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

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

User Preference and Workload Changes According to Information Visualization Methods (정보표현방식에 따른 사용자 호의도 및 업무부하량 변화)

  • Chung Kyung Ho
    • Journal of KIISE:Software and Applications
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    • v.32 no.1
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    • pp.34-40
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    • 2005
  • Despite the wide range of information and engineering visualization techniques available, studies in investigating the effectiveness of the techniques in visualization has been rare. The typical visualization techniques were CAD, 2D and 3D computer graphics, and virtual environment (VE) that use 3D displays of 3D. space. The objects of this study is to analyze the user preferences and workload changes according to the visualization methods of engineering drawings such as 2D CAD, 2D computer graphics, 3D computer graphics, and augmented reality which is a variation of VEs. The results showed that users preferred 3D visualization techniques to 2D visualization techniques, though there were no workloads differences. Furthermore, the 3D perspective of AR which analogies the real world could facilitate the interpretation of engineering drawings.

Development of a Smartphone Application for the Measurement of Tree Height and Diameter at Breast Height (수고 및 흉고직경 측정 스마트폰 애플리케이션 개발)

  • Kim, Dong-Hyeon;Kim, Sun-Jae;Sung, Eun-Ji;Kim, Dong-Geun
    • Journal of Korean Society of Forest Science
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    • v.110 no.1
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    • pp.72-81
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    • 2021
  • We developed smartphone application and web application server to acquire and effectively manage tree measurement information. Smartphone applications can measure tree height, diameter at breast height (DBH), azimuth, altitude, slope, and positional coordinates using augmented reality (Google AR core) and motion sensors. The web application server effectively manages and stores measurement information. To evaluate the accuracy of information acquired using a smartphone, 90 Korean pine trees (Pinus koraiensis) were randomly selected from a natural mixed forest, with a total of 90 representative trees randomly collected from a natural mixed forest. Then, height and DBH were measured using a Haglof Vertex Laser Hypsometer and caliper. Comparisons of the results indicated significant results at the 95% level and a very high average correlation of 0.972 for both tree height and DBH. In terms of DBH, the average errors were 0.6745 cm and 1.0139 cm for artificial coniferous and natural mixed forests, respectively.

Design and Implementation of AR-based Notification View System at Subway Arrival Stations (증강현실 기반의 지하철 도착역 알림 View 시스템의 설계 및 구현)

  • Lee, Ki-Young;Kim, Sung-Bae;Kwak, Yun-Seol;Kim, Hee-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.135-140
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    • 2013
  • With the advent of smart phones recently, users have experienced a new way of communicating using a smart phone without the constraints of time and space. As a result, users are ubiquitous around the user's own resources and a variety of natural interaction that was required. In particular, the interaction between the user and the content in the virtual reality and augmented reality, otherwise your content or service in the real world and the virtual direct and intuitive interaction can be. In this paper, we use Augmented Reality smart-phone sitting in the subway system that allows people to know the arrival station is designed to offer.

Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.

Impact Factors Analysis on AR Shopping Service's Immersion

  • SHIN, Myoung-Ho;LEE, Young-Min;KIM, Jin-Hwan
    • Journal of Distribution Science
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    • v.17 no.12
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    • pp.13-21
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    • 2019
  • Purpose - It is very important to examine customer's behavior about AR shopping either practically or academically. Thus, it will be worthwhile to discuss more in details about AR utility which is even in early stage of distribution industry now. Research design, data, and methodology - This study has designed in consideration of control effects of perceived complexity based on customer's flow as dependent variable, and on AR characteristics and technology readiness as independent variables. Study data has been collected from questionnaires after using AR shopping service directly by those who are 20-30 years old of male and female respondents, which has been analyzed with 167 questionnaires. Hypothesis is verified using by hierarchical regression analysis. Results - After results of hypothesis verified, positive influence has been shown in terms of sensory immersion, manipulation, and optimism, however, it is rejected in relation to navigation and innovativeness. Control effect of perceived complexity has not been appeared. Conclusions - Implications of this study are as follows. First, AR shopping service has to provide an informational value. Second, by providing AR service to customer group, marketing activities will be in effects. Third, recognized complexity is not connected with significant control effect in terms of customer's devotion of service.

A Study on Shamanistic Expression Method of Performances Using VR Technology: Body Ownership and Gaze

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.135-142
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    • 2018
  • Virtual reality (VR) technology has been increasingly more frequently used day by day in industries, entertainment and performances due to the development of AR and MR technologies. Performance arts also actively utilize $360^{\circ}$ VR technology due to the free expression of stage settings and auditoriums. However, technologies for systems in which performers wear VR devices firsthand rather than being in the sandpoint of bystanders while audiences wear VR head mounted displays(HMDs) to see performance stages have been rarely studied yet. This study investigated the technical possibilities of possible methods of expression that will enable performers to appear on the stage wearing VR devices. Since VR can maximize the sense of immersion with its closed HMD structure unlike augmented reality (AR), VR was judged to be suitable for studies centered on the mental interactions in the inner side of humans. Among them, to implement shamanistic expression methods with the phantoms of the body and soul, a motion capture technology linked with VR display devices and real-time cameras was realized on the stage. In this process, the importance of body ownership experienced by the performers (participants), reactions when they lost it, and the mental phenomena of the desire to possess the subjects of gaze could be seen. In addition, high possibility of development of this technology hereafter could be expected because this technology includes the technical openness that enables the audience to appear on the stage firsthand to become performers.

Augmented Reality System using Planar Natural Feature Detection and Its Tracking (동일 평면상의 자연 특징점 검출 및 추적을 이용한 증강현실 시스템)

  • Lee, A-Hyun;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.49-58
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    • 2011
  • Typically, vision-based AR systems operate on the basis of prior knowledge of the environment such as a square marker. The traditional marker-based AR system has a limitation that the marker has to be located in the sensing range. Therefore, there have been considerable research efforts for the techniques known as real-time camera tracking, in which the system attempts to add unknown 3D features to its feature map, and these then provide registration even when the reference map is out of the sensing range. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a real-time camera tracking is achieved on the basis of a plane tracking algorithm. Also we suggest a method for re-detecting features to maintain registration of virtual objects. The proposed method can cope with the problem that the features cannot be tracked, when they go out of the sensing range. The main advantage of the proposed system are not only low computational cost but also convenient. It can be applicable to an augmented reality system for mobile computing environment.