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

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Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1075-1084
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    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

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Building a Mobile AR System Based on Visual SLAM (Visual SLAM 기반의 모바일 증강현실 시스템 구축)

  • Song, Ju Eun;Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.96-101
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    • 2021
  • The SLAM market is growing rapidly with advances in Machine Learning, Drones, Augmented Reality technologies. However, due to the absence of an open source-based SLAM library for developing AR content, most SLAM researchers are required to conduct their own research and development to customize SLAM. In this paper, we propose an opensource-based Mobile Markerless AR System by building our own pipeline based on Visual SLAM. To implement the Mobile AR System of this paper, it uses ORB-SLAM3 and Unity Engine and We experimented with running our system in a real environment and confirming it in the Unity Engine's Mobile Viewer. Through this experimentation, we can verify that the Unity Engine and the SLAM System are tightly integrated and communicate smoothly. Also, we expect to accelerate the growth of SLAM technology through this research.

Nuclear Decommissioning Simulation Using Virtual·Augmented Reality (가상·증강 현실을 이용한 원전 작업에서의 활용 방안)

  • Kang, Dong-Yoon;Kim, Sung-Hyun;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.566-568
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    • 2022
  • Metaverse is the most emerging technology due to the recent 4th industry and the non-face-to-face society of Corona 19. As one of the core technologies of Metaverse, VR·AR technology is being industrialized in various fields such as medical care, education, and service. Among them, education and training are the most important fields of application, and nuclear power plant operation also requires this technology. In this paper, we will look at the fields of application of VR·AR technology in existing industries and suggest a plan for use in nuclear power plant work.

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Web AR based Cultural Heritage Learning System for Visually Impaired Learners -Focused on royal painting- (시각장애 문화유산 학습자를 위한 웹 AR 학습시스템 제안 -궁중회화를 기반으로 -)

  • Won, Haeyeon;Yu, Jeongmin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.405-407
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    • 2020
  • 본 연구에서는 시각장애 학습자를 위한 새로운 형태의 인터랙티브 웹 AR 시스템을 제안했다. 궁중 기록화를 3D 프린팅 과정을 거쳐 시각장애가 있는 학습자들이 활용할 수 있도록 웹 AR를 접목하여 저시력 학습자에게는 시각적 효과를 더해 미디어 기기를 활용한 학습방법을 개선하고자 하였고, 전맹 학습자에게는 회화의 선묘를 살려 프린팅하여 구성을 자세히 알아볼 수 있도록 제안했다.

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Analysis of National R&D Participation Personnel for the Activation of the Virtual/Augmented Reality Industry (가상/증강현실 산업 활성화를 위한 국가R&D 참여 인력 현황 분석)

  • Eungyeong Kim
    • Annual Conference of KIPS
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    • 2023.05a
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    • pp.380-382
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    • 2023
  • VR/AR 관련 산업은 신산업 창출, 일자리 증대, 국민 생활 향상 등을 목표로 VR/AR 산업의 육성과 활성화를 위해 부처 차원에서 진행하고 있다. 국내 VR/AR 산업은 글로벌 시장과 비교 시 기술력, 산업 현장 인력 부족, 기존 산업과의 접목 등 여러 요소가 필요하다고 평가하고 있다. 본 논문에서는 VR/AR 관련 분야의 산업 활성화를 위해 최근10년 동안의 국가R&D 과제와 참여인력 정보 등을 분석하였다. 분석 결과, 참여 인력은 년도 별로 증가하지만, 특정 지역에 집중되어 있으며, 석·박사 수준의 고급 인력이 부족한 것으로 나타났다. 그리고 매년 정부의 연구비 투자가 증가하였고, 기업과 대학에서 공동 연구가 활발하게 이루어지고 있었다. 이러한 분석 정보는 정부가 추진하는 VR/AR 산업 활성화를 위해 앞으로의 정부 재정적 지원, 산학연 협력관계 구축, 실무에 적합한 전문인력 양성 등 정책결정에 활용될 수 있을 것이다.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Augmented Reality (AR)-Based Sensor Location Recognition and Data Visualization Technique for Structural Health Monitoring (구조물 건전성 모니터링을 위한 증강현실 기반 센서 위치인식 및 데이터시각화 기술)

  • Park, Woong Ki;Lee, Chang Gil;Park, Seung Hee;You, Young Jun;Park, Ki Tae
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.17 no.2
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    • pp.1-9
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    • 2013
  • In recent years, numerous mega-size and complex civil infrastructures have been constructed worldwide. For the more precise construction and maintenance process management of these civil infrastructures, the application of a variety of smart sensor-based structural health monitoring (SHM) systems is required. The efficient management of both sensors and collected databases is also very important. Recently, several kinds of database access technologies using Quick Response (QR) code and Augmented Reality (AR) applications have been developed. These technologies provide software tools incorporated with mobile devices, such as smart phone, tablet PC and smart pad systems, so that databases can be accessed very quickly and easily. In this paper, an AR-based structural health monitoring technique is suggested for sensor management and the efficient access of databases collected from sensor networks that are distributed at target structures. The global positioning system (GPS) in mobile devices simultaneously recognizes the user location and sensor location, and calculates the distance between the two locations. In addition, the processed health monitoring results are sent from a main server to the user's mobile device, via the RSS (really simple syndication) feed format. It can be confirmed that the AR-based structural health monitoring technique is very useful for the real-time construction process management of numerous mega-size and complex civil infrastructures.

An Intravenous Injection Simulator using Augmented Reality for Veterinary Education (증강현실 기술을 사용한 수의학 교육용 정맥 주사 훈련 시뮬레이터)

  • Lee, Jun;Seo, Anna;Kim, WonJong;Kim, Jee-In;Lee, SeungYeon;Eom, KiDong
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.25-34
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    • 2012
  • A veterinary student learns and experiences veterinary processes though experiments and practices using real animals. However, animal protection laws regulate animal experiments and restrict number of the experiments on laboratory animals, veterinary students would have less chances of the experiments and the practices for their veterinary training with real animals. This paper proposes a simulator for veterinary education based on augmented reality (AR). We selected an intravenous injection procedure for the simulation because the injection procedure is the most frequently used procedure during veterinary training and the most difficult stage for beginning veterinary students. The proposed AR simulator provides with a tangible prop, of which shape looks like a leg of a real dog. It also has a injection simulator, which receives user's input and sends force feedbacks to indicate results of the injection simulation. We developed a WorkBench type AR system with an LED display and cameras for visual information processing. Finally, we evaluated its performance through experiments and user studies to check its acceptance level and usability of the proposed system. We compared the proposed system with a traditional video based education and an AR based system using a head mounded display (HMD). The results that the proposed system showed better performances over these systems.

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