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

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A Study of Evaluation Model of AR(Augmented Reality) Game (증강현실 게임의 평가모델 연구)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.571-572
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    • 2021
  • 게임의 평가모델은 게임의 성공적 개발을 위하여 다양한 방향으로 연구되어 왔다. 특히 게임의 사전 평가는 게임의 성공을 견인하는 중요 요소로 인식되어 왔다. 다양한 장르의 게임을 평가하는 연구가 있어왔으나 4차 산업을 대두로 기술적 발달에 근거한 가상현실 게임과 증강 현실 게임 평가 항목은 연구 결과가 많지 않았다. 특히 증강 현실 게임에 중점하여 평가 항목을 연구한 결과는 전무한 상태이며 온라인 게임 등 다른 장르의 게임 평가항목을 이용하여 왔다. 특히 게임의 재미 요소를 근간으로 하는 평가 항목을 적용하기에는 어려움이 따르며 장르 및 플렛폼에 따라 평가 항목이 다양하여 증강 현실에 적합한 평가 항목을 개발하여 이를 적용하여 유용성을 확인한다.

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Effects of a New Clinical Training Simulator for Dental Radiography using Augmented Reality on Self-efficacy, Interest in Learning, Flow, and Practice Satisfaction (증강현실형 치과방사선촬영 시뮬레이터의 개발 및 효과검증 : 자아효능감, 학습흥미도, 학습몰입도, 실습만족도를 중심으로)

  • Gu, Ja-Young;Lee, Jae-Gi
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1811-1817
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    • 2018
  • The purpose of this study is to elucidate the effects of a new clinical training simulator for dental radiography using augmented reality (AR) on user learning context. To accomplish this purpose, we divided 217 dental hygiene students into two groups. The experimental group was presented with the new clinical training simulator for dental radiography using AR, and the control group was presented with task information using a textbook. The results showed that the experimental group presented the new clinical training simulator for dental radiography using AR had a higher level of self-efficacy, interest in learning, flow, and practice satisfaction compared with the control group shown the task information using a textbook. Therefore, the AR-based radiography simulator can be utilized in dental radiology practice education as an effective educational device.

Modelling Perceptual Attention for Augmented Reality Agents (증강 현실 에이전트를 위한 지각 주의 모델링)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.51-58
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    • 2010
  • Since Augmented Reality (AR) enables users to experience computer-generated content embedded in real environments, AR agents can be visualized among physical objects in the environments where the users exist, and directly interact with them in real-time. We model perceptual attention for autonomous agents in AR environments where virtual and physical objects coexist. Since such AR agents must adaptively perceive and attend to surrounded objects relevant to their goals, our model allows the agents to determine currently visible objects from the description of what virtual and physical objects are configured in the camera's viewing area. A degree of attention is assigned to each perceived object based on its relevance to achieve agents' goals. The agents can focus on a reduced set of perceived objects with respect to the estimated degree of attention. To demonstrate the effectiveness of our approach, we implemented an animated character that was overlaid over a miniature version of campus and that attended to buildings relevant to their goals. Experiments showed that our model could reduce the character's perceptual loads even when surroundings change.

Development of Augmented Reality Tool for Architectural Design (건축설계 검증을 위한 증강현실 설계지원도구 개발)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.49-62
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    • 2015
  • In this study we have proposed the prototype of design support device for architectural design assessment using the building information modeling(BIM) data and the augmented reality(AR) technology. The proposed system consists of novel hardware composition with the transparent display, the mock-up model and the digital architectural model in the new shape of frame. The removal of background and the correction of viewer point in the capture video are proposed in order to use the transparent display in AR application. The BIM data formats are reviewed to be converted for using in AR application. Also the proposed system can be expanded to multi-user collaboration system from two user system through the suggested hardware and software compositions. The results of this study will be applied to use the mock-up model and digital architectural model in order to carry out the design assessment process efficiently and economically in the architectural design field.

Detecting the screw-assembly state of a valve-body using the AR method (AR 방식을 이용한 밸브바디의 나사 조립 상태 검지)

  • Kang, Moon-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.24-30
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    • 2021
  • In this study, an augmented reality (AR) app that detects the screw-assembly state of a car valve-body and assists the assembly work is developed and the effectiveness of the app is shown through testing. The app creates the contents indicating the screw-assembly position and order, and the screw-assembly state. Then, the contents are registrated onto the valve-body image on a smart-phone screen to be shown to the worker during assembly. To this end, the features are extracted from the 2D image of the valve-body and the location of the valve-body is tracked. By extracting the areas where the screws are to be assembled, and periodically determining the luminance of these areas, it is checked whether the screws are assembled in order at the predetermined position of the valve-body. When an error is detected during assembly, a warning sound is notified to the worker, and the worker can check the assembly state on the smart-phone screen and handle the error, immediately. Study results found that it takes about 65 ms to detect the assembly state of the five screws, and the assembly state is detected without error for 1 hour.

