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Augmented reality for Android application development / Jens Grubert, Raphael Grasset.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Grubert, Jens.
Contributor:
Grasset, Raphael.
Language:
English
Subjects (All):
Android (Electronic resource).
Application software--Development.
Application software.
Mobile computing.
User interfaces (Computer systems)--Design.
User interfaces (Computer systems).
Physical Description:
1 online resource (134 pages) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham, U.K. : Packt Pub., [2013]
Language Note:
English
System Details:
text file
Summary:
As an Android developer, including Augmented Reality (AR) in your mobile apps could be a profitable new string to your bow. This tutorial takes you through every aspect of AR for Android with lots of hands-on exercises. Understand the main concepts and architectural components of an AR application Step-by-step learning through hands-on programming combined with a background of important mathematical concepts Efficiently and robustly implement some of the main functional AR aspects In Detail Augmented Reality offers the magical effect of blending the physical world with the virtual world, which brings applications from your screen into your hands. AR redefines advertising and gaming, as well as education. It will soon become a technology that will have to be mastered as a necessity by mobile application developers. Augmented Reality for Android Application Development enables you to implement sensor-based and computer vision-based AR applications on Android devices. You will learn about the theoretical foundations and practical details of implemented AR applications, and you will be provided with hands-on examples that will enable you to quickly develop and deploy novel AR applications on your own. Augmented Reality for Android Application Development will help you learn the basics of developing mobile AR browsers, how to integrate and animate 3D objects easily with the JMonkeyEngine, how to unleash the power of computer vision-based AR using the Vuforia AR SDK, and will teach you about popular interaction metaphors. You will get comprehensive knowledge of how to implement a wide variety of AR apps using hands-on examples. This book will make you aware of how to use the AR engine, Android layout, and overlays, and how to use ARToolkit. Finally, you will be able to apply this knowledge to make a stunning AR application.
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 JMonkeyEngine
Installation 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
Chapter 3: Superimposing the World
The building blocks of 3D rendering
Real camera and virtual camera
Camera parameters (intrinsic orientation)
Using the scenegraph to overlay a 3D model onto the camera view
Improving the overlay
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 location.
Parsing the Google Places results
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
Chapter 6: Make it Interactive - Create the User Experience
Pick the stick - 3D selection using ray picking
Proximity-based interaction
Simple gesture recognition using accelerometers
Chapter 7: Further Reading and Tips
Managing your content
Multi-targets
Cloud recognition
Improving recognition and tracking
Advanced interaction techniques
Index.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Includes bibliographical references and index.
Description based on online resource; title from PDF title page (ebrary, viewed December 30, 2013).
ISBN:
9781782168560
1782168567
OCLC:
864382193

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