scholarly journals Location Based Augmented Reality Application

Author(s):  
Rachana Mazhar Visavadiyaa ◽  
Zunaira Zubair Ahmed

Augmented reality is a technology wherein the realworld surroundings are modified by information such as text, graphics, video or GPS data, which is generated digitally. This technology works by enhancing the user’s current perception of the reality. Information about the real-world and its objects can be overlaid on the real-world. For adequate user experience, the displayed information must be specific. With advancement in AR technology, applications have been developed that make the user’s environment interactive and, digitally alterable. In this paper, we describe the implementation of location-based augmented reality applications. Further information has been incorporated about the software that can be used to develop such an application.  

2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


2019 ◽  
Vol 10 (3) ◽  
pp. 40-48
Author(s):  
Ankur Vijay Chaudhari ◽  
Aditi Rahul Rupade ◽  
Abhilasha Anil Talele

M-commerce is constantly changing and those wanting to get ahead in the market need to have their finger on the pulse. More than half the number of shoppers abandon their carts before completing a purchase or return a particular product saying that it was not as expected. The Augmented Reality Application for Home Shopping will help users to get a better view of the product by providing a virtual representation. It gives the user a mocked-up version of how their home could look when fitted out with various items or products. The entire scene that users see is a virtually generated version of a home, and how various products would appear in the real world. The current market works on marker-based tracking which hampers the true value of augmented reality. The proposed methodology provides an idea of using markerless tracking which is more efficient and requires less effort from user's side.


2018 ◽  
Vol 7 (2) ◽  
pp. 129-142
Author(s):  
Randy Permana ◽  
Harkamysah Andrianof ◽  
Riandana Afira

This research is the development of one technology called Augmented Reality. Augmented Reality works by combining the real world with the virtual world to produce information to users. The tourism object of West Sumatra has quite promising potential, but the potential is still covered by weak management and promotion that are still not sufficient. This study seeks to create an Android-based Augmented Reality application to introduce tourism objects in West Sumatra with a focus on early development on tourism objects in the Clock Tower in Bukittinggi and Carocok Beach in the south coast. The results of this study make Augmented Reality technology a more innovative and attractive promotional media so that it can increase tourist interest to visit the tourism object.


2020 ◽  
Vol 6 (2) ◽  
pp. 113-128
Author(s):  
Muhammad Hafidh Al-Ghifari ◽  
Maulana Rizqi

The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.


2021 ◽  
Vol 11 (2) ◽  
pp. 651-664
Author(s):  
K. Dhivya

Today, Augmented Reality plays a vital role in the tech industry. This paper is based on Augmented Reality car application and is an important topic in R&D. This application, enables to place and drive virtual cars in the real world. This paper briefly, discuss about introducing Augmented Reality application for “Android”, because not everybody can afford for an iPhone which has tons of AR applications. This is the reason why this optimised AR car application is made only for Android. It enables to place cars in real world with exact dimensions. The tools used to build this application are “UNITY” and “VUFORIA”. So, it gets easier to see whether a car can fit into a particular place or not, we can see how many cars can fit in a particular place and also, we can drive a car virtually to see whether it is possible to park a car in a congested place. It clearly shows that it saves time to park a car when compared to manual work. The result examined that real world interaction of car using Augmented Reality was successfully executed by placing multiple cars and in the mere future, there will be an update to move the car in all possible directions. It will play a major role in AR based research and also will be very useful for car buyers and also for the car companies.


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


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.


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