Visualizing 3D BIM Models in the Real World Using Augmented Reality
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Flutter Basics: the Good and the Bad
Flutter Basics: The Good and The Bad Flutter has risen quickly as anapp development tool. Originally released by Google in May 2017, Flutter has been used by two million developers since. LinkedIn reports Flutter is the fastest-growing skill among software engineers. This excellent growth is fueled by users’ hopes that it’s an elixir to cure the coding experience of all maladies. Like anything, of course, Flutter has its shortcomings. Let’s take a look. What is Flutter? Flutter is built on the Dart programming language. Developed by Google, Dart was first unveiled in 2011. The language covers the major hot points that a modern language should: it is object-oriented, class-based, and has an added garbage- collector. It has the async, future options out-of-the-box. It has C-style syntax, so should look familiar to JavaScript devs—in fact, devs report they pick up the language quickly. Dart is intentionally simple. Ease comes with costs, so Dart can be executing extra, or less-refined, work in the background. Compared to writing the native code, Dart can be slower and less reliable than a native language. Dart is to JavaScript what Python is to C++. Flutter is an open-source tool for building UIs, particularly on mobile. An essential concept to Flutter is its widgets. Their motto, everything is a widget, is entirely true. All things are widgets. From building layouts with Scaffold and Material App widgets, to BLoC patterns and Provider Widgets, Flutter is built of widgets. Its layouts need to be hand- built, but a few developers created some layout playgrounds to let you build and print the code: mutisya.com flutterstudio.com In this code, you can see how a Text() widget is inside an AppBar() widget is inside a Scaffold() widget. -
Google ARCORE
Google ARCORE Nisfu Asrul Sani @ Lab Langit 9 - PENS 20 - 22 November 2017 environtment Setting up your development environment Install the Android SDK version 7.0 (API Level 24) or higher. To install the Android SDK, install Android Studio. To update the Android SDK, use the Android SDK Manager tool in Android Studio. Install Unity 2017.2 Beta 11 or higher, with the Android Build Support component. For more info, see Downloading and Installing Unity. You will need to get the ARCore SDK for Unity. You can either: Download the SDK Preview for Unity and extract it. -or- Clone the repository with the following command: git clone https://github.com/google-ar/arcore-unity-sdk.git Prepare your device You must use a supported, physical device. ARCore does not support virtual devices such as the Android Emulator. To prepare your device: Enable developer options Enable USB debugging Install the ARCore Service on the device: Download the ARCore Service Connect your Android device to the development machine with a USB cable Install the service by running the following adb command: adb install -r -d arcore-preview.apk https://play.google.com/store/apps/details?id=com.un Additional ity3d.genericremote Supported Devices ARCore is designed to work on a wide variety of qualified Android phones running N and later. During the SDK preview, ARCore supports the following devices: Google Pixel, Pixel XL, Pixel 2, Pixel 2 XL Samsung Galaxy S8 (SM-G950U, SM-G950N, SM- G950F, SM-G950FD, SM-G950W, SM-G950U1) Initially, ARCore will only work with Samsung’s S8 and S8+ and Google’s Pixel phone, but by the end of the year, Google promised to have support for 100 million Android phones, including devices from LG, Huawei and Asus, among others. -
Augmented Reality (AR) Indoor Navigation Mobile Application
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sunway Institutional Repository Design of a Mobile Augmented Reality-based Indoor Navigation System Xin Hui Ng, Woan Ning Lim Research Centre for Human-Machine Collaboration Department of Computing and Information Systems School of Science and Technology Sunway University, Malaysia ( [email protected], [email protected] ) Abstract— GPS-based navigation technology has been widely immersive virtual navigation direction. A mobile application used in most of the commercial navigation applications prototype was developed in this project to provide navigation nowadays. However, its usage in indoor navigation is not as within Sunway University campus. effective as when it is used at outdoor environment. Much research and developments of indoor navigation technology II. RELATED WORK involve additional hardware installation which usually incur high An indoor navigation system is comprised of 3 important setup cost. In this paper, research and comparisons were done to