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공간인지 능력이 있는 증강현실 전시 콘텐츠 설계 및 구현

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Alternative Title
Design and Implementation of Augmented Reality Exhibit Contents with Space Perception Ability
Abstract
Augmented reality (AR) exhibit contents came to represent a large part of the exhibition media with the public interest and the popularization of hardware. The AR technology can use the various senses of users, combined with the role of providing information about exhibits, with the method of augmenting virtual objects in the real world seamlessly, which provides high immersion and a sense of reality.
The existing AR exhibit contents mostly augment exhibits or deliver information through texts and images. However, the location-based AR causes a phenomenon in which virtual objects are incorrectly matched with the real world due to the error of GPS information, which decreases realism. Vision-based AR for more accurate matching can be augmented in the position where a marker is placed, but since a geometric pattern reduces the concentration of the user's experience, and it can only be augmented when the marker is perceived, immersion becomes lower, so there is a limitation in providing contents. Project Tango developed to resolve this problem can perceive the distance of things that exist in the real world with the motion tracking method through a fish eye camera and an infrared camera, and learn spaces, so it is an AR technology that can create and share virtual spaces. This study designed and implemented exhibit contents that interact with the real world, utilizing Project Tango, an AR technology that can make spatial perception. Dividing the screen for the administrator and user, the proposed contents arrange the virtual objects of exhibits in the real space and provide information with various methods, such as text, audio, image and video for the administrator. The contents were designed so that the virtual objects on a real object are augmented when the user arrives near the position that the administrator has registered in advance, and the user can design information about exhibits, touching the relevant virtual objects. The proposed exhibit contents implemented AR using Project Tango SDK in Unity 3D based on Lenovo Phab 2 Pro and implemented virtual objects for the exhibit contents in museums, utilizing C#. Exhibit contents implemented in this study could enhance immersion and sense of reality, which would be combined with various exhibition areas like shopping malls as well as museums.
Author(s)
김지성
Issued Date
2017
Awarded Date
2017. 8
Type
Dissertation
URI
http://dcoll.jejunu.ac.kr/jsp/common/DcLoOrgPer.jsp?sItemId=000000008239
Alternative Author(s)
Kim, Ji Seong
Affiliation
제주대학교 일반대학원
Department
대학원 관광융합소프트웨어학과
Advisor
이동철
Table Of Contents
제1장 서론 1
제1절 연구배경 및 목적 1
제2절 선행연구 검토 및 연구의 연구의 방법 2
제2장 이론적 배경 7
제1절 증강현실 (Augment Reality)(Augment Reality) (Augment Reality) (Augment Reality)(Augment Reality) 7
1. 증강현실의 증강현실의 개념 7
2. 증강현실의 증강현실의 기술동향 기술동향 및 유형 8
3. 기존 증강현실의 증강현실의 문제점 문제점 13
제2절 프로젝트 탱고 (Project Tango) (Project Tango) (Project Tango)(Project Tango) 14
1. 주요개념 14
2. 프로젝트 탱고의 특징 16
3. 프로젝트 탱고 활용 분야 18
제3장 증강현실 기술을 활용한 활용한 전시 콘텐츠 콘텐츠 사례분석 사례분석 20
제1절 국내 증강현실 증강현실 콘텐츠 사례 20
1. 서대문 자연사박물관 자연사박물관 자연사박물관 20
2. 홍대 트릭아이뮤지엄 트릭아이뮤지엄 트릭아이뮤지엄 20
3. 반 고흐 인사이드 인사이드 21
제2절 해외 증강현실 증강현실 콘텐츠 사례 21
1. HongKong Science Museum HongKong Science Museum HongKong Science Museum HongKong Science Museum HongKong Science Museum – T-Rex Revealed Rex Revealed Rex Revealed 21
2. Acropolis Museum in Athens, Greece Acropolis Museum in Athens, Greece Acropolis Museum in Athens, Greece Acropolis Museum in Athens, GreeceAcropolis Museum in Athens, Greece Acropolis Museum in Athens, Greece 22
3. Museum of Stolen Art Museum of Stolen Art Museum of Stolen Art 23
제3절 사례 분석결과 분석결과 및 시사점 시사점 23
제4장 공간인지 능력이 있는 전시 콘텐츠 콘텐츠 설계 25
제1절 전시 콘텐츠 콘텐츠 개요 25
제2절 전시 콘텐츠 콘텐츠 구조 26
제3절 전시 콘텐츠 콘텐츠 기능 설계 27
제5장 프로젝트 탱고를 활용한 활용한 전시 콘텐츠 콘텐츠 구현 29
제1절 구현환경 29
제2절 전시 콘텐츠 콘텐츠 구현 30
1. 사용자 인터페이스 인터페이스 인터페이스 구현 30
2. 3D 스캐닝 (3D scanning) (3D scanning) (3D scanning) 33
3. 위치정보 분석 34
4. 가상객체 위치정보 위치정보 파악 36
제3절 전시 콘텐츠의 콘텐츠의 유용성 분석 37
제6장 결론 39
참고문헌 40
Degree
Master
Publisher
제주대학교 일반대학원
Citation
김지성. (2017). 공간인지 능력이 있는 증강현실 전시 콘텐츠 설계 및 구현
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General Graduate School > Tourism Convergence Software
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