Augmented reality in android - android

I have just started developing an application on android based on augmented reality, I just want to know is there any plugins or development kit required for augmented reality also I have gone through some of the development kit as follows,
ARToolKit
FLARToolKit and FLARManager for Adobe Flash
SLARToolkit
AR-media™ Plugin for Google™ SketchUp™
NyARToolkit
LinceoVR
HandyAR
Total Immersion – D’Fusion Studio
Unifeye Mobile
and I want to know, which would be the better... My application is based on text translator and face recognition. Thank you!

To do face recognition try to use OpenCV. It have got in built library functions which can make life easier. Refer below links.
OpenCV -Android
OpenCV - Java

Augmented reality (AR) is a term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by virtual computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.
http://mobile.tutsplus.com/tutorials/android/android_augmented-reality/

Related

Which JS version supports plane detection for Augmented Reality?

I am making an AR app for Android which uses a WebView to host an URL, it should detect a plane and put a 3D object on it.
Can anyone tell me which JS supports plane detection for both Horizontal and Vertical plane detections?
It's not a version issue. It's the issue of WebXR Device API. At the moment it officially supports VR features only. If you need AR features, you must use a WebXR Hit Test API as well.
Excerpt from Augmented reality for the web:
In Chrome 67, we announced the WebXR Device API for both augmented reality (AR) and virtual reality (VR), though only the VR features were enabled. VR is an experience based purely on what's in a computing device. AR on the other hand allows you to render virtual objects in the real world. To allow placement and tracking of those objects, we just added the WebXR Hit Test API to Chrome Canary, a new method that helps immersive web code place objects in the real world.
The immersive web samples use one created just for the demos called Cottontail, and Three.js has supported WebXR since May 2018.
Hope this helps.

Arcore StereoScopic Rendering in Android

I would like to implement an android application (API min 27) for a term project which enables users to experience Arcore and mixed reality features in headsets such as google cardboard etc with stereoscopic view. For preliminary research, i couldn't find valid resources and approaches in order to solve stereoscopic vision on arcore except some approaches in unity3d, openGL and some frameworks such as Vuforia etc.. As far as i know, currently arcore 1.5 is not supporting this feature.
I considered using cardboard sdk and arcore sdk together but I am not sure that it is going to be naive approach and provide solid foundation for the project and future works.
Is there a way to work around for desired stereoscopic view for Arcore in native android or how can I implement stereoscopic view for given case (Not asking for actual implementation, just brainstorming) ?
Thanks in Advance
there is the Google Sceneform - scenegraph-based visualization engine for AR applications and there is this feature request asking for the same thing you have planned. Now to answer your question, there is this java visualization library used throughout google's own ARCore examples and it has support for stereoscopic rendering. What is missing in their implementation is accounting for lens distortion.

Android Application : Augmented Reality or Image Recognition

I am interested in developing an Android Application that employs the Android Devices Camera to detect moving "Targets".
The three types of targets I need to detect and distinguish between are pedestrians, runners (joggers) and cyclists.
The augmented realities SDK's I have looked at only seem to offer face recognition which doesn't sound like they can detect entire people.
Have i misunderstood what Augmented Realities SDK can provide?
There is a big list of AR SDKs (also for Android platform):
Augmented reality SDKs
However, to be honest I strongly doubt that you will find any (doesn't matter free or payed) SDK for your task. It is to specific so you should probably write it by yourself using OpenCV.
OpenCV will allow you to detect objects (more or less) and then you will need to write some algorithm for classification. I would recommend classification based on object speed.
Then, when you have your object classified you can add any AR SDK to add something to your picture.

3d Object as marker in augmented reality

I want to make an application of augmented reality, and my application would have to detect 3d object as marker or real object i googled and find some work who are doing same thing like use building as marker or any other place but it did through GPS system i don't want to do that kind of thing, i need to work marker detection which is already working for 2d in Vuforia sdk. I want to know that is this possible that i can use 3d object or real object as a marker in augmented reality, If yes then would you suggest me that which any sdk for which will help me to build this in iPhone and android like Vuforia.
Thanks in advance, have a great day.
Metaio is a fairly easy to use AR SDK available for both Android and iPhone that has 3D tracking capabilities:
https://dev.metaio.com/sdk/tracking-configuration/optical-tracking-technologies/markerless-3d/
The non-watermarked version that supports 3D tracking, however, is expensive. A free alternative (currently) is to use the Junaio browser that Metaio makes to provide a 3D tracking AR experience:
http://www.junaio.com/develop/quickstart/3d-tracking-and-junaio/
I have experience with both of them but I have not used the 3D tracking features yet so I am not sure if you could track an actual building, but from the demos things such as boxes and similar objects appear to be supported well.
Good luck!

Multiple mobile platform game development (Android/iOS)

I'm currently developing a small indie game for the Android framework, however in order to save my some future work - I was wondering, is there a way to develop a game for the Android and iOS at the same time?
I'm aware of HTML 5 solutions, but I'm unsure if you can use them in order to develop games.
My requirements:
* 2D Graphics with animations
* Play sounds (music/sfx)
* Touch gestures (click, drag, pinch, etc)
Any suggestions?
Check out Corona SDK. They offer exactly what you are looking for - 2D graphics, animations, physics engine, touch, sounds; and they offer it as a cross-platform solution for both iOS and Android. The engine is OpenGL based, and they use Lua as a language.
The main drawback is that it costs $200 per platform, or $350 if you want support for both. However, you need the subscription only when you actually get to publishing your game; you can use it for free locally to build for your own device.
You may also want to check Gideros Studio, which includes
Box2D physics engine
OpenAL sound system
Plugins (native code support)
Instant testing on the phone (no compile needed)
Tweening
Movieclips
Sprites & sprite sheets
Analytics
Ad support
Using Gideros Studio is free, and you can develop for both Android and iOS at the same time with native (OpenGL rendered) functions.
I suggest writing your main game engine code in C++ because Android supports that with the NDK:
http://developer.android.com/sdk/ndk/overview.html
And iPhone has Objective-C++ which is explained pretty well here:
How well is Objective-C++ supported?
You're fortunate enough that both platforms use OpenGL ES, so not much will be required to port that over.
The only differences at this point will be sound, touching, file management, etc. (anything in the APIs).

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