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

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Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

Display of Irradiation Location of Ultrasonic Beauty Device Using AR Scheme (증강현실 기법을 이용한 초음파 미용기의 조사 위치 표시)

  • Kang, Moon-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.25-31
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    • 2020
  • In this study, for the safe use of a portable ultrasonic skin-beauty device, an android app was developed to show the irradiation locations of focused ultrasound to a user through augmented reality (AR) and enable stable self-surgery. The utility of the app was assessed through testing. While the user is making a facial treatment with the beauty device, the user's face and the ultrasonic irradiation location on the face are detected in real-time with a smart-phone camera. The irradiation location is then indicated on the face image and shown to the user so that excessive ultrasound is not irradiated to the same area during treatment. To this end, ML-Kit is used to detect the user's face landmarks in real-time, and they are compared with a reference face model to estimate the pose of the face, such as rotation and movement. After mounting a LED on the ultrasonic irradiation part of the device and operating the LED during irradiation, the LED light was searched to find the position of the ultrasonic irradiation on the smart-phone screen, and the irradiation position was registered and displayed on the face image based on the estimated face pose. Each task performed in the app was implemented through the thread and the timer, and all tasks were executed within 75 ms. The test results showed that the time taken to register and display 120 ultrasound irradiation positions was less than 25ms, and the display accuracy was within 20mm when the face did not rotate significantly.

A Case Report on the Prevention of Food Poisoning by Applying Augmented Reality (AR) Game (Sik-Jung-Dok-Jop GO) (증강현실 게임(식중독잡GO)을 적용한 식중독예방 교육·홍보 사례 연구)

  • Ko, Sooil;Kim, Hyeon-Jeong;Hwang, InYeong;Lee, Sun-kyu;Jung, Hwi-kwan;Im, Seon-mee;Kim, Min-hee;Lim, Ju-eun;Ahn, Kwangsoo;Kim, Jangyul
    • Journal of Food Hygiene and Safety
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    • v.32 no.4
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    • pp.262-266
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    • 2017
  • To enable effective notification and promotion of the food poisoning prevention, Ministry of Food and Drug Safety (MFDS) developed a mobile augmented reality (AR) game called 'Sik-Jung-Dok-Jop GO', and demonstrated the game at 11 events including Food Safety Day. At the events, we have conducted a field survey of people who have played the game, and evaluated the awareness change of the food poisoning before and after the game. The level of the respondents' awareness about the 3 methods of the food poisoning prevention has been increased by 53 percent after playing the game, the level of awareness about individual food poisoning micro-organism has been improved by 2.1 times. According to the survey, 95% at the respondents answered that the game helped them understand the food poisoning more, and 90% of the respondents said that they enjoyed the game. In conclusion, we believe that 'Sik-Jung-Dok-Jop GO' will be able to create various educative effects on prevention of food poisoning including causative foods, main symptoms, and other related knowledge when the game is widely applied to students in kindergartens, elementary, middle, and high schools.

Implementation of URL Connecting Application Service Platform Based on Recognition of AR Maker Using LED Panel and Smartphone (LED 전광판과 스마트폰을 이용한 AR 마커인식 기반의 URL 연결 서비스 플랫폼 구현)

  • Park, Kunwon;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.692-698
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    • 2013
  • As the mobile marketing through the smartphone has gradually increased, the smartphone application services using the AR marker, QR codes and augmented reality have attracted much attention. Furthermore the outdoor advertising is migrated to LED signage, which brings the visible light wireless communication technologies to the trial for mobile marketing. In this paper we present the implementation of AR marker-based URL access application services through smartphone camera using visible-light wireless communication technologies. We analyze the performance of the implemented system in terms of connection time and success rate.

Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

Emotion Recovery AR System for Children with Autism Spectrum Disorder Using EEG and Deep-Learning (뇌전도와 딥러닝을 활용한 자폐 스펙트럼 장애 아동의 정서 회복 증강현실 시스템)

  • Song, Da-won;Park, Jae-Cheol;Jang, Han-Gil;Hwang, Jeong-Tae;Lee, Jun-Pyo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.529-530
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    • 2021
  • 본 논문에서는 MindWave와 AR 헤드셋 기기를 연동하여 자폐 스펙트럼 장애 아동이 불안감을 느낄 때 발산되는 뇌파 신호를 실시간으로 감지한다. 또한 실시간 객체 검출을 위한 YOLOv5 알고리즘을 통해 시각적 정보를 수집하여 해당 아동이 불안감을 느끼는 원인을 파악하고 이에 맞는 해결책을 AR 형태로 제시하며 자폐 스펙트럼 장애 아동이 불안감을 느끼면 보호자에게 알림을 전송하는 앱을 구현한다. 이를 통해 자폐 스펙트럼 장애 아동의 뇌파 안정과 정서 회복을 돕고 실생활에서 발생할 수 있는 돌발 상황을 방지할 수 있는 시스템을 제안한다.

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Intangible Heritage DX Platform: A Knowledge Dissemination System using AR and ChatGPT (무형 유산 DX 플랫폼의 AR 과 ChatGPT 를 이용한 지식 전달 시스템)

  • Min-Seo Kang;Ji-Eun Kim;Chae-Eun Baek;Hyun-Jin Lee;Joung-Min Kim
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.1039-1040
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    • 2023
  • 본 논문에서는 무형 유산 DX 플랫폼의 AR(Augmented Reality) 기술과 ChatGPT 를 결합하여 전문가들의 지식을 보존하고 효과적으로 전달하는 시스템을 제안한다. 특히, 고령화 사회에서 은퇴한 전문가들의 지식이 소실될 위험을 방지하며, 사용자들의 교육 경험을 향상시키는 방법을 모색한다.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.