Augmented Reality Indoor Navigation Using Handheld Devices

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.

Author(s):  
Mathias Dahlström ◽  
Richard Lewis Jones ◽  
Marko Balabanovic

NRU (“near you”) is a new mobile phone application for finding nearby activities. The application displays restaurants, bars, cafes, and so forth close to the user, on a display that updates as the user rotates it and moves it around his or her body, encouraging real-world interaction. This device is a simplified form of augmented reality that works on an existing consumer phone handset, combining location and orientation sensors with a touchscreen interface. In this paper, the authors explain the design of the system and the technologies involved, and share some experiences from the application’s first 6 months in operation.


2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Ahmad Hiera Maldanop ◽  
Yossi Nurhidayati ◽  
Ali Ibrahim

AbstractCampus is a place of learning with many buildings and rooms. Due to the number of rooms available, it is not uncommon for students and lecturers to enter the wrong room where learning and teaching are provided so that often interfere with the activities of the users of the room at that time. This application is used as a means of information to find out who and whenever study space on campus fasilkom unsri used. This application applies Augmented Reality technology that combines virtual objects into the real world so that the information can only be viewed through the intermediary of mobile phone camera or computer. With this application is expected to facilitate users in knowing information about the classroom that will be used so as not to interfere with the activities of other users of the room.Keywords – Augmented Reality, Marker, Information, AndroidAbstrak - Kampus merupakan tempat belajar yang terdiri dari banyak gedung dan ruangan. Karena banyaknya ruangan yang tersedia, maka tidak jarang para mahasiswa dan dosen salah dalam memasuki ruangan tempat belajar dan mengajar disediakan sehingga seringkali mengganggu kegiatan pengguna ruangan pada saat itu. Aplikasi ini digunakan sebagai sarana informasi untuk mengetahui siapa dan kapan saja ruang belajar di kampus fasilkom unsri dipakai. Aplikasi ini menerapkan teknologi Augmented Reality yang menggabungkan objek virtual ke dunia nyata sehingga informasinya hanya dapat dilihat melalui perantara kamera handphone ataupun komputer. Dengan adanya aplikasi ini diharapkan dapat mempermudah penggunanya dalam mengetahui informasi mengenai ruang kelas yang akan digunakannya sehingga tidak mengganggu kegiatan pengguna ruangan lain.Kata Kunci – Augmented Reality, Marker, Informasi, Android


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):  
Mathias Dahlström ◽  
Richard Lewis Jones ◽  
Marko Balabanovic

NRU (“near you”) is a new mobile phone application for finding nearby activities. The application displays restaurants, bars, cafes, and so forth close to the user, on a display that updates as the user rotates it and moves it around his or her body, encouraging real-world interaction. This device is a simplified form of augmented reality that works on an existing consumer phone handset, combining location and orientation sensors with a touchscreen interface. In this paper, the authors explain the design of the system and the technologies involved, and share some experiences from the application’s first 6 months in operation.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Fawad Alam, Khurram Iqbal, Syed Asim Ali

Augmented Reality (AR) technology has effective potential that enhances and replaces the old way of learning into a new digitized smart learning environment by converting the school books into a virtual 3D environment, which helps students extracting and absorbing complex concepts in less amount of time. AR is a computer vision-based technology that works by tracking the surrounding using a smartphone camera and then superimposing virtual 3D objects into the real world. The capabilities of AR make classes more engaging, collaborative, and interactive. Studying may not be every student's cup of tea but with the help of a smart learning environment; school lessons can be much more interesting, interactive, and fun to learn. This article aims to brief insight that the interactive AR chemistry application may lead the students to grasp difficult concepts of chemistry more easily entertainingly and engagingly.  


Author(s):  
Misiuk Tetiana ◽  
Yuriy Kondratenko ◽  
Ievgen Sidenko ◽  
Galyna Kondratenko

This article analyzes the algorithms of computer vision, the features of the application of augmented reality technology and existing software modules, frameworks and libraries. The result is a computer vision mobile system (application) using augmented reality technology, which allows users (for example, students) to obtain additional virtual information about the research object and to be able to interact with it. The functional model of the system is formed, the process of application development using the Vuforia library is described and the results of the work are given. The result is an Android application, which using augmented reality tools, allows the user to obtain a virtual environment object in a real-world. This computer vision mobile system is intended for educational purposes, in particular for use in schools and universities for more effective interaction between users and educational material.


2019 ◽  
Author(s):  
Gabriel Bio Guerra ◽  
Matheus Ferreira Da Costa ◽  
Matheus Henrique Palinkas Dos Santos

Augmented reality is a technology that has been growing every day, being used in various fields, such as architecture, games and medicine, and because of this growth, several applications of this resource arise. With this in mind, this project seeks to apply augmented reality in the classroom by the use of smartphones. Our intention is to show that a device that can hinder learning, can also helps a lot when applied in a favorable way to learning. Basically, with an easy-to-use mobile phone application, students will be able to see pictures from their textbook in three dimensions and animated, thus making learning more dynamic and playful. By not modifying the content of the textbook, the application can be used in several schools, requiring the application and the textbook for which it was developed.


2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


Sign in / Sign up

Export Citation Format

Share Document