• Title/Summary/Keyword: spatial augmented reality

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A Comparative Analysis of Muscle Activity for Spatial Augmented Reality based Sports Climbing Learning Contents (공간증강현실 기반 스포츠 클라이밍 학습 콘텐츠 사용유무에 따른 근활성도 비교 분석)

  • Heo, Myeong-Hyeon;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.875-878
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    • 2016
  • 기존의 스포츠 클라이밍 수업은 지도자가 손과 발의 위치를 일일이 가리키는 방식으로 진행되어 원활한 시연이 이루어지지 못하고 있는 것이 현실이다. 이러한 문제를 해결하기 위해 스포츠 클라이밍 인공 암벽에 올바른 자세로 등반하는 캐릭터 애니메이션을 투사하여 초급자를 위한 등반 자세 학습도구로 활용할 수 있다. 이에 본 연구에서는 이러한 전통적인 클라이밍 등반과 공간증강현실 기반 클라이밍 콘텐츠를 활용한 등반의 근활성도를 측정하고 비교 분석함으로써 그 유용성을 실증적으로 검증하고자 한다.

Interactive Annotation in Fish Tank based on Spatial Augmented Reality (공간 증강현실 기반 수족관 환경에서의 반응형 Annotation 표시 기법)

  • Kim, Jung-Hoon;Park, Hyun-Woo;Yang, Hwang-Kyu;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.273-276
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    • 2006
  • 본 논문에서는 일반적인 수족관에서 물고기를 관찰하는데 있어서 관찰자가 빠르고 효율적으로 물고기에 대한 정보를 얻을 수 있는 방법을 제안하고자 한다. 여러 종의 물고기가 살고 있는 수족관 환경에서 처음 보는 관찰자과 쉽게 물고기에 대한 정보를 얻기는 힘들다. 이러한 제약을 효과적으로 개선하기 위하여 반 투영 거울을 사용하는 공간 증강 현실을 위한 영상출력 기법을 이용한다. 이때 피사체의 위치 정보를 얻기 위해 배경인 수족관영상과 피사체인 물고기영상을 분리한 후 물고기의 깊이 정보 값을 추출하기 위하여 호모그래피 행렬을 이용하고 보정된 이미지를 계산 한다. 실험결과 본 논문에서 제안한 방법을 통해 구축한 이 시스템으로 관찰자는 각각의 물고기들에 대한 정보를 반응형 Annotation으로 쉽게 얻을 수 있었다.

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Object Identification and Localization for Image Recognition (이미지 인식을 위한 객체 식별 및 지역화)

  • Lee, Yong-Hwan;Park, Je-Ho;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.11 no.4
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    • pp.49-55
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    • 2012
  • This paper proposes an efficient method of object identification and localization for image recognition. The new proposed algorithm utilizes correlogram back-projection in the YCbCr chromaticity components to handle the problem of sub-region querying. Utilizing similar spatial color information enables users to detect and locate primary location and candidate regions accurately, without the need for additional information about the number of objects. Comparing this proposed algorithm to existing methods, experimental results show that improvement of 21% was observed. These results reveal that color correlogram is markedly more effective than color histogram for this task. Main contribution of this paper is that a different way of treating color spaces and a histogram measure, which involves information on spatial color, are applied in object localization. This approach opens up new opportunities for object detection for the use in the area of interactive image and 2-D based augmented reality.

Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

Implementation of virtual reality for interactive disaster evacuation training using close-range image information (근거리 영상정보를 활용한 실감형 재난재해 대피 훈련 가상 현실 구현)

  • KIM, Du-Young;HUH, Jung-Rim;LEE, Jin-Duk;BHANG, Kon-Joon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.1
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    • pp.140-153
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    • 2019
  • Cloase-range image information from drones and ground-based camera has been frequently used in the field of disaster mitigation with 3D modeling and mapping. In addition, the utilization of virtual reality(VR) is being increased by implementing realistic 3D models with the VR technology simulating disaster circumstances in large scale. In this paper, we created a VR training program by extracting realistic 3D models from close-range images from unmanned aircraft and digital camera on hand and observed several issues occurring during the implementation and the effectiveness in the case of a VR application in training for disaster mitigation. First of all, we built up a scenario of disaster and created 3D models after image processing with the close-range imagery. The 3D models were imported into Unity, a software for creation of augmented/virtual reality, as a background for android-based mobile phones and VR environment was created with C#-based script language. The generated virtual reality includes a scenario in which the trainer moves to a safe place along the evacuation route in the event of a disaster, and it was considered that the successful training can be obtained with virtual reality. In addition, the training through the virtual reality has advantages relative to actual evacuation training in terms of cost, space and time efficiencies.

