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Sophisticated Mobile Application using Augmented reality Technology Presented by: Capstone Team #5

Atlink Communications presents a sophisticated mobile application that uses augmented reality technology. This app allows users to place images or text on top of objects detected by the phone's camera view, based on their geo-location. It also includes a server-side web application for users to place graphical images at specific locations using Google Maps.

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Sophisticated Mobile Application using Augmented reality Technology Presented by: Capstone Team #5

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  1. Atlink Communications Sophisticated Mobile Application using Augmented reality Technology Presented by: Capstone Team #5

  2. Mentor & Instructor Mentor Mr. Dilhar De Silva Instructor Dr. Kwok Bun Yue

  3. Team Members ShivaniKovvuri Software Designer Technical Report Documenter Web Developer SrikanthInapurapu Research Analyst Programmer Tester SrikanthMajji Team Leader Database Administrator Programmer ManojGidda Research Analyst Technical Report Documenter Database Designer Nithin Kumar Dudde Software Designer Programmer Web Administrator

  4. Agenda • Introduction • Project Goal • What is Augmented Reality • Problem Statement • Solution • Demo • Technical Details • Technical Challenges • Lessons Learnt • Conclusion • Future Work

  5. Introduction • Smart phone users along with mobile apps are rapidly increasing. • According to Millennial media and DIGIDAY, 2011 will be the Android year. 2010 2011

  6. Project Goal • Develop an Android-based augmented reality (AR) mobile application through which images or text can be placed on top of the objects of the phone camera view based on the geo-location of the objects detected by the phone. • It will also develop a server-side web application where users can place graphical image at a specific geocode (location) using Google Maps.

  7. What is Augmented Reality • Augmented reality (AR) refers to the technology that offers a real-time view of one's immediate surroundings altered or enhanced by computer generated information.   • When users examine their environment through AR devices, they see information superimposed on the objects around them.

  8. Problem Statement • Let us consider you are at a UHCL open house, we want to distribute the schedule of today’s program. How you can do that?

  9. Solution Image Server SMAART

  10. Technologies Used • Client side • Server side

  11. Android Architecture • What is android? • Android architecture Smaart

  12. Android • Android SDK v2.2 through eclipse IDE • Services • onCreate() • onDestroy()

  13. Android • User Interface • View • Layout • Notifications • Data Storage • Network connection • Internal storage

  14. Qualcomm • Vision based Augmented Reality • Also called as pattern recognition • Main elements in Qualcomm API • Trackable • Tracker • Pose • Why?

  15. Wikitude • 1St Augmented reality browser • Best augmented browser for 2010 between Layar, Junaio & Wikitude. • Ready to use technology • Just start the Wikitude intent and add POI’s

  16. Technical Challenges • Selection of Android mobile phone

  17. Selection of Augmented Reality browser/engine

  18. Schedule • RUP & Scrum Process

  19. Major Tasks and Contributions

  20. Lessons Learnt • Importance of analysis and design • Time Management • Effective communication skills

  21. Conclusion • SMAART accomplished all requirements • Implemented basic pattern recognition successfully

  22. Future work • Performance can be improved • More scope for pattern recognition using Qualcomm API

  23. References • Learning about Wikitude API http://www.wikitude.org/en/developers • Comparing AR browsers http://mobilegeo.wordpress.com/2010/11/23/comparing-ar-browsers/ • Learning about Qualcomm API https://ar.qualcomm.com/qdevnet/developer_guide • Information about Android fundamentals http://developer.android.com/guide/basics/what-is-android.html • Basic knowledge about Augmented Reality http://en.wikipedia.org/wiki/Augmented_reality

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