A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY

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Volume 117 No. 22 2017, 209-213 ISSN: 1311-8080 (printed version); ISSN: 1314-3395 (on-line version) url: http://www.ijpam.eu ijpam.eu A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY Mrs.S.Hemamalini 1, Mrs.K.Hema Priya 2, Mr.R.Vinston Raja 3,Ms.S.M.Poonkuzhali 4 1 Associate Professor, 2,3,4 Assistant Professor 1,2,4 Department of Computer Science and Engineering, Panimalar Institute of Technology, 3 Department of Information Technology, Panimalar Institute of Technology 1 shema2807@gmail.com, 2 hemu.june3@gmail.com, 3 winstonroja@gmail.com, 4 pkuzhali81@gmail.com Abstract: As computers increase in power and decrease in size being more compact, new mobile phones are rapidly becoming feasible, providing people access to resources always and everywhere. This new flexibility makes possible new kind of mobile applications that breaks the barrier of the person's surrounding context. Augmented Reality with mobile applications promotes the integration of sensory input such as sound, video, graphics or GPS data and the real world physical elements through mobile phones. This paper focuses about use of augmented reality in mobile applications, various tools used, its advantage and disadvantages. I. INTRODUCTION Augmented reality (AR) combines and integrates real world entities and digitally augmented data. At present, AR research uses live images, which the system processes digitally to add computergenerated graphics. In other words, the system augments the image with digital data. Encyclopaedia Britannica states the following definition for AR: Augmented reality is a process of combining or augmenting video or photographic displays by overlaying the images with useful computer-generated digital data. [6]. Thus Augmented Reality (AR) integrates the digital information with live video or the user's physical environment in real time. AR takes an existing picture and fusions new and interesting information into it virtually. It works on computer vision-based recognition algorithms to augment sound, video, graphics and other sensor based inputs on real world objects using the camera of our device. Thus it provides a path to render real world information and present it in a visually interactive way so that virtual elements become part of the real world. Augmented reality is related to the concept of virtual reality (VR). Virtual Reality attempts to create an artificial world in which a person can experience and explore interactively through his or her sense of vision, but also via audio, tactile, and other forms of feedback [2]. Augmented Reality also brings an interactive experience, but aims to supplement the real world, rather than creating an entirely artificial environment [2]. This concept can be applied in diverse areas such as education, advertising, and games, bringing the concept more and more to people s life and to mobile technologies that they use at a daily basis [1]. Augmented Reality vs. Virtual Reality: Virtual Reality Augmented Reality It is an artificial, It is a technology that computer-generated maximises experiences simulation or recreation of by including the a real life environment or situation. components especially virtual such as digital images, graphics, or sensations as a new layer of interaction with the real world. Virtual reality offers a Augmented reality digital recreation of a real delivers virtual life setting elements as an overlay to the real world. It makes the user feel like they are experiencing the reality by the stimulation of their vision and hearing. VR is typically achieved by wearing a headset like Facebook s Oculus equipped with the technology AR is expanded into apps and used on mobile devices to blends digital components into the real world. AR is achieved by using hand-held devices like smart phones, tablets etc. Fig. 1: Augmented Reality in the field of education and learning 209

when a camera points at it, and overlaying a digital image at that point on the screen. If the image is three-dimensional or animated, the effect is of a digital experience unfolding on the surface upon which the pattern is printed. Fig 2: Example for Virtual Reality Fig 3: Example for Augmented Reality Recently, mobile devices have become an ideal platform for Augmented Reality (AR) [4]. The aim of this survey is to enable the beginners understand and gain exposure about developing mobile applications using AR. II. AUGMENTED REALITY WITH MOBILE APPLICATIONS Augmented Reality (AR) is about overlaying pieces of a virtual world over the real world (in contrast to Virtual Reality (VR) that is about replacing the real world with a virtual one). On mobile devices, AR means enhancing what you can see through the device s camera with multimedia content for example we can point our mobile phone camera at a movie poster and watch its trailer, or we can point it at a star in the sky and learn its name. To implement this concept, mobile AR is enabled by mobile media devices combining camera, screen, GPS location, accelerometer and compass, image recognition capability and internet access which become mediums of interaction between user and system [5]. By using Mobile AR, people not only can interact with it to display the related information to pose and resolve uncertainty but also can collaborate with other people. This then makes the world becomes user interface (UI) [4]. Applications generally use one of two approaches: marker-based and location-based. Fig. 5: Example for mobile with AR Location-based Location-based applications use the ability of a particular device to record its position in the world and then offer data that s relevant to that location: finding your way around a city, remembering where you parked the car, naming the mountains around you or the stars in the sky. MARKER-BASED Vs MARKER-LESS AUGUMENTED REALITY: In a marker-based AR application the images are provided beforehand. In this kind of application we know exactly what the application should recognize while acquiring camera data. Nowadays, most of the applications dealing with image recognition are marker-based because it is simpler to detect things that are hard-coded in our application. A marker-less AR application recognizes images that were not provided to the application beforehand. This scenario is much more difficult to implement because the recognition algorithm running in your AR application should identify patterns, colors or some other "features" that may exist in camera frames. For example[11] if you algorithm is able to identify dogs, it means that the AR application will be able to trigger AR actions whenever a dog is detected, without providing images with all the dogs in the world (training a database for example) when developing the application. III. REQUIRMENTS & TOOLS USED FOR DEVLEOPING MOBILE APPS USING AR HARDWARE COMPONENTS REQUIRED: Fig. 4: Example for mobile with AR Marker-based Markers work by having software recognise a particular pattern, such as a barcode or symbol, 210 Hollerer described important components required for creating and supporting mobile AR applications which is given below [2]: 1. Computational platform that can generate and manage the virtual material to be layered on top of