components which are positioning, wayfinding, and route determine the appropriate techniques of indoor positioning, pathfinding, and route guidance for an indoor navigation guidance. Positioning refers to determining user’s current method. The aim of this project is to present a simple and cost- position, while wayfinding focuses on searching the route from effective indoor navigation system. The proposed system uses the user’s position to a specific destination. Route guidance is the existing built-in sensors embedded in most of the mobile devices navigation directions illustrating the route. to detect the user location, integrates with AR technology to A. Indoor Positioning Techniques provide user an immersive navigation experience. -
State Management and Software Architecture Approaches in Cross-Platform Flutter Applications
State Management and Software Architecture Approaches in Cross-platform Flutter Applications Michał Szczepanik a and Michał Kędziora b Faculty of Computer Science and Management, Wroclaw University of Science and Technology, Wroclaw, Poland Keywords: Mobile, Flutter, Software Architecture, State Management. Abstract: Flutter is an open-source cross-platform development framework. It is used to develop applications for Android, iOS, Windows, Mac, Linux, and web. This technology was released on December 4, 2018, and it is quite young technology with a lack of good architectural patterns and concepts. In this paper authors compared state management approaches used for Flutter applications development and architecture. They also proposed a combination of two approaches that solve the main problem of existing approaches related to global and local state management. The proposed solution can be used for development even complex and big Flutter applications. 1 INTRODUCTION the Java Script code runs in a separate thread and communicates with native modules through a bridge. Nowadays, almost all type of business needs a mobile Flutter, on the other hand, is ahead of time application to existing. The cost of its development compiled to a machine code (arm/x86) and provides depends on complexity and requirements according better performance and even security related to to market coverage. To reduce it usually hybrid or difficulties of reverse engineering (Kedziora, 2019). multiplatform (cross-platform) solutions are used. Not only the UI components are compiled, but the Unfortunately, this kind of solution usually uses whole logic also. Sometimes Flutter apps are even totally different patterns and architectural concepts faster than native Android application, but it depends compared to native Android or iOS applications. -
WWDC15 Graphics and Games
Graphics and Games #WWDC15 Enhancements to SceneKit Session 606 Thomas Goossens Amaury Balliet Sébastien Métrot © 2015 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple. GameKit APIs High-Level APIs SceneKit SpriteKit Services Model I/O GameplayKit GameController Low-Level APIs Metal OpenGL SceneKit Since Mountain Lion Since iOS 8 SceneKit Particles Physics Physics Fields SpriteKit Scene Editor Scene Editor Available in Xcode 7 Scene Editor Can open and edit DAE, OBJ, Alembic, STL, and PLY files New native file format (SceneKit archives) Scene Editor SceneKit file format SCNScene archived with NSKeyedArchiver NSKeyedArchiver.archiveRootObject(scnScene, toFile: aFile) SCN Scene Editor Build your game levels Scene Editor Particles Physics Physics Fields Actions Scene Editor Shader Modifiers Ambient Occlusion Demo Scene Editor Amaury Balliet Behind the Scene Thomas Goossens Behind the Scene Concept phase Behind the Scene 3D modeling Behind the Scene Production • Final models • Textures • Lighting • Skinned character Behind the Scene Make it awesome • Particles • 2D overlays • Vegetation • Fog Game Sample Collisions with walls Rendered Mesh Collision Mesh Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Animations Animations Game Sample Animated elements Skinning -
Calar: a C++ Engine for Augmented Reality Applications on Android Mobile Devices
