• Title/Summary/Keyword: web augmented reality

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Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

Performance Comparison of 3D File Formats on a Mobile Web Browser

  • Nam, Duckkyoun;Lee, Daehyeon;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.31-42
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    • 2019
  • As smartphone H/W performance and mobile communication service have been enhanced, large-capacity 3D modeling files are available in smartphones. Common formats of 3D modeling files include STL (STereoLithography), OBJ (Wavefront file format specification), FBX (Filmbox), and glTF (open GL Transmission Format). Each format has different characteristics depending on the configuration and functions, and formats that are supported are varied depending on the applications. Large-size files are commonly used. The 4th generation mobile communication network secures loading of 3D modeling files and transmission of large-size geometric files in order to provide augmented reality services via smartphones. This paper explains the concepts and characteristics of major 3D file formats such as OBJ, FBX, and glTF. In addition, it compares their performance in a wired web with that in the 4th generation mobile communication network. The loading time and packet transmission in each 3D format are also measured by means of different mobile web browsers (Google Chrome and MS Edge). The experiment result shows that glTF demonstrated the most efficient performance while the loading time of OBJ was relatively excessive. Findings of this study can be utilized in selecting specific 3D file formats for rendering time reduction depending on the mobile web environments.

Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services

Web AR based Cultural Heritage Learning System for Visually Impaired Learners -Focused on royal painting- (시각장애 문화유산 학습자를 위한 웹 AR 학습시스템 제안 -궁중회화를 기반으로 -)

  • Won, Haeyeon;Yu, Jeongmin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.405-407
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    • 2020
  • 본 연구에서는 시각장애 학습자를 위한 새로운 형태의 인터랙티브 웹 AR 시스템을 제안했다. 궁중 기록화를 3D 프린팅 과정을 거쳐 시각장애가 있는 학습자들이 활용할 수 있도록 웹 AR를 접목하여 저시력 학습자에게는 시각적 효과를 더해 미디어 기기를 활용한 학습방법을 개선하고자 하였고, 전맹 학습자에게는 회화의 선묘를 살려 프린팅하여 구성을 자세히 알아볼 수 있도록 제안했다.

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Analysis of International Research Trends in Metaverse: Focusing on the Publications in Web of Science Indexed Journals

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.155-162
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    • 2022
  • In this paper, we examined the research trends and characteristics related to the metaverse in global journals published between 2000 and 2022 from the Web of Science database. The analysis included descriptive statistics, multidimensional scaling, keyword network analysis, and visualization. In addition, semantic network models were constructed, and centrality (betweenness and degree) analysis was performed using R and KH coder in two separate categories based on the trends and aspects of the publication: analysis period 1 (Jan 2000 to Dec 2020) and period 2 (Jan 2021 to Jun 2022). The results showed that the recent global research trends related to the metaverse could be quantitatively characterized using the semantic network analysis. Also, the results could be applied to suggest future research topics in the field of metaverse based on quantitative and empirical data.

Strategic Framework for $Web^2$ Mobile Marketing

  • Lee, Bong-Gyou;Seo, Hyun-Sik;Kim, Yong-Beom;Park, Soo-Kyung;Kim, Taisiya
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2087-2102
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    • 2011
  • The purpose of this study is to develop and present a strategic framework for mobile Internet marketing in the $Web^2$ environment. The $Web^2$ mobile Internet marketing is characterized by services, such as augmented reality and social network services. Considering the changes in the effects and types of advertisements in the mobile Internet, few studies of mobile advertisements have been conducted thus far in the $Web^2$ environment, including the cloud computing environment. Accordingly, this research aims to identify the relationships between importance and satisfaction and to uncover the characteristics of mobile advertisements through smart phones using the IPA (Importance-performance Analysis) methodology in the $Web^2$ environment. To induce the minimum required characteristics of a mobile advertisement in terms of the importance and satisfaction of IPA, Kano's model is applied to this analysis. The study also probes the relationships between the overall satisfaction and factors of each dimension of IPA through a regression analysis. As a result, this study presents four types of $Web^2$ mobile Internet marketing strategies. It was also confirmed that the maintenance reinforcement factors of the IPA dimension affect the degree of overall satisfaction. This study has implications for businesses and researchers preparing $Web^2$ mobile services and marketing.

Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.165-174
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    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

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u-GIS National Land Information Providing System (u-GIS 국토정보 제공 시스템)

  • Kim, Jae-Chul;Lee, Kyu-Chul
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.1-8
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    • 2009
  • The u-GIS national land information providing technology is the technology which maximizes the application of u- GIS data through the national land information platform technique of the next generation web and provides a user with the on-demand national land information in the ubiquitous environment. Recently, as the environment emphasizing the web as a platform 'Web 2.0' emerges, the where 2.0 which is paradigm is diffused in the spatial information area. And the Geo-spatial Web technology develops in a center. Moreover, it is changed to the open platform of the user participation trend. And the consumer of the geo-spatial information is changed to the end-user center from the public institution. The geo-spatial technique is technologically faced with the new challenge. In this paper, we analyze the technical tendency about a paradigm, And we present the u-GIS national land information platform technique, the u-GIS national land information visualization technology, the u-GIS national land information GeoDRM integrative technique, and the u-GIS national land information mobile application technology as the essential elemental technology for overcoming this.

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Non-Marker Based Mobile Augmented Reality Technology Using Image Recognition (이미지 인식을 이용한 비마커 기반 모바일 증강현실 기법 연구)

  • Jo, Hui-Joon;Kim, Dae-Won
    • Journal of the Institute of Convergence Signal Processing
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    • v.12 no.4
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    • pp.258-266
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    • 2011
  • AR(Augmented Reality) technology is now easily shown around us with respect to its applicable areas' being spreaded into various shapes since the usage is simply generalized and many-sided. Currently existing camera vision based AR used marker based methods rather than using real world's informations. For the marker based AR technology, there are limitations on applicable areas and its environmental properties that a user could immerse into the usage of application program. In this paper, we proposed a novel AR method which users could recognize objects from the real world's data and the related 3-dimensional contents are also displayed. Those are done using image processing skills and a smart mobile embedded camera for terminal based AR implementations without any markers. Object recognition is done from the comparison of pre-registered and referenced images. In this process, we tried to minimize the amount of computations of similarity measurements for improving working speed by considering features of smart mobile devices. Additionally, the proposed method is designed to perform reciprocal interactions through touch events using smart mobile devices after the 3-dimensional contents are displayed on the screen. Since then, a user is able to acquire object related informations through a web browser with respect to the user's choice. With the system described in this paper, we analyzed and compared a degree of object recognition, working speed, recognition error for functional differences to the existing AR technologies. The experimental results are presented and verified in smart mobile environments to be considered as an alternate and appropriate AR technology.