Promotional media used in the marketing of housing using catalogs that display 2D images of houses from one side of the house make potential customers unable to imagine the design of all parts of the house. Augmented Reality can be used as an interactive marketing media so that it can be used to display homes in 3D so that they appear more real from all sides so that prospective customers can consider the type of house to be chosen. Development of this application using the Multimedia Development Life Cycle. Application development uses the FAST algorithm as detection of home catalog markers to define how well images can be detected and tracked. The FAST algorithm will calculate every pixel on the target image in determining the corner when scanning the home catalog then it will produce a 3D object home to see the real shape design of the house.
AUGMENTECHTURE - 3D Projection of Building Construction Floor Plan using Mark...vivatechijri
ย
This document discusses using augmented reality technology to project 3D models of building construction floor plans. It begins by introducing the topic and importance of using AR for real-time visualization, better collaboration, increased safety, greater implementation of BIM, and delivering projects on time and budget. The methodology section outlines creating 2D floor plans, 3D models, and an Android application to allow users to visualize construction projects in AR. Partial implementation results are also shown.
IRJET - Architectural Visualizer in AndroidIRJET Journal
ย
The document discusses developing an architectural visualization application for Android. It begins with an introduction to architectural rendering and visualization software. It then outlines the proposed system which uses a request-response model with three modules: a user module, VizBuddy module, and Firebase database. The user can log in, select creative or visual modes, upload photos, and select colors. VizBuddy applies colors to photo layers and the modified photo can be purchased with supplier information provided. The conclusion states that the application will allow easy design of home walls and features based on user choices.
This document discusses using augmented reality (AR) technology to enhance the real estate industry. It proposes developing a mobile application that allows users to view virtual 3D models of properties overlaid on the real world using their device's camera. This would let buyers visually explore properties from anywhere without physically visiting. The application is intended to make the home shopping process more efficient for buyers and agents by providing accurate virtual previews of properties. It may help buyers make quicker, better-informed decisions and reduce in-person visits and uncertainty. The document outlines the proposed application's workflow and technical components like Unity, Vuforia for image recognition, and SketchUp for 3D modeling. The goal is to let users virtually preview homes through their
IRJET- Augmented Reality based Interior Decorator SystemIRJET Journal
ย
This document describes an augmented reality (AR) based interior decorator system. The system allows users to visualize how different furniture items would look in their home by placing virtual 3D models of furniture into the real-world environment using AR markers. The system architecture includes modules for image capturing, processing, tracking, rendering and displaying the virtual objects overlaid on the real-world view. Users can manipulate and change the virtual furniture items using gestures to select the best design layout before finalizing their purchases. The system aims to make the furniture selection and interior design process more interactive and time-efficient for users.
PRO-VAS: utilizing AR and VSLAM for mobile apps development in visualizing ob...TELKOMNIKA JOURNAL
ย
The development of mobile apps with augmented reality (AR) would enhance the capability in visualizing the scene or environment. Any apps supported by computer aided design versions with 3D models makes the design more realistic, such as in the form of websites or mobile apps. However, the current features for online platforms for shopping are quite limited and lack 3D visualization features. This paper presents the development of a mobile application, pro-visualizer app called PRO-VAS, that utilizes AR for scanning and visualizing the environment. PRO-VAS acts as a product visualizer that applies visual simultaneous localization and mapping (VSLAM) for localization of the product in AR based systems.
The main components of PRO-VAS are ARCore from Google for interactive purposes, and the depth mapping from red green blue depth (RGB-D) phone camera with point plane generator and markerless tracking method. The last component of the app is the set of objects from the unity store, which can be chosen in PRO-VAS for the scanned scene area. The app was tested in various environments involving different objects and has shown competitive results. In the future, more features and products can be added to the apps.
Implementation of Augmented Reality as Information and Promotion Media on Die...TELKOMNIKA JOURNAL
ย
Information and promotion became necessary for tourists to get also improve their knowledge of
tourism and their experiences about the tourist destination. Dieng tourist area had manytourist attractions
and would be styled to be promoted at the world level tourism by Central Java government in Indonesia,
but tourist information and promotional media not yet structured and interactive, as well as the need of
media that can provide knowledge, experience for tourists with packaged in an interactive and interesting
way. The purpose of this research is to produce Augmented Reality application that could visualize
information of Dieng tourism objects, as an interactive, interesting information and tourism promotional
media. The user would get information about every tourist attraction in Dieng through the augmented
reality application that contains many contents about the sites by scanned Natural Marker that already
exist in every Dieng tourist attraction sites with his smartphone.
This document describes the development of an augmented reality (AR) mobile application for educational purposes. It discusses the objectives of creating an interactive AR application to help students better understand challenging concepts through visualization. The document outlines the software and hardware requirements, as well as the methodology used, which follows the ADDIE instructional design model. It provides examples of 3D models created for the application's computer hardware, networks, and AI problem-solving modules. The application aims to enhance learning through an engaging, immersive AR experience.
