Augmented reality fo randroid application development learn how to develop advanced augmented reality applications for android /: learn how to develop advanced augmented reality applications for android. (2013)
- Record Type:
- Book
- Title:
- Augmented reality fo randroid application development learn how to develop advanced augmented reality applications for android /: learn how to develop advanced augmented reality applications for android. (2013)
- Main Title:
- Augmented reality fo randroid application development learn how to develop advanced augmented reality applications for android
- Further Information:
- Note: Jens Grubert, Dr. Raphael Grasset.
- Authors:
- Grubert, Jens
Grasset, Raphaël, 1977- - Contents:
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Augmented Reality Concepts and Tools; A quick overview of AR concepts; Sensory augmentation; Displays; Registration in 3D; Interaction with the environment; Choose your style -- sensor-based and computer vision-based AR; Sensor-based AR; Computer vision-based AR; AR architecture concepts; AR software components; AR control flow; System requirements for development and deployment; Installing the Android Developer Tools Bundle and the Android NDK. Installation of JMonkeyEngineInstallation of Vuforia; Which Android devices to use; Summary; Chapter 2: Viewing the World; Understanding the camera; Camera characteristics; Camera versus screen characteristics; Accessing the camera in Android; Creating an Eclipse project; Permissions in the Android manifest; Creating an activity that displays the camera; Setting camera parameters; Creating SurfaceView; Live camera view in JME; Creating the JME activity; Creating the JME application; Summary; Chapter 3: Superimposing the World; The building blocks of 3D rendering. Real camera and virtual cameraCamera parameters (intrinsic orientation); Using the scenegraph to overlay a 3D model onto the camera view; Improving the overlay; Summary; Chapter 4: Locating in the World; Knowing where you are -- handling GPS; GPS and GNSS; JME and GPS -- tracking the location of your device; Knowing where you look -- handling inertialCover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Augmented Reality Concepts and Tools; A quick overview of AR concepts; Sensory augmentation; Displays; Registration in 3D; Interaction with the environment; Choose your style -- sensor-based and computer vision-based AR; Sensor-based AR; Computer vision-based AR; AR architecture concepts; AR software components; AR control flow; System requirements for development and deployment; Installing the Android Developer Tools Bundle and the Android NDK. Installation of JMonkeyEngineInstallation of Vuforia; Which Android devices to use; Summary; Chapter 2: Viewing the World; Understanding the camera; Camera characteristics; Camera versus screen characteristics; Accessing the camera in Android; Creating an Eclipse project; Permissions in the Android manifest; Creating an activity that displays the camera; Setting camera parameters; Creating SurfaceView; Live camera view in JME; Creating the JME activity; Creating the JME application; Summary; Chapter 3: Superimposing the World; The building blocks of 3D rendering. Real camera and virtual cameraCamera parameters (intrinsic orientation); Using the scenegraph to overlay a 3D model onto the camera view; Improving the overlay; Summary; Chapter 4: Locating in the World; Knowing where you are -- handling GPS; GPS and GNSS; JME and GPS -- tracking the location of your device; Knowing where you look -- handling inertial sensors; Understanding sensors; Sensors in JME; Improving orientation tracking -- handling sensor fusion; Sensor fusion in a nutshell; Sensor fusion in JME; Getting content for your AR browser -- the Google Place API. Query for POIs around your current locationParsing the Google Places results; Summary; Chapter 5: Same as Hollywood -- Virtual on Physical Objects; Introduction to computer vision-based tracking and Vuforia; Choosing physical objects; Understanding frame markers; Understanding natural feature tracking targets; Vuforia architecture; Configuring Vuforia to recognize objects; Putting it together -- Vuforia with JME; The C++ integration; The Java integration; Summary; Chapter 6: Make it Interactive -- Create the User Experience; Pick the stick -- 3D selection using ray picking. Proximity-based interactionSimple gesture recognition using accelerometers; Summary; Chapter 7: Further Reading and Tips; Managing your content; Multi-targets; Cloud recognition; Improving recognition and tracking; Advanced interaction techniques; Summary; Index. … (more)
- Publisher Details:
- Birmingham, UK : Packt Publishing
- Publication Date:
- 2013
- Extent:
- 1 online resource
- Subjects:
- 005.265
COMPUTERS -- Virtual Worlds
Augmented reality
Computer vision
Detectors
Augmented reality
Computer vision
Detectors
COMPUTERS -- Programming -- Apple Programming
Augmented reality
Computer vision
Detectors
Augmented reality
Computer vision
Detectors
COMPUTERS -- Intelligence (AI) & Semantics
Electronic books - Languages:
- English
- ISBNs:
- 9781782168560
1782168567
1306157889
9781306157889 - Related ISBNs:
- 1782168559
9781782168553 - Notes:
- Note: Includes bibliographical references and index.
Note: Print version record. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.86817
- Ingest File:
- 01_075.xml