Design and Development of Cognitive Judgment Platform using Augmented Reality (증강현실을 이용한 인지 판단 플랫폼 설계 및 개발)

  • Lee, Cheol-Seung;Kim, Kuk-Se
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1249-1254
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    • 2021
  • Computing technology and networking technology in the era of the 4th industrial revolution are rapidly evolving into an intelligent information society. AR, VR, and MR technologies, which are dual immersive media fields, are being applied in many convergence technologies, especially! The development of the health and healthcare field is actively progressing. In the field of health and healthcare, there are many problems due to aging of the population, increase in chronic progress, lack of infrastructure, and lack of professional manpower. services in the field are adopted. Therefore, this study applies cognitive evaluation through a computing system to the mild cognitive impairment, designs and develops a cognitive judgment platform using augmented reality based on the cognitive judgment technology system design, and integrates AI and BigData-based intelligent cognitive rehabilitation in the future. It is used as basic data for service platform development.

Development and Application of the Teacher Education Model for Using Virtual and Augmented Reality Contents in Elementary Science Class (초등 과학 수업에서 가상현실과 증강현실 콘텐츠 활용을 위한 교사 교육 모델의 개발과 적용 사례)

  • Cha, Hyun-Jung;Ga, Seok-Hyun;Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.415-432
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    • 2024
  • This study developed and applied the teacher education model and its principles for science classes using Virtual and Augmented Reality (VR/AR) content and analyzed preservice elementary teachers' feedback on the teacher education model and the changes in their perceptions as to the use of VR/AR content. First, existing Technological Pedagogical Content Knowledge (TPACK) teacher education models and prior studies on the use of the VR/AR contents were reviewed to derive the teacher education model to cultivate the VR/AR-TPACK and set the key principles for each of its stages. The developed teacher education model has five stages: exploration, mapping, collaborative design, practice, and reflection. Second, to examine the appropriateness of the model's five stages and principles, we applied it within the regular course of instruction at the university of education, which was attended by 25 preservice elementary teachers. This study collected data from surveys on the perception of the usage of VR/AR contents before and after the course, as well as the group lesson plans prepared by the preservice teachers, and their feedback on the teacher education model. The feedback on the teacher education model and the survey conducted by the preservice teachers before and after the course were analyzed through open coding and categorization. As a result, most preservice teachers expressed positive opinions about the activities and experiences at each stage of the implementation of the teacher education model. Perceptions related to the usage of the VR/AR content changed in three aspects: first, the vague positive perception of the VR/AR content has changed to a positive perception based on specific educational affordance. Second, they recognized the need for preparedness by anticipating potential problems associated with the use of the VR/AR content. Third, they came to view the VR/AR contents as a useful instructional resource that the teachers could use. Based on these results, we discussed the implications for the VR/AR-TPACK teacher education model and assessed the limitations of the research.

Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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Design of CV-based Realtime Vision Analysis System for Effective AR Vision Control (효율적인 AR 영상 제어를 위한 CV 기반 실시간 영상 분석 시스템 개발)

  • Jung, Sung-Mo;Song, Jae-Gu;Lim, Ji-Hoon;Kim, Seok-Soo
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.172-175
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    • 2010
  • 최근 스마트폰 기반의 AR(Augmented Reality) 기술이 이슈화됨에 따라 센서 기반의 AR 콘텐츠들이 빠르게 등장하고 있다. 그러나 센서 기반의 AR 기술인 P-AR(Pseudo AR)은 본질적인 AR이 구현되지 못하는 현실의 대안으로 사용되고 있으며, 실제 영상제어를 통한 AR 기술인 V-AR(Vision AR)은 기술개발이 진행 중에 있다. 이러한 예로 ARToolkit 등 AR을 제어할 수 있는 툴들이 개발 진행 중인데, 센서를 통해 이벤트를 발생시킬 수 있는 P-AR 기술에 반해 V-AR은 영상 자체에서 이벤트를 제어해야 하므로 상대적으로 구현이 어렵기 때문이다. V-AR에서 영상을 제어하기 위해서는 기본적으로 영상에서 잡음 제거, 특정객체 인식, 객체 분석 등이 요구된다. 따라서 본 논문에서는 향후 다가올 V-AR 기술에 대비하여 영상에서 배경 제거, 특정객체 인식, 객체 분석 등 효율적인 AR 영상제어를 할 수 있는 CV 기반 실시간 영상 분석 시스템의 프로토타입을 개발하였다.

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