This document contains information about a final year project that involves developing an augmented reality application called "Greetings Malaysia". The application will present greeting cards in 3D using AR to show how various Malaysian festivals are celebrated. It will use marker-based augmented reality techniques where physical markers are scanned using the mobile app to trigger the 3D AR content. The project will involve designing cards with 3D models, developing the application using tools like Unity and Vuforia, testing the functionality, and evaluating the results. Literature references discuss mobile AR applications, marker-based AR techniques, and an example of an AR greeting card application.
AUGMENTECHTURE - 3D Projection of Building Construction Floor Plan using Mark...vivatechijri
ย
This document discusses using augmented reality technology to project 3D models of building construction floor plans. It begins by introducing the topic and importance of using AR for real-time visualization, better collaboration, increased safety, greater implementation of BIM, and delivering projects on time and budget. The methodology section outlines creating 2D floor plans, 3D models, and an Android application to allow users to visualize construction projects in AR. Partial implementation results are also shown.
IRJET - Architectural Visualizer in AndroidIRJET Journal
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The document discusses developing an architectural visualization application for Android. It begins with an introduction to architectural rendering and visualization software. It then outlines the proposed system which uses a request-response model with three modules: a user module, VizBuddy module, and Firebase database. The user can log in, select creative or visual modes, upload photos, and select colors. VizBuddy applies colors to photo layers and the modified photo can be purchased with supplier information provided. The conclusion states that the application will allow easy design of home walls and features based on user choices.
This document discusses using augmented reality (AR) technology to enhance the real estate industry. It proposes developing a mobile application that allows users to view virtual 3D models of properties overlaid on the real world using their device's camera. This would let buyers visually explore properties from anywhere without physically visiting. The application is intended to make the home shopping process more efficient for buyers and agents by providing accurate virtual previews of properties. It may help buyers make quicker, better-informed decisions and reduce in-person visits and uncertainty. The document outlines the proposed application's workflow and technical components like Unity, Vuforia for image recognition, and SketchUp for 3D modeling. The goal is to let users virtually preview homes through their
IRJET- Augmented Reality based Interior Decorator SystemIRJET Journal
ย
This document describes an augmented reality (AR) based interior decorator system. The system allows users to visualize how different furniture items would look in their home by placing virtual 3D models of furniture into the real-world environment using AR markers. The system architecture includes modules for image capturing, processing, tracking, rendering and displaying the virtual objects overlaid on the real-world view. Users can manipulate and change the virtual furniture items using gestures to select the best design layout before finalizing their purchases. The system aims to make the furniture selection and interior design process more interactive and time-efficient for users.
PRO-VAS: utilizing AR and VSLAM for mobile apps development in visualizing ob...TELKOMNIKA JOURNAL
ย
The development of mobile apps with augmented reality (AR) would enhance the capability in visualizing the scene or environment. Any apps supported by computer aided design versions with 3D models makes the design more realistic, such as in the form of websites or mobile apps. However, the current features for online platforms for shopping are quite limited and lack 3D visualization features. This paper presents the development of a mobile application, pro-visualizer app called PRO-VAS, that utilizes AR for scanning and visualizing the environment. PRO-VAS acts as a product visualizer that applies visual simultaneous localization and mapping (VSLAM) for localization of the product in AR based systems.
The main components of PRO-VAS are ARCore from Google for interactive purposes, and the depth mapping from red green blue depth (RGB-D) phone camera with point plane generator and markerless tracking method. The last component of the app is the set of objects from the unity store, which can be chosen in PRO-VAS for the scanned scene area. The app was tested in various environments involving different objects and has shown competitive results. In the future, more features and products can be added to the apps.
Implementation of Augmented Reality as Information and Promotion Media on Die...TELKOMNIKA JOURNAL
ย
Information and promotion became necessary for tourists to get also improve their knowledge of
tourism and their experiences about the tourist destination. Dieng tourist area had manytourist attractions
and would be styled to be promoted at the world level tourism by Central Java government in Indonesia,
but tourist information and promotional media not yet structured and interactive, as well as the need of
media that can provide knowledge, experience for tourists with packaged in an interactive and interesting
way. The purpose of this research is to produce Augmented Reality application that could visualize
information of Dieng tourism objects, as an interactive, interesting information and tourism promotional
media. The user would get information about every tourist attraction in Dieng through the augmented
reality application that contains many contents about the sites by scanned Natural Marker that already
exist in every Dieng tourist attraction sites with his smartphone.
This document describes the development of an augmented reality (AR) mobile application for educational purposes. It discusses the objectives of creating an interactive AR application to help students better understand challenging concepts through visualization. The document outlines the software and hardware requirements, as well as the methodology used, which follows the ADDIE instructional design model. It provides examples of 3D models created for the application's computer hardware, networks, and AI problem-solving modules. The application aims to enhance learning through an engaging, immersive AR experience.
