Augmented Reality for Android Application Development

As an Android developer, including Augmented Reality (AR) in your mobile apps could be a profitable new string to your bow. This tutorial takes you through every aspect of AR for Android with lots of hands-on exercises.
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Augmented Reality for Android Application Development

Jens Grubert, Dr. Raphael Grasset

1 customer reviews
As an Android developer, including Augmented Reality (AR) in your mobile apps could be a profitable new string to your bow. This tutorial takes you through every aspect of AR for Android with lots of hands-on exercises.
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Book Details

ISBN 139781782168553
Paperback130 pages

Book Description

Augmented Reality offers the magical effect of blending the physical world with the virtual world, which brings applications from your screen into your hands. AR redefines advertising and gaming, as well as education. It will soon become a technology that will have to be mastered as a necessity by mobile application developers.

Augmented Reality for Android Application Development enables you to implement sensor-based and computer vision-based AR applications on Android devices. You will learn about the theoretical foundations and practical details of implemented AR applications, and you will be provided with hands-on examples that will enable you to quickly develop and deploy novel AR applications on your own.

Augmented Reality for Android Application Development will help you learn the basics of developing mobile AR browsers, how to integrate and animate 3D objects easily with the JMonkeyEngine, how to unleash the power of computer vision-based AR using the Vuforia AR SDK, and will teach you about popular interaction metaphors. You will get comprehensive knowledge of how to implement a wide variety of AR apps using hands-on examples.

This book will make you aware of how to use the AR engine, Android layout, and overlays, and how to use ARToolkit. Finally, you will be able to apply this knowledge to make a stunning AR application.

Table of Contents

Chapter 1: Augmented Reality Concepts and Tools
A quick overview of AR concepts
Summary
Chapter 2: Viewing the World
Understanding the camera
Accessing the camera in Android
Live camera view in JME
Summary
Chapter 3: Superimposing the World
The building blocks of 3D rendering
Real camera and virtual camera
Using the scenegraph to overlay a 3D model onto the camera view
Improving the overlay
Summary
Chapter 4: Locating in the World
Knowing where you are – handling GPS
Knowing where you look – handling inertial sensors
Improving orientation tracking – handling sensor fusion
Getting content for your AR browser – the Google Places API
Summary
Chapter 5: Same as Hollywood – Virtual on Physical Objects
Introduction to computer vision-based tracking and Vuforia
Vuforia architecture
Configuring Vuforia to recognize objects
Putting it together – Vuforia with JME
Chapter 6: Make It Interactive – Create the User Experience
Pick the stick – 3D selection using ray picking
Proximity-based interaction
Simple gesture recognition using accelerometers
Summary
Chapter 7: Further Reading and Tips
Managing your content
Improving recognition and tracking
Advanced interaction techniques
Summary

What You Will Learn

  • Decide which AR approach is right for you: sensor-based or computer vision-based
  • Get camera-access for Android
  • Overlay 3D objects on physical images with the JMonkeyEngine
  • Learn how to use the GPS sensor to locate yourself in the world
  • Master orientation sensors
  • Learn the building blocks of implementing Augmented Reality Browsers
  • Understand the power of the Vuforia SDK for computer vision-based AR
  • Enable user interaction with Augmented Objects

Authors

Table of Contents

Chapter 1: Augmented Reality Concepts and Tools
A quick overview of AR concepts
Summary
Chapter 2: Viewing the World
Understanding the camera
Accessing the camera in Android
Live camera view in JME
Summary
Chapter 3: Superimposing the World
The building blocks of 3D rendering
Real camera and virtual camera
Using the scenegraph to overlay a 3D model onto the camera view
Improving the overlay
Summary
Chapter 4: Locating in the World
Knowing where you are – handling GPS
Knowing where you look – handling inertial sensors
Improving orientation tracking – handling sensor fusion
Getting content for your AR browser – the Google Places API
Summary
Chapter 5: Same as Hollywood – Virtual on Physical Objects
Introduction to computer vision-based tracking and Vuforia
Vuforia architecture
Configuring Vuforia to recognize objects
Putting it together – Vuforia with JME
Chapter 6: Make It Interactive – Create the User Experience
Pick the stick – 3D selection using ray picking
Proximity-based interaction
Simple gesture recognition using accelerometers
Summary
Chapter 7: Further Reading and Tips
Managing your content
Improving recognition and tracking
Advanced interaction techniques
Summary

Book Details

ISBN 139781782168553
Paperback130 pages
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