• Title/Summary/Keyword: mobile virtual reality

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Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

3D Stereoscopic Augmented Reality with a Monocular Camera (단안카메라 기반 삼차원 입체영상 증강현실)

  • Rho, Seungmin;Lee, Jinwoo;Hwang, Jae-In;Kim, Junho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.11-20
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    • 2016
  • This paper introduces an effective method for generating 3D stereoscopic images that gives immersive 3D experiences to viewers using mobile-based binocular HMDs. Most of previous AR systems with monocular cameras have a common limitation that the same real-world images are provided to the viewer's eyes without parallax. In this paper, based on the assumption that viewers focus on the marker in the scenario of marker based AR, we recovery the binocular disparity about a camera image and a virtual object using the pose information of the marker. The basic idea is to generate the binocular disparity for real-world images and a virtual object, where the images are placed on the 2D plane in 3D defined by the pose information of the marker. For non-marker areas in the images, we apply blur effects to reduce the visual discomfort by decreasing their sharpness. Our user studies show that the proposed method for 3D stereoscopic image provides high depth feeling to viewers compared to the previous binocular AR systems. The results show that our system provides high depth feelings, high sense of reality, and visual comfort, compared to the previous binocular AR systems.

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.

Evaluation of the Usefulness of Virtual Reality Equipment for Relieving Patients' Anxiety during Whole-Body Bone Scan (전신 뼈 검사 환자의 불안감 해소를 위한 가상현실 장비의 유용성 평가)

  • Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
    • The Korean Journal of Nuclear Medicine Technology
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    • v.26 no.1
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    • pp.27-32
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    • 2022
  • Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.

Grouping-based 3D Animation Data Compression Method (군집화 기반 3차원 애니메이션 데이터 압축 기법)

  • Choi, Young-Jin;Yeo, Du-Hwan;Klm, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.461-468
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    • 2008
  • The needs for visualizing interactive multimedia contents on portable devices with realistic three dimensional shapes are increasing as new ubiquitous services are coming into reality. Especially in digital fashion applications with virtual reality technologies for clothes of various forms on different avatars, it is required to provide very high quality visual models over mobile networks. Due to limited network bandwidths and memory spaces of portable devices, it is very difficult to transmit visual data effectively and render realistic appearance of three dimensional images. In this thesis, we propose a compression method to reduce three dimensional data for digital fashion applications. The three dimensional model includes animation of avatar which require very large amounts of data over time. Our proposed method utilizes temporal and spatial coherence of animation data, to reduce the amount. By grouping vertices from three dimensional models, the entire animation is represented by a movement path of a few representative vertices. The existing three dimensional model compression approaches can get benefits from the proposed method by reducing the compression sources through grouping. We expect that the proposed method to be applied not only to three dimensional garment animations but also to generic deformable objects.

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Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Web Assembly System Architecture Model (웹 어셈블리 시스템 아키텍처 모델)

  • Park, Jin-Tae;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.328-332
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    • 2019
  • Advances in web technology have enabled technical convergence in various system environments to be carried out through the web interface. The Web can be categorized from the Web 1.0 to the 4.0, depending on its role, it has the characteristics of connects information, connects people, connects knowledge, and connects intelligence. In addition, various technological needs occurred through the mobile app during the 4th Industrial Revolution, and functions such as 3D, virtual reality, augmented reality, video/audio processing were enabled on the web, which was a simple means of providing information. Technical standards have been studied to support these period needs. In this paper, I would like to mention one of the Web assembly. We will explore ways to link and fuse Web assembly with existing web systems (or platforms) and analyze their technical implications through a variety of examples. In addition, we will conduct a study on the architecture that can fuse the existing javascript with the web assembly, and discuss the future direction of the study.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

A Study on The Plastic Characteristic of Furniture Design Using Cyberspace (사이버공간을 이용한 가구디자인의 조형적 특성에 관한 연구)

  • Kim, Gun-Soo
    • Journal of the Korea Furniture Society
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    • v.21 no.4
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    • pp.326-337
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    • 2010
  • The invention and development of digital computer networks since the post-modern culture and creating new ideas, and in nearly all areas since the industrial revolution has had the greatest impact. A new paradigm for the 21st century, the Internet and ubiquitous, and mobile devices are being created by the new culture is being created. Rapidly being replaced by digital and analog, and 'Digilog' fusion concept has appeared. In addition, the development of computer cyberspace culture, art, design and structure are changing. In the field of furniture design, changing design processes and innovative design philosophy that change is now occurring. These symptoms experienced at the same time, almost every country on Earth is a phenomenon. Since the 20th century, computer network design based on the relationship between digital and cyber culture espoused by philosophers studied society and organic modernism and organic design of digital-based differences are confirmed through the case. Using digital technology, modeling case study of a furniture designer in cyber space and the creation of human capabilities and the fusion of computing power will be studied in modern furniture design.

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