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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. -
Secure Authentication Mechanisms for the Management Interface in Cloud Computing Environments
UNIVERSITY OF BEIRA INTERIOR Engineering Secure Authentication Mechanisms for the Management Interface in Cloud Computing Environments Liliana Filipa Baptista Soares Dissertation Submitted in Partial Fulfillment of the Requirement for the Degree of Master of Science in Computer Science and Engineering (2nd Cycle Studies) Supervised by Prof. Dr. Pedro Ricardo Morais Inácio Covilhã, October 2013 ii To my beloved family, especially to my grandparents. iv Acknowledgements The endurance to overcome obstacles or predisposed objectives in life depends on how each one envisages them. It is up to each one to extract the most valuable lessons from each journey and transform them into knowledge. Without the guidance and support of very particular persons, it would have not been possible to accomplish this dissertation and many lessons would have not been learned. I hereby thank my mother and father, to whom I am mostly grateful, for helping me to achieve my goals, particularly those of my academic quest. I would like to thank my sister, Cátia, for her immeasurable support, and my grandparents, for always demonstrating their love and will to live. I am also grateful to my supervisor, Prof. Dr. Pedro Ricardo Morais Inácio, not only for the help, charisma and readiness he demonstrated to complete this stage, but also for being resourceful in aiding throughout other steps of my professional life. I also acknowledge the Multimedia Signal Processing – Covilhã Group at the Instituto de Telecomunicações, which hosted this dis- sertation work and the final project of my first degree, and the research folk in it, particularly Miguel Neto for lending me a smartcard reader temporarily. -
Vysoke´Ucˇenítechnicke´V Brneˇ
VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR BRNO 2015 VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA HRA PRO VY´ UKU U´ PLNY´ CH ZA´ KLADU˚ PROGRAMOVA´ NI´ GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR VEDOUCI´ PRA´ CE doc. Ing. ADAM HEROUT, Ph.D. SUPERVISOR BRNO 2015 Abstrakt Hlavním cílem této práce je vytvoøení hry pro výuku úplných základù programování. První èást této práce se zabývá studiem a analýzou souèasných her pro výuku programovaní a soudobých principù užívaných ve výukových hrách. Na toto navazuje návrh a implemen- tace rozhraní pro vizuální programování v Unity3d a následná integrace tohoto rozhraní do jednoduché hry, která bude splňovat principy sepsané v první èásti této práce. Výsledek práce je poté vyhodnocen jak z hlediska technického tak uživatelského, s cílem zjistit efek- tivitu rozhraní pro vizuální programování a hry samotné jako nástroje pro pøedstavení programování. Abstract The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. -
AGIS SOFTWARE DEVELOPMENT § LLC, § Case No
Case 2:19-cv-00361-JRG Document 1 Filed 11/04/19 Page 1 of 70 PageID #: 1 IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF TEXAS MARSHALL DIVISION § AGIS SOFTWARE DEVELOPMENT § LLC, § Case No. § Plaintiff, § JURY TRIAL DEMANDED § v. § § GOOGLE LLC, § § Defendant. § § PLAINTIFF’S ORIGINAL COMPLAINT FOR PATENT INFRINGEMENT Plaintiff, AGIS Software Development LLC (“AGIS Software” or “Plaintiff”) files this original Complaint against Defendant Google LLC (“Defendant” or “Google”) for patent infringement under 35 U.S.C. § 271 and alleges as follows: THE PARTIES 1. Plaintiff AGIS Software is a limited liability company organized and existing under the laws of the State of Texas, and maintains its principal place of business at 100 W. Houston Street, Marshall, Texas 75670. AGIS Software is the owner of all right, title, and interest in and to U.S. Patent Nos. 8,213,970, 9,408,055, 9,445,251, 9,467,838, 9,749,829, and 9,820,123 (the “Patents-in-Suit”). 2. Defendant Google is a Delaware corporation and maintains its principal place of business at 1600 Amphitheatre Parkway, Mountain View, California 94043, and may be served with process via its registered agent, Corporation Service Company at 251 Little Falls Drive, Wilmington, DE 19808. Upon information and belief, Google does business in Texas, directly or through intermediaries, and offers its products and/or services, including those accused herein Case 2:19-cv-00361-JRG Document 1 Filed 11/04/19 Page 2 of 70 PageID #: 2 of infringement, to customers and potential customers located in Texas, including in the judicial Eastern District of Texas. -
Samsung Galaxy A10e