the physical environment, process the tracker information, and control the AR display(s). 2. Displays to present the virtual material in the context of the physical world. In the case of augmenting the visual sense, these can be headworn displays, mobile hand-held displays, or displays integrated into the physical world. 3. Registration must also be addressed: aligning the virtual elements with the physical objects they annotate. 4. Wearable input and interaction technologies enable a mobile person to work with the augmented world (e.g., to make selections or access and visualize databases containing relevant material) and to further augment the world around them. They also make it possible for an individual to communicate and collaborate with other MARS users. 5. Wireless networking is needed to communicate with other people and computers while on the run. For example, this would make it possible to report train or bus delays and traffic conditions to the busy commuter. 6. Data storage and access technology. If a MARS is to provide information about a roaming individual s current environment, it needs to get the data about that environment from somewhere. Data repositories must provide information suited for the roaming individual s current context. FACTORS TO BE CONSIDERED: 1. Identify the use case for the augmented reality. 2. Select SDK that best suits the requirements. 3. Create the target objects 4. Create 2D / 3D virtual content objects for the augmented content. Augmented Reality Tools for developing apps for smart phones: Product Company License DroidAR Metaio SDK Vuforia SDK Wikitude SDK Metaio Qualcomm Wikitude GmbH V. APPLICATIONS Free and Commercial Free and Commercial Free and Commercial Commercial* Supported Platforms Android Android, ios, Windows PC, Google Glass, Epson Moverio BT-200, Vuzix M-100, Unity Android, ios, Unity Android, ios, Google Glass, Epson Moverio, Vuzix M-100, Optinvent ORA1, PhoneGap, Titanium, Xamarin Education: AR applications can become the backbone of the education industry. Apps are being developed which embed text, images, and videos, as well as real world curriculums. Numerous AR tools exist at the moment and that can be used to develop apps for smart-phones, tablets or even smart-glasses. The following table contains information about some of the tools: [7] Product Company License ARPA SDKs ARLab SDKs Arpa Solutions Commercial* Supported Platforms Android, ios (ARPA SDKs), Google Glass (ARPA GLASS SDK), Android, ios, Windows PC (ARPA Unity Plugin) ARLab Commercial Android, ios Fig 6: Students can use Mobile AR app to visualize the reality of the images they study. Advertising and Marketing: Printing and advertising industries are developing apps to display digital content on top of real world magazines. Fig 7: Industries can use Mobile AR applications to improve their business 211

Tourism: With help of AR, travellers can REFERENCES: access real-time information of historical places just by pointing their camera to subjects. Language Interpretation: AR is helpful in development of translation apps that can 1. Vasselai, Gabriela Tinti, Dalton Solano dos Reis, and Paulo Cesar Rodacki Gomes. "A case study of augmented reality for mobile interpret text in other languages for you. platforms." In Virtual Reality (SVR), 2011 XIII Location based AR apps are major forms of AR apps. Users can access information Symposium on, pp. 225-231. IEEE, 2011. about nearest places relative to current location. They can get information about places and choose based on user reviews. 2. Adhani, Nur Intan, and Dayang Rohaya Awang Rambli. "A survey of mobile augmented reality Gaming: With the help of Unity 3d Engine, applications." In 1st International Conference AR is being used to develop real-time 3D Games. on Future Trends in Computing and Communication Technologies, pp. 89-96. VI. ADVANTAGES AND DISADVANTAGES Advantages: 1. By using the mobile technology, the AR application can be experienced at the location where we are geographically. 2. Mobile technology using AR is well suited for ubiquitous learning. 3. Mobile-AR technology are low cost as compared to permanent or special-purpose AR technology. 4. Many people can own their own necessary hardware to experience mobile AR technology as current smartphones contain necessary hardware components to implement mobile-ar applications. Disadvantages: 1. Because of the resources on most mobile devices are limited, it makes mobile AR applications complex to implement. 2. Limited memory: Amount of content that can be resident on mobile device limits the application usage. VII. CONCLUSION With Augmented Reality, visions that were seen as dreams can now becoming a reality. It has opened up the scope for limitless possibilities in games, sports, education, engineering and medicine and more. As smart phones are becoming more and more technology efficient it is becoming easier for developers to create immersive, rich augmented reality experiences through mobile apps. 2012. 3. Papagiannakis, George, Gurminder Singh, and Nadia Magnenat Thalmann. "A survey of mobile and wireless technologies for augmented reality systems." Computer Animation and Virtual Worlds 19, no. 1 (2008): 3-22. 4. Krishnamoorthy, Dr, and S. Chidambaranathan. "Clever Cardnovel Authentication Protocol (NAUP) in Multi- Computing Internet of Things Environs." (2017). 5. Siltanen, Sanni. Theory and applications of marker-based augmented reality. VTT, 2012. 6.. http://www.developereconomics.com/top-5- tools-for-augmented-reality-in-mobile-apps/ 7. http://www.developereconomics.com/top-5- tools-for-augmented-reality-in-mobile-apps/ 8. http://howcanfix.com/30717/difference- between-marker-based-and-markerless- augmented-reality 212

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