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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. -
RADA Sense Mobile Application End-User Licence Agreement
RADA Sense Mobile Application End-User Licence Agreement PLEASE READ THESE LICENCE TERMS CAREFULLY BY CONTINUING TO USE THIS APP YOU AGREE TO THESE TERMS WHICH WILL BIND YOU. IF YOU DO NOT AGREE TO THESE TERMS, PLEASE IMMEDIATELY DISCONTINUE USING THIS APP. WHO WE ARE AND WHAT THIS AGREEMENT DOES We Kohler Mira Limited of Cromwell Road, Cheltenham, GL52 5EP license you to use: • Rada Sense mobile application software, the data supplied with the software, (App) and any updates or supplements to it. • The service you connect to via the App and the content we provide to you through it (Service). as permitted in these terms. YOUR PRIVACY Under data protection legislation, we are required to provide you with certain information about who we are, how we process your personal data and for what purposes and your rights in relation to your personal data and how to exercise them. This information is provided in https://www.radacontrols.com/en/privacy/ and it is important that you read that information. Please be aware that internet transmissions are never completely private or secure and that any message or information you send using the App or any Service may be read or intercepted by others, even if there is a special notice that a particular transmission is encrypted. APPLE APP STORE’S TERMS ALSO APPLY The ways in which you can use the App and Documentation may also be controlled by the Apple App Store’s rules and policies https://www.apple.com/uk/legal/internet-services/itunes/uk/terms.html and Apple App Store’s rules and policies will apply instead of these terms where there are differences between the two. -
Step 1(To Be Performed on Your Google Pixel 2 XL)
For a connection between your mobile phone and your Mercedes-Benz hands-free system to be successful, Bluetooth® must be turned on in your mobile phone. Please make sure to also read the operating and pairing instructions of the mobile phone. Please follow the steps below to connect your mobile phone Google Pixel 2 XL with the mobile phone application of your Mercedes-Benz hands-free system using Bluetooth®. Step 1(to be performed on your Google Pixel 2 XL) Step 2 To get to the telephone screen of your Mercedes-Benz hands-free system press the Phone icon on the homescreen. Step 3 Select the Phone icon in the lower right corner. Step 4 Select the “Connect a New Device” application. Page 1 of 3 Step 5 Select the “Start Search Function” Step 6 The system will now search for any Bluetooth compatible phones. This may take some time depending on how many devices are found by the system. Step 7 Once the system completes searching select your mobile phone (example "My phone") from the list. Step 8 The pairing process will generate a 6-digit passcode and display it on the screen. Verify that the same 6 digits are shown on the display of your phone. Step 9 (to be performed on your Google Pixel 2 XL) There will be a pop-up "Bluetooth Request: 'MB Bluetooth' would like to pair with your phone. Confirm that the code '### ###' is shown on 'MB Bluetooth'. " Select "Pair" on your phone if the codes match. Page 2 of 3 Step 10 After the passcode is verified on both the mobile and the COMAND, the phone will begin to be authorized. -
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. -
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. -
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. -
A Research on Android Technology with New Version Naugat(7.0,7.1)
IOSR Journal of Computer Engineering (IOSR-JCE) e-ISSN: 2278-0661,p-ISSN: 2278-8727, Volume 19, Issue 2, Ver. I (Mar.-Apr. 2017), PP 65-77 www.iosrjournals.org A Research On Android Technology With New Version Naugat(7.0,7.1) Nikhil M. Dongre , Tejas S. Agrawal, Ass.prof. Sagar D. Pande (Dept. CSE, Student of PRPCOE, SantGadge baba Amravati University, [email protected] contact no: 8408895842) (Dept. CSE, Student of PRMCEAM, SantGadge baba Amravati University, [email protected] contact no: 9146951658) (Dept. CSE, Assistant professor of PRPCOE, SantGadge baba Amravati University, [email protected], contact no:9405352824) Abstract: Android “Naugat” (codenamed Android N in development) is the seventh major version of Android Operating System called Android 7.0. It was first released as a Android Beta Program build on March 9 , 2016 with factory images for current Nexus devices, which allows supported devices to be upgraded directly to the Android Nougat beta via over-the-air update. Nougat is introduced as notable changes to the operating system and its development platform also it includes the ability to display multiple apps on-screen at once in a split- screen view with the support for inline replies to notifications, as well as an OpenJDK-based Java environment and support for the Vulkan graphics rendering API, and "seamless" system updates on supported devices. Keywords: jellybean, kitkat, lollipop, marshmallow, naugat I. Introduction This research has been done to give you the best details toward the exciting new frontier of open source mobile development. Android is the newest mobile device operating system, and this is one of the first research to help the average programmer become a fearless Android developer. -
Safe Employment of Augmented Reality in a Production Environment Market Research Deliverable #2
Naval Shipbuilding & Advanced Manufacturing Center Safe Employment of Augmented Reality in a Production Environment Market Research Deliverable #2 Q2804 N00014-14-D-0377 Prepared by: Scott Truitt, Project Manager, ATI Submitted by: _______________________ 06/13/2019 ______ Signature Date Name, Title, Organization Page 1 of 45 Table of Contents Introduction ........................................................................................................................................... 5 Purpose................................................................................................................................................... 5 1. Wearables & Mobile Devices for Augmented Reality (Lead: General Dynamics- Electric Boat) ............................................................................................................................................. 5 Background ........................................................................................................................................... 5 AR Registration Defined ..................................................................................................................... 6 2D Markers ............................................................................................................................................. 6 3D Markers ............................................................................................................................................. 8 Planar Registration ............................................................................................................................. -
