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

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A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.583-590
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    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

High Precision Electromagnetic Momentum Positioning with Current Loop

  • ZHANG, Chao;ZHAO, Yufei;WU, Hong
    • Journal of Magnetics
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    • v.22 no.1
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    • pp.150-154
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    • 2017
  • A novel high precision spatial positioning method utilizing the electromagnetic momentum, i.e., Electromagnetic Momentum Positioning (EMP), is proposed in this paper. By measuring the momentum of the electromagnetic field around the small current loop, the relative position between the sensor and the current loop is calculated. This method is particularly suitable for the application of close-range and high-precision positioning, e.g., data gloves and medical devices in personal healthcare, etc. The simulation results show that EMP method can give a high accuracy with the positioning error less than 1 mm, which is better than the traditional magnetic positioning devices with the error greater than 1 cm. This method lays the foundation for the application of data gloves to meet the accurate positioning requirement, such as the high precision interaction in Virtual Reality (VR), Augmented Reality (AR) and personal wearable devices network.

A Study on the Quality Assurance of Games based on Realistic Devices (실감형 기기 기반 게임의 품질보증에 관한 연구)

  • Ye-Bin Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.63-66
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    • 2024
  • 최근에 국내외 실감형 콘텐츠 산업의 가파른 성장에 따른 실감콘텐츠산업에 대한 관심이 높아지고 있은 상황에서 VR, AR, XR 시장은 혁신적인 변화를 주도하고 있다. 실감형 기잔의 기기의 게임들은 기존의 게임과는 다른 방식의 품질보증(QA) 접근 방식을 요구한다. 전통적인 2D 게임과 달리 물리적 상호작용과 환경 인식 기능같은 부분이 다르기 때문이다. 본 논문에서는 가상현실, 증강현실, 확장현실 기반의 게임에 대해서 테스트 시 각 기기마다 고려해야 할 사항들에 대한 내용들을 제시하고 해당 사항들에 대해서 효과적인 방안을 제시해본다.

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Constructing AR Game Space through Cuboid Detection in Indoor Environment (실내 환경에서 직육면체 검출을 통한 AR 게임 공간 구성)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.3-16
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    • 2021
  • In this paper, we propose a method of constructing AR game spaces through cuboid detection in indoor environment. Conventional spatial recognition methods can detect planes only in limited spaces that can be well observed. They are also vulnerable in density and noise. The proposed method overcomes the limitations of the conventional method by constructing AR game spaces by a method of detecting OBBs from spherical videos. Experimental results showed that the proposed method is faster than the conventional method and it is also robust against environmental constraints such as changes in density and noisy.

A Novle Method for Efficient Mobile AR Service in Edge Mesh Network

  • Choi, Seyun;Shim, Woosung;Hong, Sukjun;Kim, Hoijun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.22-29
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    • 2022
  • Recently, with the development of mobile computing power, mobile-based VR and AR services are being developed. Due to network performance and computing power constraints, VR and AR services using large-capacity 3D content have limitations. A study on an efficient 3D content load method for a mobile device is required. The conventional method downloads all 3D content used for AR services at the same time. In this paper, we propose an active 3D content load according to the user's track. The proposed method is a partitioned 3D object load. Edge servers were installed for each area and connected through the MESH network. Partitioned load the required 3D object in the area referring to the user's location. The location is identified through the edge server information of the connected AP. The performance of the proposed method and the conventional method was compared. As a result of the comparison, the proposed method showed a stable Mobile AR Service. The results of this study, it is expected to contribute to the activation of edge server-based AR mobile services.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.193-199
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    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

A Case Study of the Development of Climate Crisis Picture Book Package Using AR Contents (AR콘텐츠를 활용한 기후위기그림책 패키지의 개발 사례)

  • You Me Han;Sung Won Park;Yejung Choi
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.145-157
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    • 2022
  • Climate crisis is one of the most urgent and serious threats to the right to life. As AR picture books are particularly effective for safety education, this study aimed to produce an AR picture book featuring animals that are endangered due to the climate crisis. In order to increase the educational effect and enhance the climate sensitivity, this study developed a children's activity workbook (with follow-up activities) and a teacher's guide (with lesson plans) as a package. To this end, market research and surveys were first conducted. Next, through the management and support of the Korea Institute of Startup & Entrepreneurship Development, this research team produced a climate crisis themed AR picture book package through expert advice, help from outsourcing companies, and field application. The package was promoted through publicity in various forms of media. The contents of the AR-using picture book package of this case study were introduced and then advantages and disadvantages were discussed.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

Study on AR/VR Model Generation Techniques Using Piping Isometric Drawing Files (배관 ISO도면 파일 기반 AR/VR모델 생성 기법 연구)

  • Lee, Jung-Min;Lee, Kyung-Ho;Kim, Yang-Ouk;Han, Young-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.34 no.1
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    • pp.19-24
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    • 2021
  • This paper presents a method to generate three-dimensional AR/VR models using the information in Isogen data files (IDFs). An IDF is an output file produced by ISOGEN that contains piping isometric drawings. A piping isometric drawing is used for pipeline installation in the shipyard; therefore, the drawing describes assembly information with symbolic features, not with detailed geometric features. An IDF specifies relationships between piping routes and components with three-dimensional points and tag information as well as the bill of the materials of a pipeline. The key idea of this paper is that AR/VR models can be generated with the piping route points data and piping components tag information in real time, without any conversion of standard data exchange file formats, such as STP, IGES, and SAT. This paper describes IDF data structure and suggests the geometry generation process with IDF data and parametric functions.

A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.23-28
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    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.