This document contains information about a final year project that involves developing an augmented reality application called "Greetings Malaysia". The application will present greeting cards in 3D using AR to show how various Malaysian festivals are celebrated. It will use marker-based augmented reality techniques where physical markers are scanned using the mobile app to trigger the 3D AR content. The project will involve designing cards with 3D models, developing the application using tools like Unity and Vuforia, testing the functionality, and evaluating the results. Literature references discuss mobile AR applications, marker-based AR techniques, and an example of an AR greeting card application.
Interior Designing Mobile Application based on Markerless Augmented Reality (AR)IRJET Journal
ย
This document describes a proposed mobile application for interior design using markerless augmented reality. The application would allow customers to visualize 3D models of furniture and appliances in their real-world environment in real-time before purchasing. It operates using motion tracking, environmental understanding, and light estimation from the mobile device's sensors and camera. The goal is to give customers a more immersive experience when designing interior spaces compared to traditional static 2D design methods. It aims to reduce time, effort and uncertainty in furniture selection by allowing users to preview items virtually in their own homes.
Personalised Product Design Using Virtual Interactive Techniques ijcga
ย
Use of Virtual Interactive Techniques for personalized product design is described in this paper. Usually products are designed and built by considering general usage patterns and Prototyping is used to mimic the static or working behaviour of an actual product before manufacturing the product. The user does not
have any control on the design of the product. Personalized design postpones design to a later stage. It allows for personalized selection of individual components by the user. This is implemented by displaying the individual components over a physical model constructed using Cardboard or Thermocol in the actual size and shape of the original product. The components of the equipment or product such as
screen, buttons etc. are then projected using a projector connected to the computer into the physical model. Users can interact with the prototype like the original working equipment and they can select, shape, position the individual components displayed on the interaction panel using simple hand gestures. Computer Vision techniques as well as sound processing techniques are used to detect and recognize the user gestures captured using a web camera and microphone.
This document discusses using augmented reality (AR) in medical education. It begins by defining AR and how it can integrate virtual objects into real environments in real-time. The document then discusses how AR provides remote learning and interactive simulations, making it well-suited for medical education. It provides examples of AR being adopted by medical schools worldwide. The rest of the document details the proposed development of a "Smart Education App" using AR to enhance medical training in an affordable way. It describes the implementation process and tools used, including marker-based recognition, 3D tracking, and integration with Unity.
We propose a methodology to measure objectโs dimension using Augmented reality based smartphone application.
This technique is quite useful for various applications like proper package size estimation in packaging industry, interior object dimension for decoration industry ,measuring the area, breadth, angle, and depth of text and sprites for game development, animation, or graphic design purposes.
In particular this method is very useful whenever a measuring tape or scale is not available.
We use accelerometer, gyroscope available in smart-phones to record real-time data which help to understand mobileโs movement.
These data will be used to measure dimensions of the live object by calibrating mobile from one point to another using point cloud in unity.
The Quantify app's augmented reality capabilities provide enhanced visualization, enabling you to see measurements directly overlaid on the real-world environment.
IRJET- Augmented Reality in Interior DesignIRJET Journal
ย
This paper proposes using augmented reality for interior design. It discusses how augmented reality can allow users to visualize virtual furniture in their real-world environment using their mobile device. This allows users to see what furniture would look like in their home before purchasing, reducing returns. The paper outlines different types of augmented reality techniques like marker-based and markerless AR. It proposes developing a mobile app that allows users to select, place, and interact with 3D furniture models using markerless AR. The goals are to render furniture models and allow interaction through gestures. This could make online furniture shopping more convenient while reducing costs and returns.
Though we are in 21st century with lots of development in the field of technology and improved phases of
using applications within the reach of our finger tips, the urge towards a novel and better technology for a
life of ease ne'er comes to cease. One such new technology is augmented reality. This is an application where
customers can shop online in the smartest way by trying on different accessories like hats, sunglasses,
necklaces etc just using our mobile camera. This application gives a user-friendly frontal image of face with
no/light makeup and short/bound hair. The Beauty experts system will not only suggest the user suitable
makeup and coiffure, it even shows the synthetic effects.
Software Agents Role and Predictive Approaches for Online AuctionsIRJET Journal
ย
1. Software agents can play a significant role in online auctions by making predictions and interacting with bidders autonomously with little human intervention.
2. A software bidding agent uses machine learning approaches like collecting auction data and defining features to forecast prices. It also considers characteristics like being autonomous, proactive, reactive, social, and intelligent.
3. Social media data from platforms like Twitter can be used alongside machine learning techniques to predict prices by analyzing sentiments in large, real-time, unstructured data streams generated by users.