An Arcore Based User Centric Assistive Navigation System for Visually Impaired People
applied sciences Article An ARCore Based User Centric Assistive Navigation System for Visually Impaired People Xiaochen Zhang 1 , Xiaoyu Yao 1, Yi Zhu 1,2 and Fei Hu 1,* 1 Department of Industrial Design, Guangdong University of Technology, Guangzhou 510006, China; [email protected] (X.Z.); [email protected] (X.Y.); [email protected] or [email protected] (Y.Z.) 2 School of Industrial Design, Georgia Institute of Technology, GA 30332, USA * Correspondence: [email protected] Received: 17 February 2019; Accepted: 6 March 2019; Published: 9 March 2019 Featured Application: The navigation system can be implemented in smartphones. With affordable haptic accessories, it helps the visually impaired people to navigate indoor without using GPS and wireless beacons. In the meantime, the advanced path planning in the system benefits the visually impaired navigation since it minimizes the possibility of collision in application. Moreover, the haptic interaction allows a human-centric real-time delivery of motion instruction which overcomes the conventional turn-by-turn waypoint finding instructions. Since the system prototype has been developed and tested, a commercialized application that helps visually impaired people in real life can be expected. Abstract: In this work, we propose an assistive navigation system for visually impaired people (ANSVIP) that takes advantage of ARCore to acquire robust computer vision-based localization. To complete the system, we propose adaptive artificial potential field (AAPF) path planning that considers both efficiency and safety. We also propose a dual-channel human–machine interaction mechanism, which delivers accurate and continuous directional micro-instruction via a haptic interface and macro-long-term planning and situational awareness via audio. -
Creating Augmented and Virtual Reality
Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities Narges Ashtari1, Andrea Bunt2, Joanna McGrenere3, Michael Nebeling4, Parmit K. Chilana1 1Computing Science 2Computer Science 3Computer Science 4School of Information Simon Fraser University University of Manitoba University of British Columbia University of Michigan Burnaby, BC, Canada Winnipeg, MB, Canada Vancouver, BC, Canada Ann Arbor, MI, USA {nashtari, pchilana}@sfu.ca [email protected] [email protected] [email protected] ABSTRACT While research on novel AR/VR tools is growing within the Augmented Reality (AR) and Virtual Reality (VR) devices human-computer interaction (HCI) community, we lack are becoming easier to access and use, but the barrier to entry insights into how AR/VR creators use today’s state-of-the- for creating AR/VR applications remains high. Although the art authoring tools and the types of challenges that they face. recent spike in HCI research on novel AR/VR tools is Findings from preliminary surveys, interviews, and promising, we lack insights into how AR/VR creators use workshops with AR/VR creators mostly shed light on today’s state-of-the-art authoring tools as well as the types of isolated aspects of the proposed AR/VR authoring tools challenges that they face. We interviewed 21 AR/VR [1,15]. We especially lack an understanding of motivations, creators, which we grouped into hobbyists, domain experts, needs, and barriers of the growing population of AR/VR and professional designers. Despite having a variety of creators who have little to no technical training in the motivations and skillsets, they described similar challenges relevant technologies and programming frameworks. -
Real-Time Collaboration Between Mixed Reality Users in Geo-Referenced Virtual Environment
Real-time Collaboration Between Mixed Reality Users in Geo-referenced Virtual Environment Shubham Singh Zengou Ma Daniele Giunchi Anthony Steed University College London ABSTRACT The collaboration across heterogeneous platforms that support Collaboration using mixed reality technology is an active area of AR and VR is challenging, in the sense that the AR platform has research, where significant research is done to virtually bridge phys- an added dimension of the real-world along with virtual. The AR ical distances. There exist a diverse set of platforms and devices that users are constrained by real-world conditions such as freedom of can be used for a mixed-reality collaboration, and is largely focused movement, spatial obstruction/distractions, size of the virtual model, for indoor scenarios, where, a stable tracking can be assumed. We etc. Whereas in VR, the entire world is simulated and independent focus on supporting collaboration between VR and AR users, where of users’ physical space. Users in VR can adapt to the virtual AR user is mobile outdoors, and VR user is immersed in true-sized environment and its different factors such as the speed of movement, digital twin. This cross-platform solution requires new user expe- size of avatars, etc. [18]. During the collaboration, the user in VR can riences for interaction, accurate modelling of the real-world, and not see the physical world of the AR user or their environmental state, working with noisy outdoor tracking sensor such as GPS. In this like - traffic signals, events, etc. The remote VR user is oblivious to paper, we present our results and observations of real-time collabora- physical obstructions around the AR user, which might disrupt their tion between cross-platform users, in the context of a geo-referenced experience.