User manual Table of contents Features 1 Camera 1 Security 1 Expandable storage 1 Night mode 1 Getting started 2 Galaxy A10e 3 Galaxy A20 4 Assemble your device 5 Charge the battery 6 Accessories 6 Start using your device 7 Use the Setup Wizard 7 Transfer data from an old device 7 Lock or unlock your device 8 Accounts 9 Set up voicemail 10 Navigation 11 i SPT_A102U_A205U_EN_UM_TN_SED_061419_FINAL Table of contents Navigation bar 16 Customize your home screen 18 Bixby 25 Digital wellbeing 25 Flexible security 26 Multi window 29 Enter text 30 Emergency mode 33 Apps 35 Using apps 36 Uninstall or disable apps 36 Search for apps 36 Sort apps 36 Create and use folders 37 Samsung apps 38 Galaxy Essentials 38 Galaxy Store 38 Galaxy Wearable 38 Samsung Health 39 ii Table of contents Samsung Members 40 Samsung Notes 41 SmartThings 43 Calculator 44 Calendar 45 Camera 47 Contacts 51 Clock 56 Email 60 Gallery 63 Internet 67 Messages 70 My Files 72 Phone 74 Google apps 82 Chrome 82 Drive 82 Duo 82 Gmail 82 iii Table of contents Google 82 Maps 83 Photos 83 Play Movies & TV 83 Play Music 83 Play Store 83 YouTube 83 Settings 84 Access Settings 85 Search for Settings 85 Connections 85 Wi-Fi 85 Bluetooth 87 Phone visibility 88 NFC and payment 89 Airplane mode 90 Voice networks 90 Mobile networks 90 Data usage 90 iv Table of contents Mobile hotspot 92 Tethering 94 Call and message continuity 94 Nearby device scanning 94 Connect to a printer 95 Virtual Private Networks 95 Private DNS 96 Ethernet 96 Sounds and vibration 96 Sound mode 96 Vibrations 97 Volume -
Windows Desktop: Sharing Photos and Location with the Cloud
Windows desktop: Sharing photos and location with the cloud How the cloud helps you share files, find people and your devices. Your Google Account cloud service lets you share files, photos and videos between your Windows computer and your Android phone. You can also use your Google Account on your computer to help locate your Android phone if it becomes lost or stolen. What you will need Before you begin the course, your computer must have a minimum of Windows 10 operating software. If you are not sure of your current software version, or how to update it to the latest available, please refer to the Windows desktop: Security and privacy guide. You should also check that your computer is connected to mains power, switched on and showing the latest version of the Chrome browser on the desktop. You should be connected to the internet, have an email Your free Google cloud service account set up on your computer, and ensure that the lets you share files, locate mouse, monitor and keyboard are connected properly. friends and find your missing devices Also, your Android phone needs to be switched on, have the latest version of its operating software installed, and be connected to the internet, either via Wi-Fi or mobile data. You’ll need to be signed in to your Google Account on your computer, and on your phone. To sign in to your Google Account, type google.com into the Search bar of your web browser and follow the steps. To get the most from this course, you should also back up the photos and videos on your Android phone to your Google Account cloud service, ready for viewing on your computer. -
Motorola Moto G User Guide
Available applications and services are subject to change at any time. Table of Contents Get Started 1 Your Phone at a Glance 1 Charge Your Phone Battery 1 Activation and Service 3 Complete the Setup Screens 3 Set Up Voicemail 5 Retrieve Data from Your Old Phone 5 Phone Basics 7 Your Phone’s Layout 7 Turn Your Phone On and Off 8 Turn Your Screen On and Off 9 Adjust the Sound Volume 10 Find Your Phone Number 11 Touchscreen Navigation 11 Your Home Screen 11 Status Bar 13 Active Notifications 14 App List 14 Search 15 Google Now 16 Motorola Assist 16 Enter Text 17 Touchscreen Keyboard 17 Text Entry Settings and Dictionary 19 Tips for Editing Text 19 Voice Typing 20 Phone Calls 21 Make Phone Calls 21 Call Using the Phone Dialer 21 Call from History 22 Call from Contacts 22 Call a Number in a Text Message or Email Message 23 Call from Favorites 23 i Call Emergency Numbers 23 Receive Phone Calls 24 Voicemail 25 Retrieve Your Voicemail Messages 25 Visual Voicemail 25 Set Up Visual Voicemail 26 Review Visual Voicemail 26 Visual Voicemail Settings 28 Change Your Main Greeting via the Voicemail Menu 29 Edit the Display Name via the Voicemail Menu 29 Phone Call Options 29 Make a 3-Way Call 30 Contacts 31 Get Started with Contacts 31 Add a Contact 32 Save a Phone Number 32 Edit a Contact 32 Sync or Transfer Contacts 33 Call or Text Contacts 33 Make Groups 33 Accounts and Messaging 35 Gmail and Google 35 Email 37 Add an Email Account 38 Compose and Send Email 38 Delete an Email Account 40 Text and Multimedia Messaging 40 Send a Text Message 40 Send -
Paper #5: Google Mobile