IRJET- Campus Navigation System Based on Mobile Augmented RealityIRJET Journal
ย
The document proposes a campus navigation system using mobile augmented reality. The system would allow users unfamiliar with the large campus of Priyadarshini College of Engineering to navigate between locations. It uses an Android application that combines image recognition and GPS to identify buildings and provide navigation instructions. The application scans buildings on campus using the phone's camera, matches them to labeled images in a database, and displays the building name and other details in augmented reality. The system aims to help new students, faculty and visitors easily navigate an unfamiliar campus area through their mobile phone.
Single object detection to support requirements modeling using faster R-CNNTELKOMNIKA JOURNAL
ย
Requirements engineering (RE) is one of the most important phases of a software engineering project in which the foundation of a software product is laid, objectives and assumptions, functional and non-functional needs are analyzed and consolidated. Many modeling notations and tools are developed to model the information gathered in the RE process, one popular framework is the iStar 2.0. Despite the frameworks and notations that are introduced, many engineers still find that drawing the diagrams is easier done manually by hand. Problem arises when the corresponding diagram needs to be updated as requirements evolve. This research aims to kickstart the development of a modeling tool using Faster Region-based Convolutional Neural Network for single object detection and recognition of hand-drawn iStar 2.0 objects, Gleam grayscale, and Salt and Pepper noise to digitalize hand-drawn diagrams. The single object detection and recognition tool is evaluated and displays promising results of an overall accuracy and precision of 95%, 100% for recall, and 97.2% for the F-1 score.
This document summarizes a research paper that developed a virtual interior decorating app using markerless augmented reality. The app allows users to visualize how different furniture items would look in their home by projecting 3D models of furniture into the user's environment. This helps users make informed purchasing decisions. The app was created using ARCore to enable markerless augmented reality tracking and placement of virtual objects. The research paper also reviews several related works that used augmented reality for interior design applications and virtual prototyping. Developing this interior decor app aimed to help users design home interiors remotely without physically visiting stores during the COVID-19 pandemic.
This document provides an overview of an augmented reality e-commerce application project. It discusses using AR technology to improve the shopping experience for furniture by overlaying 3D digital models onto a user's physical environment through their smartphone camera. The objectives are to provide an engaging real-life shopping experience at home and help users make more informed purchasing decisions. The project includes an Android app for users and a web app for administrators to manage the system. It describes the system design, features, methodologies used, and augmented reality module components like image recognition and 3D tracking.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
ย
This document discusses using augmented reality to display student profiles in an educational setting. It proposes a system that uses augmented reality and facial recognition to quickly retrieve a student's information by scanning their face. The system would use the mobile device's camera, augmented reality databases like Vuforia, and the Unity 3D engine. When a student's face is scanned, their photo and corresponding data would be overlaid on the interface in real-time, providing a faster way to access profiles. The document reviews related works applying augmented reality and discusses potential applications of the system in areas like classrooms, assignments, and safety in laboratory experiments.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
ย
This document discusses using augmented reality to display student profiles in an educational setting. It proposes using Unity 3D and Vuforia to scan a student's face and retrieve their academic information from a database to display virtually. The system could reduce the time needed to look up student records and provide a richer interactive experience. It reviews related work applying augmented reality in other domains and potential applications of the technology in education, such as smart classrooms, augmented worksheets, and assisting distance learning.
1. The document describes an industrial training report submitted by Love Kothari at Consagous Technologies Pvt Ltd in Indore, India.
2. The report provides details of the project including the site location, map, developer information, and safety measures implemented.
3. Key aspects studied were the structure details, page layout process, search engine optimization techniques, and use of social bookmarking and Facebook advertising.
IRJET - Augmented Reality: Social Profile Detection by Face RecognitionIRJET Journal
ย
This document discusses using augmented reality and face recognition techniques to display a person's social media profile by analyzing their face. It proposes combining AR and face recognition by developing a device that can recognize a person's social status from their face in a crowd. The document reviews related works using AR for product promotion, education, and shopping applications. It describes existing face recognition and AR display methods, and algorithms like Eigenface and Haar cascade SVM classifier that can be used. The aim is to enhance interaction between users and technology, with applications in criminal detection, disaster management, education and more.
2D to 3D dynamic modeling of architectural plans in Augmented RealityIRJET Journal
ย
This document describes a research paper that developed an augmented reality application called AR-CHI-TECH. The application takes a 2D floorplan drawing as input, dynamically generates a 3D model from it using image processing and 3D modeling techniques, and then displays the 3D model in augmented reality. This allows users to better visualize architectural plans. The application was created using the Unity3D game engine and Vuforia augmented reality engine. It processes the 2D floorplan using OpenCV to extract structural elements and convert it into a 3D model file. This 3D model is then overlaid onto the original floorplan image using Vuforia when viewed through a mobile device, allowing users to see the floorplan in 3
IRJET- A System for Indoor Navigation: GuideIt - Personal AssistantIRJET Journal
ย
The document describes a proposed Android application called GuideIt that aims to provide indoor navigation assistance using step counting and augmented reality. The application would use sensors like the accelerometer and GPS on a smartphone, along with image recognition, to guide users inside complex indoor environments like malls, universities, and hospitals. It discusses related indoor navigation technologies and the limitations of GPS for indoor use. The proposed application seeks to offer a low-cost indoor navigation solution by counting a user's steps based on a path recorded previously by an administrator and providing turn-by-turn voice directions.
