Layouts for VR in Android App - android

I have a normal android app which I want to make VR compatible. While searching on web I found out that VrVideoView object is available on android sdk which can be used to render videos in VR.
I was wondering if something similar is available for Layouts as well on android.
If not, one possible way is to keep two layouts one for original and other can be rendered with bitmap of original one but this seems to be very cumbersome and won't scale.
Thanks.

Related

How to design VR app with realtime mobile camera to detect things?

I want to design VR app in android which detects/recognise things using camera. and show details.
I know about unity, but this shows assets provided while designing background like gaming set.
In augmented reality we can scan image and accordingly we get results, the same way I want using VR screen.
Check out Vuforia library for android. It works like a charm.
I have implemented what you're talking about. It'll take a little effort and time to get the hang of it. But it'll definitely work.

How to develop a Smart Magnifier using the mobile camera?

I would like to use the mobile camera and develop a smart magnifier that can zoom and freeze-frame what we are viewing, so we don't have to keep holding the device steady while we read. Also should be able to change colors as given in the image in the link below.
https://lh3.ggpht.com/XhSCrMXS7RCJH7AYlpn3xL5Z-6R7bqFL4hG5R3Q5xCLNAO0flY3Fka_xRKb68a2etmhL=h900-rw
Since i'm new to android i have no idea on how to start, do you have any idea?
Thanks in advance for your help :)
I've done something similar and published it here. I have to warn you though, this is not a task to start Android development with. Not because of development skills, the showstopper here is a need for massive amount of devices to test it on.
Basically, two reasons:
Camera API is quite complicated and the different HW devices behave differently. Forget about using emulator, you would need a bunch of real HW devices.
There is a new API, Camera2 for platform 21 and higher, and the old Camera API is deprecated (kind of 'in limbo' state).
I have posted some custom Camera code on GitHub here, to show some of the hurdles involved.
So the easiest way out in your situation would be to use camera intent approach, and when you get your picture back (it is a jpeg file) just decompress it and zoom-in to the center of the resulting bitmap.
Good Luck

Desktop based Augmented Reality Application

I am developing an AR based Application which contains around 30-50 models. Is it possible to develop it on Android cause there might be Memory problem in mobile devices. Is there any Desktop based AR API/SDK that can be used with 3D animation??
Yes you can create an android application for augmented reality. There are many applications on android market especially, the one in GPS. However handling 50 models might cause a memory problem. However in high end devices like Samsung Galaxy S4 and Note 2, i dont think so you might face memory issue. Further you can also place your models in a dedicated server from where your application can fetch it. This can reduce the chances memory issues.
Some basic examples for AR on android are given here:
http://readwrite.com/2010/12/01/3-augmented-reality-tutorials#awesm=~ohLxX5jDGJLml9
AR application for desktop i haven't worked on it. I think this might help:
http://www.arlab.com/
Does desktop application include WebGL applications in the web browser?
If so, then you might want to check out skarf.js, a framework that I have written for handling JavaScript augmented reality libraries in Three.js (JavaScript 3D library that wraps WebGL). It currently integrates two JavaScript-based augmented reality libraries: JSARToolKit and js-aruco.
The skarf.js framework takes care of a number of things for you, including automatic loading of models when the associated markers are detected (association is specified in a JSON file). There is also a GUI marker system which allows users to control settings using AR markers.
Integration with Three.js is just one line of code to create a Skarf instance and another line of code to update.
There are videos, live demos, source codes, examples and documentation available. Check out http://cg.skeelogy.com/skarfjs/ for more info.

How to use a music font to display sheet music on an android tablet

I am working on an android tablet app for displaying sheet music giving it some basic editing and playing capabilities.
My first hurdle is how to display the music in the first place.
The majority of desktop apps use music fonts, which makes zooming and resizing quite "simple". However, it would appear that I would need to be able to access the individual glyphs to do this - which is not possible in android as far as I understand.
Should I stick with a music font and try to find a way to get the information needed ?
Should I abandon this and be looking at using svg files or transparent PNGs ?
Can anyone advise here, please ?

Flash game with android support

I'm making a flash game this week, it needs to be compatable with both PC browsers and Android devices.
I have no problem making two slightly different versions of the game, one optimized for PC and the other optimized for mobile devices. I'm just wondering if there's anything in particular that I should keep in-mind when I'm building the first PC edition of the game, I don't want it to be too difficult to port the game over to android.
One thing that I'm concerned about is the screen size/stage size, should I have the game adjust it's self to fill the whole client area (like a youtube video in full screen) with a dynamic width and height?
Is there anything else that I should be aware of before I start on this? Like specific flaws in the android deployment of flash.
Thanks for your advice on this, it's much appreciated.
There were more number of restrictions when i started developing flash apps for android.
We need the device's processor at least 1GHz [This i am not aware of current situation , coz i am a little busy with xCode]
Screen resolution always plays more role in troubling you. For this instead of using screen size as reference , use the aspect ratio. Use flash.capabilities class's screenResolutionX and screenResolutionY and make your game objects resize them accordingly

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