Yale University Thurmantap Arnold Project Digital Platform Theories of Harm Paper Series: 5 Google’s Anticompetitive Practices in Mobile: Creating Monopolies to Sustain a Monopoly May 2020 David Bassali Adam Kinkley Katie Ning Jackson Skeen Table of Contents I. Introduction 3 II. The Vicious Circle: Google’s Creation and Maintenance of its Android Monopoly 5 A. The Relationship Between Android and Google Search 7 B. Contractual Restrictions to Android Usage 8 1. Anti-Fragmentation Agreements 8 2. Mobile Application Distribution Agreements 9 C. Google’s AFAs and MADAs Stifle Competition by Foreclosing Rivals 12 1. Tying Google Apps to GMS Android 14 2. Tying GMS Android and Google Apps to Google Search 18 3. Tying GMS Apps Together 20 III. Google Further Entrenches its Mobile Search Monopoly Through Exclusive Dealing22 A. Google’s Exclusive Dealing is Anticompetitive 25 IV. Google’s Acquisition of Waze Further Forecloses Competition 26 A. Google’s Acquisition of Waze is Anticompetitive 29 V. Google’s Anticompetitive Actions Harm Consumers 31 VI. Google’s Counterarguments are Inadequate 37 A. Google Android 37 B. Google’s Exclusive Contracts 39 C. Google’s Acquisition of Waze 40 VII. Legal Analysis 41 A. Google Android 41 1. Possession of Monopoly Power in a Relevant Market 42 2. Willful Acquisition or Maintenance of Monopoly Power 43 a) Tying 44 b) Bundling 46 B. Google’s Exclusive Dealing 46 1. Market Definition 47 2. Foreclosure of Competition 48 3. Duration and Terminability of the Agreement 49 4. Evidence of Anticompetitive Intent 50 5. Offsetting Procompetitive Justifications 51 C. Google’s Acquisition of Waze 52 1. -
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. -
Technical Design of Open Social Web for Crowdsourced Democracy
Project no. 610349 D-CENT Decentralised Citizens ENgagement Technologies Specific Targeted Research Project Collective Awareness Platforms D4.3 Technical Design of Open Social Web for Crowdsourced Democracy Version Number: 1 Lead beneficiary: OKF Due Date: 31 October 2014 Author(s): Pablo Aragón, Francesca Bria, Primavera de Filippi, Harry Halpin, Jaakko Korhonen, David Laniado, Smári McCarthy, Javier Toret Medina, Sander van der Waal Editors and reviewers: Robert Bjarnason, Joonas Pekkanen, Denis Roio, Guido Vilariño Dissemination level: PU Public X PP Restricted to other programme participants (including the Commission Services) RE Restricted to a group specified by the consortium (including the Commission Services) CO Confidential, only for members of the consortium (including the Commission Services) Approved by: Francesca Bria Date: 31 October 2014 This report is currently awaiting approval from the EC and cannot be not considered to be a final version. FP7 – CAPS - 2013 D-CENT D4.3 Technical Design of Open Social Web for Crowdsourced Democracy Contents 1 Executive Summary ........................................................................................................................................................ 6 Description of the D-CENT Open Democracy pilots ............................................................................................. 8 Description of the lean development process .......................................................................................................... 10 Hypotheses statements -
AT&T Motivate™ User Guide
AT&T Motivate™ User Guide Contents Getting started . ... ......... ........................ 9 Introduction . ... ......................... 10 About the user guide ................................................... .10 Set up your phone . ... ....... ........... ........... 11 Parts and functions ..................................................... 11 Battery use ............................................................ .13 Install a SIM/SD Card ................................................... .15 Turn your phone on and off .............................................. .19 Complete the setup screens ............................................. .19 Use the touch screen ................................................... .20 Basic operations . ... ....... ........................ 21 Home screen and Apps list .............................................. .22 Phone settings menu ................................................... .25 Portrait and landscape screen orientation ................................. .26 Capture screenshots ................................................... .27 Applications .......................................................... .28 Phone number ........................................................ .34 Airplane mode ........................................................ .35 Enter text ............................................................. .36 Google account ....................................................... .39 Lock and unlock your screen ............................................ .42