Development of a Tangible Interface using Multi-touch Display on an Irregular Surface (불규칙 표면에 대한 멀티터치 디스플레이를 이용한 탠저블 인터페이스 개발)

  • Lee, Dong-Hoon;Kang, Maeng-Kwan;Yun, Tae-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.65-72
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    • 2011
  • Multi-touch display system has recently attracted world wide attention due to easy accessibility to the various interactive media without any specialized equipments. Especially, Microsoft Sphere(R) shows a considerable promise in treating non-fiat multi-touch display. The distinctive feature of the system is a stable multi-touch interaction on a spherical display. To extend the possibility of the interactions to the more various display surfaces, this paper propose a multi-touch interaction system in the circumstance of the irregular convex surface. The proposed method can be used efficiently in various tangible interface, for example, the interactive diorama system at the exhibition or the tangible arcade game.

A Study on Usage of Integrated Digital-Physical Structure on Physical Homeostasis Space for Stress Reduction (디지털-피지컬 구조를 이용한 신체 항상성 유지 공간 연구)

  • Kang, Min Soo
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.574-580
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    • 2020
  • Stress induces change to the body functions and causes chronic problems such as worsening a disease. Thus, humans want to evade anxiety and would try any means to reduce stressful situations. Generally, a person would handle their stress by either regulating their emotions or merely coping with the situation, for which the former is most widely used. Our research aims to effectively reduce stress by using the emotional response structure developed by Plutichik and the vitalization method. We extracted the relevant components of the stress-reduction method that would be applicable in any space using digital technologies such as sensors, IoT, and augmented reality. An architect or designer may incorporate these structural components into any structure to effectively reduce people's stress. The research aims to provide a new perspective of architectural space and to show applications of the stress-reducing architectural spaces, which should also fulfill the people's needs. Further research is needed to develop an automatic system to utilize spatial components more effectively.

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.

The Coordinate Mapping Method for Shooting System using Hologram (홀로그램을 이용한 사격 시스템에서의 좌표보정 방법)

  • Lee, Seung-Jae;Jeon, Yeong-Mi;Kim, Nam-Woo;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.833-834
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    • 2016
  • This research relates to method of configuring a shooting system that convergence of Hologram display technology and augmented reality technology. And this system can be feel like real and high spatial efficiency. The target generated by hologram has a characteristic that the position of the target in space according to the location of the user. To solve this problem, This system has a coordinate mapping algorithm and computer vision technology for analysis of precise users's aiming point.

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A Study of Implementation for Visualizing 3 Dimension Content Generation using Index (인덱스를 활용한 3차원 콘텐츠 생성 시각화 구현에 관한 연구)

  • Lee, Hyun-Chang;Shin, Seong-Yoon;Jang, Hee-Seon;Koh, Jin-Gwang
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.11-17
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    • 2010
  • Mobile device, one of typical devices in ubiquitous environment, is received attention owing to portability. In these days, technical researches on a kind of the device are focusing on applications of smart phone. For example, the techniques using geographical position and applied instances such as augmented reality techniques are gradually increasing. That makes data processing important. Mobile application services for users also require various application techniques based on moving objects. In addition, they require the techniques that processed data are needed to be shown in visualization. However, this is reality that it lacks of showing visualization works to improve the understanding of thing what it is. To reduce or solve the problems, in this paper we show the results to implement the R tree based 3 dimension index architecture in visualization. Further, we implemented and present creating objects, showing in 3D for the objects, catching spatial position on a node map through mini map function and improving the understanding of R tree by visualizing.