• Title/Summary/Keyword: interactive AR

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A Study on Interactive Information Service based on Augmented Reality (증강현실기반 양방향 정보서비스에 관한 연구)

  • Kim, Yong
    • Journal of Information Management
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    • v.41 no.4
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    • pp.41-67
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    • 2010
  • Augmented reality technology was invented for military purposes at the beginning. But the development of wireless and location based technology in 2000s makes AR services reach the age of innovation. Especially, it attracts attention as a media which enriches our perception. There is a potential that it can extend the virtual information in the real world from optical sense to auditory, tactile, and olfactory sense. This study proposed the interactive information service system and method based on AR. To do it, technical background on AR was analyzed and a method to apply the technology was examined. Especially, as a eco service, this study proposed new information service using 2D bar code in a library for user need and convenience in ubiquitous environment. The proposed service system can optimize practical utilization of information resources in virtual and real reality as consolidating analog and digital resources in a library.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Detection of Art Exhibitions using Augmented Reality Technology (증강현실 기술을 적용한 미술 전시품 검출)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.17 no.4
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    • pp.101-104
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    • 2018
  • Augmented Reality (AR) is an emerging technology and the applications of technology are still not fully unveiled. This paper explores a new application of augmented reality for new direction in art exhibitions, which aims to bring interactive learning experience to life. The project takes printed images on book or exhibiting arts to the next level by applying AR technology to provide a unique fascinating experience to its readers on mobile devices. AR technology composing with animation brings new digital entertainment experience to the user of art exhibitions. The key feature of this paper uses the technology presents auxiliary information in the field of view of an object on art exhibitions automatically without human intervention.

Collecting the Information Needs of Skilled and Be-ginner Drivers Based on a User Mental Model for a Cus-tomized AR-HUD Interface

  • Zhang, Han;Lee, Seung Hee
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.53-68
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    • 2021
  • The continuous development of in-vehicle information systems in recent years has dramatically enriched drivers' driving experience while occupying their cognitive resources to varying degrees, causing driving distraction. Under this complex information system, managing the complexity and priority of information and further improvement in driving safety has become a key issue that needs to be urgently solved by the in-vehicle information system. The new interactive methods incorporating the augmented reality (AR) and head-up display (HUD) technologies into in-vehicle information systems are currently receiving widespread attention. This superimposes various onboard information into an actual driving scene, thereby meeting the needs of complex tasks and improving driving safety. Based on the qualitative research methods of surveys and telephone interviews, this study collects the information needs of the target user groups (i.e., beginners and skilled drivers) and constructs a three-mode information database to provide the basis for a customized AR-HUD interface design.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Design and Implementation of Interactive Augmented Reality Coloring Book (상호작용형 증강현실 색칠공부 설계 및 구현)

  • Cho, Kwangmoon;Kim, Hadong;Lee, Youngho
    • Journal of Internet of Things and Convergence
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    • v.1 no.1
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    • pp.5-9
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    • 2015
  • In this paper, we proposed a design of interactive augmented reality coloring book. The proposed method improves user's participation and interest by using real space, augmented reality space, and virtual reality space all together. According to the proposed method, we implemented the PlayingHouse, an interactive augmented reality coloring book. In the future, we expect that AR coloring book could be the category of the library.

Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.982-1004
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    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.1
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

A technique of collision detection between virtual objects and real objects for increasing immersion of Augmented Reality system (증강현실 시스템에서 몰입감 증대를 위한 가상 및 실물 객체간의 충돌 처리 기법 개발)

  • Cho, In-Kyeong;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.521-527
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    • 2009
  • This paper suggests a collision techniques for a higher reality in augmented reality by processing collision between a real object obtained through video frame input and a marker-based virtual object or a virtual object from Opengl. Augmented reality system is providing the visual information containing a virtual object added to the real environment and interactive interface between objects and between user and objects becomes a more concerning interest. But the collision problem is essential to the interactive interface and has to be solved first. Therefore, the proposed system suggests a solution for it to increase the realism and the immersion by validating the collision among a marker-based object, a virtual object from Opengl, and a real object obtained through web camera, that is, video frame.

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