on VR/AR technology provides high realism and experience through characteristics of immersion, interaction and intelligence. This paper tries to analyze the trends of realistic contents technology at home and abroad, and to come up with measures that can be applied to future educational content through case analysis of realistic contents development.