IRJET- A Survey on Technologies used in Mall AssistantIRJET Journal
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The document discusses technologies used in developing mall assistants, including chatbots, indoor navigation, artificial intelligence, and machine learning. It surveys recent research on applications and devices that provide services like chatbots for information, indoor navigation through technologies like augmented reality and NFC tags, and automated bill generation and payment. The goal of mall assistants is to enhance the customer shopping experience and increase store profits through personalized services and business intelligence.
Effort Estimation Development Model for Web-based Mobile Application Using Fu...TELKOMNIKA JOURNAL
ย
Effort estimation becomes a crucial part in software development process because false effort estimation result can lead to delayed project and affect the successful of a project. This research proposes a model of effort estimation for web-based mobile application developed using object oriented approach. In the proposed model, functional size measurement of object oriented based web application named OOmFPWeb, web metric and mobile characteristic for web-based mobile application size measurement are combnined. The estimation process is done by using mamdani fuzzy logic method. To evaluate the proposed model, the comparison between OOmFPWeb as the variable that affect effort estimation for web-based mobile application and the proposed model are performed. The evaluation result shows that effort estimation for web-based mobile application with the proposed model is better than just using OOmFPWeb.
Augmented Reality Design of Indonesia Fruit Recognition IJECEIAES
ย
Augmented Reality (AR) is one of the popular technologies nowadays. Along with the technological advances, Augmented Reality is an effort to combine the real world and virtual worlds created through computers so that the boundary between the two becomes very thin because Augmented Reality allows users to interact in real-time with the system. Augmented Reality can be applied in various fields according to the needs of each user. One application is on Android-based mobile hardware applications. This research developed the Augmented Reality battle with some of the features more interactive, interesting and clearer information to facilitate the user in its operation. This Augmented Reality is applied to the Android mobile device with the name of FruitGarden. This paper presented of designing Augmented Reality for recognizing the fruit of Indonesia archipelago which will give a different view of performing the fruit image and information.
Amazon products reviews classification based on machine learning, deep learni...TELKOMNIKA JOURNAL
ย
In recent times, the trend of online shopping through e-commerce stores and websites has grown to a huge extent. Whenever a product is purchased on an e-commerce platform, people leave their reviews about the product. These reviews are very helpful for the store owners and the productโs manufacturers for the betterment of their work process as well as product quality. An automated system is proposed in this work that operates on two datasets D1 and D2 obtained from Amazon. After certain preprocessing steps, N-gram and word embedding-based features are extracted using term frequency-inverse document frequency (TF-IDF), bag of words (BoW) and global vectors (GloVe), and Word2vec, respectively. Four machine learning (ML) models support vector machines (SVM), logistic regression (RF), logistic regression (LR), multinomial Naรฏve Bayes (MNB), two deep learning (DL) models convolutional neural network (CNN), long-short term memory (LSTM), and standalone bidirectional encoder representations (BERT) are used to classify reviews as either positive or negative. The results obtained by the standard ML, DL models and BERT are evaluated using certain performance evaluation measures. BERT turns out to be the best-performing model in the case of D1 with an accuracy of 90% on features derived by word embedding models while the CNN provides the best accuracy of 97% upon word embedding features in the case of D2. The proposed model shows better overall performance on D2 as compared to D1.
Design, simulation, and analysis of microstrip patch antenna for wireless app...TELKOMNIKA JOURNAL
ย
In this study, a microstrip patch antenna that works at 3.6 GHz was built and tested to see how well it works. In this work, Rogers RT/Duroid 5880 has been used as the substrate material, with a dielectric permittivity of 2.2 and a thickness of 0.3451 mm; it serves as the base for the examined antenna. The computer simulation technology (CST) studio suite is utilized to show the recommended antenna design. The goal of this study was to get a more extensive transmission capacity, a lower voltage standing wave ratio (VSWR), and a lower return loss, but the main goal was to get a higher gain, directivity, and efficiency. After simulation, the return loss, gain, directivity, bandwidth, and efficiency of the supplied antenna are found to be -17.626 dB, 9.671 dBi, 9.924 dBi, 0.2 GHz, and 97.45%, respectively. Besides, the recreation uncovered that the transfer speed side-lobe level at phi was much better than those of the earlier works, at -28.8 dB, respectively. Thus, it makes a solid contender for remote innovation and more robust communication.
