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

Search Result 728, Processing Time 0.028 seconds

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
    • /
    • v.22 no.4
    • /
    • pp.57-66
    • /
    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
    • /
    • v.6 no.1
    • /
    • pp.31-38
    • /
    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.

Epoxy-based Interconnection Materials and Process Technology Trends for Semiconductor Packaging (반도체 패키징용 에폭시 기반 접합 소재 및 공정 기술 동향)

  • Eom, Y.S.;Choi, K.S.;Choi, G.M.;Jang, K.S.;Joo, J.H.;Lee, C.M.;Moon, S.H.;Moon, J.T.
    • Electronics and Telecommunications Trends
    • /
    • v.35 no.4
    • /
    • pp.1-10
    • /
    • 2020
  • Since the 1960s, semiconductor packaging technology has developed into electrical joining techniques using lead frames or C4 bumps using tin-lead solder compositions based on traditional reflow processes. To meet the demands of a highly integrated semiconductor device, high reliability, high productivity, and an eco-friendly simplified process, packaging technology was required to use new materials and processes such as lead-free solder, epoxy-based non cleaning interconnection material, and laser based high-speed processes. For next generation semiconductor packaging, the study status of two epoxy-based interconnection materials such as fluxing and hybrid underfills along with a laser-assisted bonding process were introduced for fine pitch semiconductor applications. The fluxing underfill is a solvent-free and non-washing epoxy-based material, which combines the underfill role and fluxing function of the Surface Mounting Technology (SMT) process. The hybrid underfill is a mixture of the above fluxing underfill and lead-free solder powder. For low-heat-resistant substrate applications such as polyethylene terephthalate (PET) and high productivity, laser-assisted bonding technology is introduced with two epoxy-based underfill materials. Fluxing and hybrid underfills as next-generation semiconductor packaging materials along with laser-assisted bonding as a new process are expected to play an active role in next-generation large displays and Augmented Reality (AR) and Virtual Reality (VR) markets.

Analysis of 3D Reconstruction Accuracy by ToF-Stereo Fusion (ToF와 스테레오 융합을 이용한 3차원 복원 데이터 정밀도 분석 기법)

  • Jung, Sukwoo;Lee, Youn-Sung;Lee, KyungTaek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.10a
    • /
    • pp.466-468
    • /
    • 2022
  • 3D reconstruction is important issue in many applications such as Augmented Reality (AR), eXtended Reality (XR), and Metaverse. For 3D reconstruction, depth map can be acquired by stereo camera and time-of-flight (ToF) sensor. We used both sensors complementarily to improve the accuracy of 3D information of the data. First, we applied general multi-camera calibration technique which uses both color and depth information. Next, the depth map of the two sensors are fused by 3D registration and reprojection approach. The fused data is compared with the ground truth data which is reconstructed using RTC360 sensor. We used Geomagic Wrap to analysis the average RMSE of the two data. The proposed procedure was implemented and tested with real-world data.

  • PDF

Fabrication of Flexible Micro LED for Beauty/Biomedical Applications (미용/의료용 유연 마이크로 발광 다이오드 디바이스 제작 공정)

  • Jae Hee Lee
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.36 no.6
    • /
    • pp.563-569
    • /
    • 2023
  • Micro light-emitting diodes (LEDs), with a chip size of 100 micrometers or less, have attracted significant attention in flexible displays, augmented reality/virtual reality (AR/VR), and bio-medical applications as next-generation light sources due to their outstanding electrical, optical, and mechanical performance. In the realm of bio-medical devices, it is crucial to transfer tiny micro LED chips onto desired flexible substrates with low precision errors, high speed, and high yield for practical applications on various parts of the human body, including someone's face and organs. This paper aims to introduce a fabrication process for flexible micro LED devices and propose micro LED transfer techniques for cosmetic and medical applications. Flexible micro LED technology holds promise for treating skin disorders, cancers, and neurological diseases.

A study on User experience of Virtual Beauty Makeup Applications (가상 뷰티 메이크업 애플리케이션의 사용자 경험 연구)

  • Woo, Ji-Hye;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.11
    • /
    • pp.459-464
    • /
    • 2020
  • This study is a study that analyzes the user experience of a virtual makeup application in the beauty industry where color or formulation testing is important. Recently, cases of beauty smart stores and beauty applications using AR and AI are increasing. However, since virtual makeup is different from testing a real product, it is necessary to derive needs through research from the user's side. In order to compare user preferences by using AR and AI cases, six factors based on the emotional interface model were analyzed through a questionnaire to identify items with statistically significant figures. As a result, the user felt comfortable with the virtual makeup function, but showed that it needs to be supplemented in terms of reliability. Since this study focused on the customer experience as a real user and identified the main experience factors and needs of virtual makeup through two types of comparison, it is hoped that this study will be useful as a prior study.

Implementation of Sluice Valve management systems using GPS and AR (GPS와 증강현실을 이용한 제수변 관리시스템 구현)

  • Kim, Hwa-Seon;Kim, Chang-Young;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.1
    • /
    • pp.151-156
    • /
    • 2017
  • In case of massive water leakage, it's crucial for field manager to quickly positioning the problematic valve and related ones. However, it's not easy for the system to find the corresponding valve and even if it's found, it can not respond quickly because it can't know the relevant information immediately. In this paper, we implement the system for identifying sluice valve positions using GPS and AR techniques. The proposed system is composed of hand held android device, remote database server and data acquisition device for DB creation. We utilize the android device's sensors including GPS, gyro, accelerometer, magnetic sensor. The system identifies the valve with matching between the position data from the remote database server, and current GPS locations of device. We use AR techniques to overlay the graphics pattern of valve positions and some additional informations on captured real scene. With this system, it will be fast and accurate for maintenance of sluice valve of municipal water system.

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.3
    • /
    • pp.11-16
    • /
    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.5
    • /
    • pp.927-934
    • /
    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.383-390
    • /
    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.