Indoor Navigation Using Augmented Reality

Author(s):  
Satya Kiranmai Tadepalli ◽  
Preethivardhan Anusri Ega ◽  
Pavan Kalyan Inugurthi

This system advice directions to the destination in the user’s camera screen. QR codes shall be installed at all possible destinations in the building assuming any destination can be the starting point of the user. Users must scan a QR code to select a destination. Google AR Core takes live feed from the user's camera and does simultaneous localization and mapping to update the user’s location. Shortest path to the chosen destination is found using A * algorithm and the directions to the destination are shown in the user's camera screen using Augmented Reality. The application is developed in Unity from scratch using some essential plugins like Google ARCore. We aim at developing the front end in the simplest way possible so that the users can easily reach their destination by just opening the camera where the directions are shown as animations in their surroundings.

2015 ◽  
Vol 75 (2) ◽  
Author(s):  
Syazani Suhaifi ◽  
Junaidi Abdullah ◽  
Ku Day Chyi

Marker Based Augmented Reality requires files and resources that have to be loaded from storage such as a local machine or a web server. We proposed a resource-independent method of transmitting AR content by encoding resources such as 3D model files as QR code and using the QR code itself as the marker. The AR system does not need any online and local storage. We processed the content to best fit it into the QR code. Larger contents are then split to multiple QR codes and the data is joined together by the application on the other end.


Author(s):  
Ekaterina Sukhareva ◽  
Tatiana Tomchinskaya ◽  
Ilya Serov

The article discusses the use of SLAM (simultaneous localization and mapping) technology, with the help of which it is possible to build Indoor navigation systems using augmented reality technology, including on mobile platforms. The article also provides an overview of the positive and negative aspects of the SLAM technology its principle of operation for positioning a navigator using augmented reality in a university building within the framework of a student project are reviewed. The already implemented projects on similar topics, but using other technologies are considered their features are described. An example of the implementation of an indoor positioning system in a university using SLAM is given.


Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg & Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


Author(s):  
Mingliang Xu ◽  
Qingfeng Li ◽  
Jianwei Niu ◽  
Hao Su ◽  
Xiting Liu ◽  
...  

Quick response (QR) codes are usually scanned in different environments, so they must be robust to variations in illumination, scale, coverage, and camera angles. Aesthetic QR codes improve the visual quality, but subtle changes in their appearance may cause scanning failure. In this article, a new method to generate scanning-robust aesthetic QR codes is proposed, which is based on a module-based scanning probability estimation model that can effectively balance the tradeoff between visual quality and scanning robustness. Our method locally adjusts the luminance of each module by estimating the probability of successful sampling. The approach adopts the hierarchical, coarse-to-fine strategy to enhance the visual quality of aesthetic QR codes, which sequentially generate the following three codes: a binary aesthetic QR code, a grayscale aesthetic QR code, and the final color aesthetic QR code. Our approach also can be used to create QR codes with different visual styles by adjusting some initialization parameters. User surveys and decoding experiments were adopted for evaluating our method compared with state-of-the-art algorithms, which indicates that the proposed approach has excellent performance in terms of both visual quality and scanning robustness.


Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


2021 ◽  
Vol 17 (2) ◽  
pp. 1-22
Author(s):  
Jingao Xu ◽  
Erqun Dong ◽  
Qiang Ma ◽  
Chenshu Wu ◽  
Zheng Yang

Existing indoor navigation solutions usually require pre-deployed comprehensive location services with precise indoor maps and, more importantly, all rely on dedicatedly installed or existing infrastructure. In this article, we present Pair-Navi, an infrastructure-free indoor navigation system that circumvents all these requirements by reusing a previous traveler’s (i.e., leader) trace experience to navigate future users (i.e., followers) in a Peer-to-Peer mode. Our system leverages the advances of visual simultaneous localization and mapping ( SLAM ) on commercial smartphones. Visual SLAM systems, however, are vulnerable to environmental dynamics in the precision and robustness and involve intensive computation that prohibits real-time applications. To combat environmental changes, we propose to cull non-rigid contexts and keep only the static and rigid contents in use. To enable real-time navigation on mobiles, we decouple and reorganize the highly coupled SLAM modules for leaders and followers. We implement Pair-Navi on commodity smartphones and validate its performance in three diverse buildings and two standard datasets (TUM and KITTI). Our results show that Pair-Navi achieves an immediate navigation success rate of 98.6%, which maintains as 83.4% even after 2 weeks since the leaders’ traces were collected, outperforming the state-of-the-art solutions by >50%. Being truly infrastructure-free, Pair-Navi sheds lights on practical indoor navigations for mobile users.


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