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This document describes a proposed mobile application for interior design using markerless augmented reality. The application would allow customers to visualize 3D models of furniture and appliances in their real-world environment in real-time before purchasing. It operates using motion tracking, environmental understanding, and light estimation from the mobile device's sensors and camera. The goal is to give customers a more immersive experience when designing interior spaces compared to traditional static 2D design methods. It aims to reduce time, effort and uncertainty in furniture selection by allowing users to preview items virtually in their own homes.
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This document discusses using augmented reality (AR) in medical education. It begins by defining AR and how it can integrate virtual objects into real environments in real-time. The document then discusses how AR provides remote learning and interactive simulations, making it well-suited for medical education. It provides examples of AR being adopted by medical schools worldwide. The rest of the document details the proposed development of a "Smart Education App" using AR to enhance medical training in an affordable way. It describes the implementation process and tools used, including marker-based recognition, 3D tracking, and integration with Unity.
We propose a methodology to measure objectโs dimension using Augmented reality based smartphone application.
This technique is quite useful for various applications like proper package size estimation in packaging industry, interior object dimension for decoration industry ,measuring the area, breadth, angle, and depth of text and sprites for game development, animation, or graphic design purposes.
In particular this method is very useful whenever a measuring tape or scale is not available.
We use accelerometer, gyroscope available in smart-phones to record real-time data which help to understand mobileโs movement.
These data will be used to measure dimensions of the live object by calibrating mobile from one point to another using point cloud in unity.
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This paper proposes using augmented reality for interior design. It discusses how augmented reality can allow users to visualize virtual furniture in their real-world environment using their mobile device. This allows users to see what furniture would look like in their home before purchasing, reducing returns. The paper outlines different types of augmented reality techniques like marker-based and markerless AR. It proposes developing a mobile app that allows users to select, place, and interact with 3D furniture models using markerless AR. The goals are to render furniture models and allow interaction through gestures. This could make online furniture shopping more convenient while reducing costs and returns.
Though we are in 21st century with lots of development in the field of technology and improved phases of
using applications within the reach of our finger tips, the urge towards a novel and better technology for a
life of ease ne'er comes to cease. One such new technology is augmented reality. This is an application where
customers can shop online in the smartest way by trying on different accessories like hats, sunglasses,
necklaces etc just using our mobile camera. This application gives a user-friendly frontal image of face with
no/light makeup and short/bound hair. The Beauty experts system will not only suggest the user suitable
makeup and coiffure, it even shows the synthetic effects.
Software Agents Role and Predictive Approaches for Online AuctionsIRJET Journal
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1. Software agents can play a significant role in online auctions by making predictions and interacting with bidders autonomously with little human intervention.
2. A software bidding agent uses machine learning approaches like collecting auction data and defining features to forecast prices. It also considers characteristics like being autonomous, proactive, reactive, social, and intelligent.
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The document proposes a campus navigation system using mobile augmented reality. The system would allow users unfamiliar with the large campus of Priyadarshini College of Engineering to navigate between locations. It uses an Android application that combines image recognition and GPS to identify buildings and provide navigation instructions. The application scans buildings on campus using the phone's camera, matches them to labeled images in a database, and displays the building name and other details in augmented reality. The system aims to help new students, faculty and visitors easily navigate an unfamiliar campus area through their mobile phone.
Single object detection to support requirements modeling using faster R-CNNTELKOMNIKA JOURNAL
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Requirements engineering (RE) is one of the most important phases of a software engineering project in which the foundation of a software product is laid, objectives and assumptions, functional and non-functional needs are analyzed and consolidated. Many modeling notations and tools are developed to model the information gathered in the RE process, one popular framework is the iStar 2.0. Despite the frameworks and notations that are introduced, many engineers still find that drawing the diagrams is easier done manually by hand. Problem arises when the corresponding diagram needs to be updated as requirements evolve. This research aims to kickstart the development of a modeling tool using Faster Region-based Convolutional Neural Network for single object detection and recognition of hand-drawn iStar 2.0 objects, Gleam grayscale, and Salt and Pepper noise to digitalize hand-drawn diagrams. The single object detection and recognition tool is evaluated and displays promising results of an overall accuracy and precision of 95%, 100% for recall, and 97.2% for the F-1 score.
This document summarizes a research paper that developed a virtual interior decorating app using markerless augmented reality. The app allows users to visualize how different furniture items would look in their home by projecting 3D models of furniture into the user's environment. This helps users make informed purchasing decisions. The app was created using ARCore to enable markerless augmented reality tracking and placement of virtual objects. The research paper also reviews several related works that used augmented reality for interior design applications and virtual prototyping. Developing this interior decor app aimed to help users design home interiors remotely without physically visiting stores during the COVID-19 pandemic.
This document provides an overview of an augmented reality e-commerce application project. It discusses using AR technology to improve the shopping experience for furniture by overlaying 3D digital models onto a user's physical environment through their smartphone camera. The objectives are to provide an engaging real-life shopping experience at home and help users make more informed purchasing decisions. The project includes an Android app for users and a web app for administrators to manage the system. It describes the system design, features, methodologies used, and augmented reality module components like image recognition and 3D tracking.