CalAR: A C++ Engine for Augmented Reality Applications on Android Mobile Devices Menghe Zhang, Karen Lucknavalai, Weichen Liu, J ¨urgen P. Schulze; University of California San Diego, La Jolla, CA, USA Abstract With the development of Apple’s ARKit and Google’s AR- Core, mobile augmented reality (AR) applications have become much more popular. For Android devices, ARCore provides ba- sic motion tracking and environmental understanding. However, with current software frameworks it can be difficult to create an AR application from the ground up. Our solution is CalAR, which is a lightweight, open-source software environment to develop AR applications for Android devices, while giving the programmer full control over the phone’s resources. With CalAR, the pro- grammer can create marker-less AR applications which run at 60 Figure 1: CalAR’s software structure and dependencies frames per second on Android smartphones. These applications can include more complex environment understanding, physical accessed through the smartphone’s touch screen. simulation, user interaction with virtual objects, and interaction This article describes each component of the software system between virtual objects and objects in the physical environment. we built, and summarizes our experiences with two demonstration With CalAR being based on CalVR, which is our multi-platform applications we created with CalAR. virtual reality software engine, it is possible to port CalVR ap- plications to an AR environment on Android phones with minimal Related Work effort. We demonstrate this with the example of a spatial visual- In the early days of augmented reality applications on smart ization application. phones, fiducial markers located in the physical environment were used to estimate the phone’s 3D pose with respect to the envi- Introduction ronment. -
Handbook of European Journalism Lessons and Challenges
Published by College of Europe Natolin Campus Nowoursynowska 84 02-797 Warsaw, Poland Handbook e-jcn.eu coleurope.eu natolin.eu of European Journalism Lessons and challenges Handbook of European Journalism Lessons and challenges Dominik Cagara, James Breiner, Roxane Farmanfarmaian, Emin Huseynzade, Adam Lelonek, Blaž Zgaga, and winning submissions to the JCN journalistic competition: Karine Asatryan, Fatma Babayeva, Lucy Fulford, Katarina Gulan, Hagar Omran, Lucia Posteraro, Al Mustapha Sguenfle Editor Dominik Cagara This publication has been produced with the assistance of the European Union. The contents of this publi- cation are the sole responsibility of the College of Europe, Natolin and can in no way be taken to reflect the views of the European Union. Unless otherwise indicated, this publication and its contents are the property of the Natolin Campus of the College of Europe. All rights reserved. Published by College of Europe Natolin Campus Nowoursynowska 84 02-797 Warsaw, Poland Handbook of European Journalism Lessons and challenges The College of Europe in Natolin The College of Europe was established by a The advanced Master of Arts in European decision of the Hague Congress of 1948. Many Interdisciplinary Studies offered at Natolin is regard it as one of the founding events of modern designed to respond to the growing need for European integration, and the College's creation experts in European integration processes and the was seen as an important sign of reunification of EU’s external relations, experts who can provide the war-torn Continent. The College of Europe, imaginative responses to today's most complex originally seated in Bruges, is thus the oldest national, regional and global challenges. -
Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1. -
Fuchsia OS - a Threat to Android
Fuchsia OS - A Threat to Android Taranjeet Singh1, Rishabh Bhardwaj2 1,2Research Scholar, Institute of Information Technology and Management [email protected] , [email protected] Abstract-Fuchsia is a fairly new Operating System both personal computers as well as low power whose development was started back in 2016. running devices, particularly IOT devices. Android supports various types of devices which is Initially, Android was developed for cameras and having different types of screen size, Architecture, then it is extended to other electronic devices, etc. But problem is that whenever google releases developing apps for these devices are still a complex new updates due to a large variety of devices lots of task because of compatibility issues of native devices doesn't receive updates that are the main devices. issue with android. Android operating system supports various types of This review is about fuchsia and its current Status devices such as android wear devices, auto cars, and how is it different from the Android operating tablets, smart phones, etc. so to develop an android system. app for all these devices is a very tedious task. Keywords: Internet Of Things( IOT ), Operating The Major problem with android is, not all the System (OS), Microkernel, Little Kernel, Software devices receive updates on time. Development Kit (SDK), GitHub Fuchsia is developed to overcome these problems, I INTRODUCTION with fuchsia we can develop apps for all these devices and they can be implemented flawlessly. Fuchsia is an open source Hybrid Real-time Operating System which is under development. A. Architecture of Fuchsia Prior to Fuchsia we already had android OS which is Fuchsia uses Microkernel which is an evolution of used in almost all kinds of devices. -
