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Augmented reality for randroid application development : learn how to develop advanced augmented reality applications for android / Jens Grubert, Dr. Raphael Grasset.

By: Grubert, Jens [author.]Contributor(s): Grasset, Raphaël, 1977- [author.]Material type: TextTextPublication details: Birmingham, UK : Packt Publishing, 2013. Description: 1 online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9781782168560; 1782168567; 1306157889; 9781306157889Subject(s): Android (Electronic resource) | Android (Electronic resource) | Android (Electronic resource) | Augmented reality | Computer vision | Detectors | COMPUTERS -- Programming -- Apple Programming | Augmented reality | Computer vision | DetectorsGenre/Form: Electronic books. | Electronic books. Additional physical formats: Print version:: Augmented Reality for Android Application Development.DDC classification: 005.265 LOC classification: QA76.76 .A65Online resources: Click here to access online
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 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.
Summary: A step-by-step tutorial-based guide aimed at giving you hands-on practical experience to develop AR applications for Android. Augmented Reality for Android Application Development is for Android mobile application developers who are familiar with Android Development Tools and deployment, JMonkeyEngine, and the Vuforia SDK.
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A step-by-step tutorial-based guide aimed at giving you hands-on practical experience to develop AR applications for Android. Augmented Reality for Android Application Development is for Android mobile application developers who are familiar with Android Development Tools and deployment, JMonkeyEngine, and the Vuforia SDK.

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 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.

Includes bibliographical references and index.

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