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This document discusses using augmented reality to display student profiles in an educational setting. It proposes using Unity 3D and Vuforia to scan a student's face and retrieve their academic information from a database to display virtually. The system could reduce the time needed to look up student records and provide a richer interactive experience. It reviews related work applying augmented reality in other domains and potential applications of the technology in education, such as smart classrooms, augmented worksheets, and assisting distance learning.
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Augmented reality using features accelerated segment test for property catalogue
1. TELKOMNIKA Telecommunication, Computing, Electronics and Control
Vol. 18, No. 1, February 2020, pp. 140~147
ISSN: 1693-6930, accredited First Grade by Kemenristekdikti, Decree No: 21/E/KPT/2018
DOI: 10.12928/TELKOMNIKA.v18i1.13039 ๏ฒ 140
Journal homepage: http://journal.uad.ac.id/index.php/TELKOMNIKA
Augmented reality using features accelerated
segment test for property catalogue
Rudy Setyadi, Indra Ranggadara
Faculty of Computer Science, Mercu Buana University, Indonesia
Article Info ABSTRACT
Article history:
Received May 5, 2019
Revised Jun 23, 2019
Accepted Jul 9, 2019
Promotional media used in the marketing of housing using catalogs that
display 2D images of houses from one side of the house make potential
customers unable to imagine the design of all parts of the house. Augmented
Reality can be used as an interactive marketing media so that it can be used to
display homes in 3D so that they appear more real from all sides so that
prospective customers can consider the type of house to be chosen.
Development of this application using the Multimedia Development Life
Cycle. Application development uses the FAST algorithm as detection of
home catalog markers to define how well images can be detected and tracked.
The FAST algorithm will calculate every pixel on the target image in
determining the corner when scanning the home catalog then it will produce a
3D object home to see the real shape design of the house.
Keywords:
Augmented reality
FAST
Property
Unity
Vuforia This is an open access article under the CC BY-SA license.
Corresponding Author:
Rudy Setyadi,
Faculty of Computer Science,
Mercu Buana University,
Raya Meruya Selatan St., Kembangan, Jakarta 11650, Indonesia.
Email: 41814120140@student.mercubuana.ac.id
1. INTRODUCTION
Housing represents the most basic of human need and it has a profound impact on the health, welfare,
and productivity of individuals [1]. Houses as shelters should be able to fulfill the space requirements for
activities of their residents [2]. The nature of housing includes not only houses from the physical side of
the building but includes all supporting facilities both inside and outside [3]. Along with the high market
demand for the property business [4], many companies offer their products using various methods.
In the business world, competition between companies is increasing, therefore every company is required to
make changes to achieve a success in doing business [5]. Promotion is one of the components that form a
marketing mix and marketing activities will focus on communicating [6]. Examples of promotional media that
are carried out is to offer homes to consumers by showing a catalog that contains information or explanations
about the appearance of 2D houses images and the design of the size of the house.
While doing property marketing, the obstacles faced by sales marketing when prospective customers
are choosing a house are still confused about the shape of the house being built. This is because the house that
is displayed from a catalog that only contains a picture of one side of the house does not yet look detailed and
real, both outside and inside the house. Consumers who want to see the location of the house directly,
sometimes do not have time due to heavy activity, coupled with the location of the house is far from the location
of consumers at this time. Figure 1 show data on prospective customers who visit the location of the house.
From the data in Figure 1 shows the number of prospective customers who visit housing locations. Prospective
consumers look directly at the housing location because they want to see the shape and size of the house in real
2. TELKOMNIKA Telecommun Comput El Control ๏ฒ
Augmented reality using features accelerated segment test for property catalogue (Rudy Setyadi)
141
terms compared to just looking at the pictures in the catalog. Images contained in the catalog are only from
the front side of the house and the image of house plans.
Augmented reality is a technology that combines two-dimensional or three-dimensional virtual
objects into a real environment in real time [7] so there is no boundary between the real world and the virtual
world [8]. The development of augmented reality already exists in several sectors such as medic [9],
educations [10], military [11], games [12] and manufacturer [13]. The Augmented Reality system will scan
the environment which has a marker that will be imaged by a virtual object. A marker is a pattern made in
the form of images and can be recognized by optical devices or cameras in the augmented reality method [14].
In this system camera continuously snapshots the target object and process the image to estimate the position,
orientation and movement of the visualization display with respect to the target object [15] . The development
of Augmented Reality technology in the home catalog, will make consumers see the 3D display of houses
contained in the catalog so that the displayed house will look more detailed and real from all sides by using
brochures as markers.
This is confirmed by Vitono [16] has examined the use of the FAST algorithm in markerless
augmented reality to use it as an information media museum collection. Then Zuli [17] also uses the FAST
algorithm as a 3D information media at the University of Satya Negara Indonesia. Then in 2018 Setiawan [14]
also examined the use of augmented reality with the FAST algorithm in the ablution manual. Then
Adiwijaya [18] using FAST corner detection to augmented reality implementation for interactive brochure.
