• Title/Summary/Keyword: reality

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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.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.15-20
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    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Multi-Marker Augmented Reality System using Marker-Based Tracking with Vuforia

  • Yun, Hyun-Noh;Kim, Gi-Seong;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.119-126
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    • 2019
  • As interest in augmented reality has increased recently, attempts have been made to incorporate augmented reality into various fields. In implementing augmented reality, the method by which markers are used is to extract feature points of markers to recognize 3D coordinates and, in some cases, it is necessary to recognize multiple markers simultaneously. Therefore, this paper proposes optimization methods for recognising multiple markers at the same time. Unity 3D and augmented reality library Vuforia are used to implement the experimental environment. The augmented reality program produced was implemented in an application form and tested using a mobile camera. We looked for optimization methods for manufacturing markers directly and for recognizing multiple markers through changes in the experimental environment. The results of the experiment can provide a higher recognition rate in an environment where multiple marker recognition is required later.

User Factor Analysis and Evaluation of Virtual Reality 3D Color Picker (가상현실 3차원 색상 선택기의 사용자 요인 분석 및 평가)

  • Lee, Jieun
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1175-1187
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    • 2022
  • 3D interaction between humans and computers has been possible with the popularization of virtual reality, and it is important to study natural and efficient virtual reality user interfaces. In user interface development, it is essential to analyze and evaluate user factors. In order to analyze the influence of factors on users who use the virtual reality color picker, this paper divides the user groups based on whether they major in art or design, whether they have experience in virtual reality, and whether they have prior knowledge about 3D color space. The color selection error and color selection time of all user groups were compared and analyzed. Although there were statistically significant differences according to the user groups, all user groups used the virtual reality color picker accurately and effectively without any difficulties.

Building Mixed Reality System for a VR Flight Simulator (비행 VR 시뮬레이터를 위한 혼합 현실 환경의 구축)

  • 이종환;한순흥
    • Journal of the Korea Society for Simulation
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    • v.13 no.2
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    • pp.45-52
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    • 2004
  • This paper presents a prototype visualization system of mixed reality for a VR flight simulator. The chroma key technique is used to build the mixed reality model for a VR flight simulator. The Daedeok science town can be visualized in real time according to the rider control. He can also see his own hand/foot operating the control stick/rudder as well as virtual environment projected to the blue-screen using a video-see-through HMD.

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A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.