Augmenting the Future: AR's Golden Opportunity
Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Abstract: Augmented Reality (AR) is a technology that has flown under most people’s radar as its cousin, virtual reality, has garnered a larger share of headlines. Catapulted into public attention through the overwhelming success of Pokémon Go, consumers have become aware of the existence of AR while Apple / Google have rushed to create tools for developers to make apps for the AR ecosystem. Within the consumer segment of AR, Apple can leverage its tightly controlled ecosystem and brand loyalty to quickly build a sizable installed base of AR-ready phones. However, within the enterprise segment, Google has quietly been piloting an updated version of the Google Glass to much success. As the consumer ecosystem continues to mature, the onus is now on content developers to create apps that take full advantage of AR capabilities to create valuable user experiences for consumers. False Starts and Small Niches Augmented reality, like its cousin virtual reality, is a concept that has been under development for decades. The first workable AR prototypes were available in the early 1990s, but the technology stayed under the radar for most companies and consumers until the ill-fated launch of Google Glass in 2013. -
Outdoor Ar-Application for the Digital Map Table
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLIV-3/W1-2020, 2020 Gi4DM 2020 – 13th GeoInformation for Disaster Management conference, 30 November–4 December 2020, Sydney, Australia (online) OUTDOOR AR-APPLICATION FOR THE DIGITAL MAP TABLE ∗ S. Maier1,, T. Gostner2, F. van de Camp1, A. H. Hoppe3 1Fraunhofer IOSB - Fraunhofer Institute of Optronics, System Technologies and Image Exploitation, 76131 Karlsruhe, Germany - (Sebastian.Maier, Florian.vandeCamp)@iosb.fraunhofer.de 2Institute of Energy Efficient Mobility, Karlsruhe University of Applied Sciences, Karlsruhe, Germany - [email protected] 3Karlsruhe Institute of Technology (KIT), Institute of Anthropomatics and Robotics, Karlsruhe, Germany - [email protected] Commission IV KEY WORDS: AR, VR, COP, GIS, GNSS ABSTRACT: In many fields today, it is necessary that a team has to do operational planning for a precise geographical location. Examples for this are staff work, the preparation of surveillance tasks at major events or state visits and sensor deployment planning for military and civil reconnaissance. For these purposes, Fraunhofer IOSB is developing the Digital Map Table (DigLT). When making important decisions, it is often helpful or even necessary to assess a situation on site. An augmented reality (AR) solution could be useful for this assessment. For the visualization of markers at specific geographical coordinates in augmented reality, a smartphone has to be aware of its position relative to the world. It is using the sensor data of the camera and inertial measurement unit (IMU) for AR while determining its absolute location and direction with the Global Navigation Satellite System (GNSS) and its magnetic compass. -
Open Source Used in Webex Teams Desktop Client April 2021
Open Source Used In Webex Teams Desktop Client April 2021 Cisco Systems, Inc. www.cisco.com Cisco has more than 200 offices worldwide. Addresses, phone numbers, and fax numbers are listed on the Cisco website at www.cisco.com/go/offices. Text Part Number: 78EE117C99-1071047655 Open Source Used In Webex Teams Desktop Client April 2021 1 This document contains licenses and notices for open source software used in this product. With respect to the free/open source software listed in this document, if you have any questions or wish to receive a copy of any source code to which you may be entitled under the applicable free/open source license(s) (such as the GNU Lesser/General Public License), please contact us at [email protected]. In your requests please include the following reference number 78EE117C99-1071047655 Contents 1.1 libilbc 2.0.2 1.1.1 Available under license 1.2 pcre2 10.36-2 1.2.1 Available under license 1.3 ssziparchive 0.2.3 1.3.1 Available under license 1.4 heimdal 7.5.0 1.4.1 Available under license 1.5 curl 7.73.0 1.5.1 Available under license 1.6 openjpeg 2.4.0 1.6.1 Available under license 1.7 skia 85 1.7.1 Available under license 1.8 boost 1.65 1.8.1 Available under license 1.9 curl 7.74.0 1.9.1 Available under license 1.10 flutter 1.4.0 1.10.1 Available under license 1.11 libpng 1.6.35 1.11.1 Available under license 1.12 leveldb 1.20 1.12.1 Available under license 1.13 blink 73.0.3683.75 1.13.1 Available under license Open Source Used In Webex Teams Desktop Client April 2021 2 1.14 uuid 1.0.3 1.14.1