Augmented-Reality-Based Indoor Navigation: A Comparative Analysis of Handheld Devices Versus Google Glass

Author(s):  
Umair Rehman ◽  
Shi Cao
2019 ◽  
Vol 3 (1) ◽  
pp. 1-17 ◽  
Author(s):  
Angelin Gladston ◽  
Aadharshika Duraisamy

Any user can navigate outdoors by using online maps with the help of a GPS signal, but navigation in an indoor environment is difficult as the GPS signals can be weak inside a building. In this article, a system for providing a solution for indoor navigation with the help of augmented reality technology based on a computer vision approach is developed so as to provide navigational assistance to users in any new or unknown environment. This is done with an android based mobile phone application. This can be done by using augmented reality technology along with a computer vision-based approach to find where the user is and what is present in front of the user. Using this information, the user can get to navigate inside the building.


2019 ◽  
Vol 3 (2) ◽  
pp. 1
Author(s):  
Arienda Addis Prasetyo

Revolusi Industri 4.0 membawa perubahan besar diaspek kehidupan, baik Pemerintah, pendidikan, industri, dan perusahaan. Perkembangan teknologi digital dan internet membuat pekerjaan manusia mudah dan cepat. Sehingga berdampak di perpustakaan sebagai penyedia informasi, lantas perpustakaan terus meningkatkan fitur layanan dengan penguatan pada integrasi dan konektivitas layanan perpustakaan virtual untuk generasi masa kini. Jenis penulisan artikel ini adalah kualitatif deskriptif dengan metode studi pustaka (library research). Dengan memperhatikan aspek pengembangan teknologi digital perpustakaan yang ramah lingkungan, seperti library makerspace, google glass, digitalisasi, big data, cloudcomputing dan augmented reality. Konsep pengembangan perpustakaan di era digital ini mencangkup tiga hal pengalaman pemustaka, koleksi didukung data, dan inovasi kolaboratif.


Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


2017 ◽  
Vol 124 ◽  
pp. 306-319 ◽  
Author(s):  
Alexandra Rese ◽  
Daniel Baier ◽  
Andreas Geyer-Schulz ◽  
Stefanie Schreiber

2015 ◽  
Vol 75 ◽  
pp. 281-290 ◽  
Author(s):  
Fernando Suárez-Warden ◽  
Eduardo González Mendívil ◽  
Ciro A. Rodríguez ◽  
Salvador Garcia-Lumbreras

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