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Augmented reality for randroid application development : learn how to develop advanced augmented reality applications for android /

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, JMonkeyEngi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Grubert, Jens (Autor), Grasset, Raphaël, 1977- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2013.
Temas:
Acceso en línea:Texto completo
Texto completo
Tabla de Contenidos:
  • 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.