• 제목/요약/키워드: AR %3A Augmented Reality

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Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • 제44권3호
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

산업용 증강현실 전용엔진을 이용한 산업용 증강현실 콘텐츠 개발에 대한 생산성 분석 (Productivity Analysis for Industrial Augmented Reality(iAR) Content Development Using an iAR Specialized Engine)

  • 강민식
    • 산업융합연구
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    • 제20권4호
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    • pp.1-6
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    • 2022
  • 최근 수년 동안 벤츠, BMW등 많은 글로벌 제조업체는 증강현실 활용범위를 조립공정, AS, 전시장, 소비자 매뉴얼등 다양한 분야로 확산시키고 있다. 본 연구에서는 산업용 증강현실을 활용한 제조업의 혁신 프로세스 적용 현황을 파악하고, 이를 바탕으로 기존 ERP와 산업용 증강현실의 접목 가능성을 분석하였다. 또한, 산업용 증강현실 콘텐츠 개발에 있어서 전용 콘텐츠 개발 엔진의 선택이 개발 생산성에 가장 중요한 요인임을 실증적으로 분석하였다. 유니티3D로 개발한 동일 콘텐츠를 뷰포리아 스튜디오로 재개발하여 비교 분석한 결과, 개발 납기를 8배 빠르게 줄여주었다. 본 연구는 산업용 증강현실 콘텐츠를 2가지 엔진으로 실제 개발하여 직접적으로 생산성을 입증하는, 실제 구현하기 어려운 차별성을 가진 연구로써 유사 적용 산업분야의 많은 개발자에게 효율적인 개발도구 선택의 가이드가 될 것이다.

증강현실 지도제작에 대한연구 (A Study on the Creation of Augmented Reality Map)

  • 김태은
    • 융합정보논문지
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    • 제8권6호
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    • pp.335-341
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    • 2018
  • 본 논문은 2D 지도에 증강현실 기술을 접목하며 2D정보와 3D정보를 혼합한 새로운 형태의 모바일 기기에 탑재될지도 콘텐츠에 대한 연구이다. 또한 본 논문의 이해를 돕기 위해 Unity3D 엔진을 이용하여 제작한 'NSU AR Map'이라는 3D 지도 어플리케이션의 기획부터 제작까지를 기술하였다. 'NSU AR Map'은 사용자의 위치를 정확히 파악할 수 있는 정확성과 360 View를 통한 실제 모습까지 파악이 가능하게 한 지도 어플리케이션이다. 이 논문을 통해서 3D 지도 어플리케이션의 제작과정에서 얻은 경험을 토대로 3D화 시킨 요소들과 증강현실의 기술이 새로운 지도 어플리케이션에 어떻게 작용되며 앞으로의 발전 가능성에 대한 방향성을 제시하고자 한다.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • 한국컴퓨터정보학회논문지
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    • 제23권9호
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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.

Is Augmented Reality Advertising a Cure-all? An Empirical Investigation of the Impact of Innovation Resistance on Augmented Reality Advertising Effectiveness

  • Lee, Heejun;Cho, Chang-Hoan
    • International Journal of Contents
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    • 제15권3호
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    • pp.21-31
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    • 2019
  • This study employs an experimental design to investigate the conditions under which the use of AR may be particularly effective or rather ineffective in advertising contexts. We first discuss the inconsistent results regarding the effectiveness of AR on advertising message comprehension and argue that these inconsistencies can be at least partly explained by the moderating effect of an individual's resistance to innovation (i.e., AR technologies). We then provide statistically significant interaction effects between ad types (AR-based, traditional 2D) and innovation resistance. Finally, we suggest that the effect of AR on certain variables is constrained or unconstrained by an individual's level of receptivity or resistance to a new technology-based advertising platform, and that flow experience is equivalent regardless of these levels.

증강현실을 이용한 이미지기반 AR카드 활용방안 연구 (A study on the Image Augmented Reality Card using Augmented Reality)

  • 박기덕;정진헌
    • 디지털융복합연구
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    • 제12권8호
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    • pp.467-474
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    • 2014
  • 스마트한 환경에서 증강현실은 사용자와 매체간의 인터랙션을 통해서 다양한 경험의 확장을 제공한다. 위치 정보를 사용하는 방식, 마커를 사용하는 방식, 실시간 인터랙션을 활용한 마커리스 맵핑 방식등 실세계와 가상세계의 실시간으로 중간역할을 자리잡고 있다. 경험 확장의 한 요소이고, 현실세계의 정보를 증강하는 도구로써 활용되어지고 있다. 에듀테인먼트 교육적인 컨텐츠 관점에서 AR카드를 활용하였고, 마커리스방식으로 실시간 이미지 맵을 만들어 도시화 이미지 맵을 제작하였다. 3D환경에서의 입체영상을 활용한 오브젝트 제작과 증강현실을 접목한 인터랙션 교육컨텐츠 방식이다. 수동적인 관점에서 능동적이고 몰입도와 현실감 흥미를 높여주고 텐저블의 방식을 유도한다. AR카드에서 경험요소인 공간(활용), 시각(효과), 촉각(연동)을 활용하고 감각적 몰임감, 감각적 현실감, 인지적 조작성, 사회적 협력성, 인지적 융통성, 인지적 통찰성 등의 다양한 교육적 효과를 성취할수 있다. 스마트한 환경에서의 AR 마크리스 방식을 적용하여 AR카드를 활용한 이미지마크, 3D, AR 관점에서 분석하였다.

산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현 (The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites)

  • 한성일;이대식;유영모;이상윤
    • 디지털산업정보학회논문지
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    • 제17권4호
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

AR을 이용한 조립교육 트레이닝에 관한 연구 (Assembly Education Training using Augmented Reality)

  • 석광호;김윤상
    • 디지털산업정보학회논문지
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    • 제4권3호
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    • pp.97-101
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    • 2008
  • In this paper, an assembly education training system is presented using AR (augmented reality). The effectiveness of the training using the proposed system is verified on a PC assembly training experiment. The experimental results confirmed the training using the proposed system is more effective than that using the conventional systems based on texts and images by reducing the assembly (task) time.

동시인용분석 기반 지식영역 가시화 기법을 활용한 증강현실 연구 분석 (Analysis of the Research on Augmented Reality Using Knowledge Domain Visualization based on Co-Citation Analysis)

  • 이정환;이재열
    • 한국CDE학회논문집
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    • 제18권5호
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    • pp.309-320
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    • 2013
  • Augmented reality (AR) is considered to be an excellent user interface to a 3D information space embedded within physical reality. For this reason, it has been applied to various applications such as design, medical service, interaction, and collaboration. However, there is no formal way of analyzing the research trend and evolution of augmented reality. This paper identifies the research trend and change in augmented reality (AR) via co-citation analysis. The co-citation analysis provides how the AR research has evolved, who are main contributors, and which papers suggest essential and influencing impact. To systematically analyze the cocitation, we have retrieved 1,145 papers from the Web of Science and applied a scientomertric analysis using CiteSpace. Based on the co-citation analysis of authors and documents, it is possible to analyze the evolution of augmented reality, key authors and papers, and breakthroughs. We have also compared the proposed approach with survey papers written by experts so that the result of the co-citation analysis can compromise the qualitative result done by experts, and thus it can provide a different view and insight for visualizing the research on augmented reality.

AR기술을 활용한 어린이 교육 어플리케이션 디자인 (Children's Education Application Design Using AR Technology)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.