Also in Nainggolan [19] The implementation of augmented reality in the learning media of introduction animal
can give the visual information interactively.
From previous research, the development of this research carried out an idea to apply the FAST
algorithm to augmented reality in its use as a home catalog. The FAST algorithm is implemented in scanning
AR markers as detection of home catalog markers to define how well images can be detected and tracked.
Different from previous research, researchers will add the home tour feature as an additional multimedia
experience that surrounds the house and goes into the house to see in detail and more real. With the application
of the augmented reality, the user can more easily get the information about the home in the form of 3D models
by aiming the camera to the marker on the catalog.
Figure 1. Data on prospective customer visits to residential locations
2. RESEARCH METHOD
2.1. Multimedia development life cycle
This study uses the MDLC (Multimedia Development Life Cycle) method. This method is easier to
understand and implement, the steps are clear and easy to follow, structured and sequential logically, and can
be used by small developers. According to Luther in Nurajizah [20] the development of the multimedia method
was carried out based on six stages, arranged systematically as follows:
โ The first step of this method is Concept. It starts with determining goals, users, types of multimedia and
general specifications. The purpose of the application is tailored to the needs of organizations that need it
so that multimedia information is conveyed.
โ The second step is Design, a mature concept will then describe what will be done at this stage. The purpose
of the design phase is to make specifications regarding the style, shape, appearance and material
requirements for development. For the design of markers that will use from the existing home catalog and
for the design of 3D objects can be described with the shape of the house based on specifications on manual
data retrieval.
โ The third step is Material Collecting, namely collection in accordance with the materials needed to be
worked on, among others, images, clip art, icons and 3D forms of interior design in the house and other
objects outside the home such as trees and plants.
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โ The fourth step is Assembly, carried out making the whole multimedia material. Making an application
based on the design that has been made and the material that has been collected. At this stage use
the Blender software to create 3D objects. Unity3d and Vuforia for augmented reality. The fifth step is
Testing, the trial is done after the completion of the manufacturing phase by running the application and
testing is done to see whether there is an error or not. Tested using the FAST algorithm to test the markers
used in AR.
โ The last step is Distribution. If the testing phase has been completed without error, the system is ready to
be distributed or applied according to the purpose of this research. The application will then be operated on
an Android device for later use. The evaluation is also very much needed for product development that has
been made to be better as an input for the stage concept in the next development. The six steps of
the multimedia development life cycle method arranged systematically are shown in Figure 2. The concept
stage must indeed be the first thing done [21].
Figure 2. MDLC stage [20]
2.2. FAST (features from accelerated segment test) algorithm
Vuforia using FAST (Features from Accelerated Segment Test) Algorithm Corner Detection to define
how well images can be detected and tracked using [14]. Vuforia is an Augmented Reality Software
Development Kit (SDK) for mobile devices that allows the creation of Augmented Reality applications [17].
The advantages of using the FAST algorithm are a rapid operation and low computations compared to other
corner detectors [22] with the consequence of reducing the accuracy of angle detection [17]. In Vuforia there
are ratings displayed in the Target Manager [16] and return for each upload target via the web API. Ratings
range from 0 to 5 for each picture given. The higher the rating of the target image, the stronger the detection
and tracking capabilities it contains. Figure 3 show 1-star rating indicates that the target is hard to tracked at
all by the Augmented Reality system, while the 5-star rating shows that an image is easily tracked by an
Augmented Reality system because many of insert points or corners on an image.
Figure 3. The augmentable rating on the target manager
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FAST Corner Detection is detection by looking for insert points or corners on an image [14].
The process of determining the angle is by changing the image to grayscale and running the algorithm.
The criterion of the corner should be more relaxed to block this broad trial. A pixel's criteria must be a corner
based on an accelerated segment test (AST) which there must exist at least S pixels that have more brilliant
circle connection or darker than a threshold. Other values of 16 pixels are disregarded. So the value of S can
be used to determine the detected corner at the maximum angle [23].
FAST Corner Detection starting with determining a pixel ๐ at coordinates (๐ ๐, ๐๐) in the image and
compare the intensity pixel ๐ with 4 pixels from 16 pixels Bresenham circle surrounding the pixel ๐, whose
radius is 3 [24]. First pixel located in the coordinates (๐, ๐๐โ3), a second pixel located in the coordinates (๐ ๐+3,
๐), a third pixel located in the coordinates (๐, ๐๐+3), and a fourth pixel located in the coordinates (๐ ๐โ3, ๐).
As illustrated in Figure 4 in pixel number 1, 5, 9, and 13.
If the intensity pixel ๐ is below or above than the intensity of at least three pixels from 1, 5, 9, and 13
plus a Threshold intensity, then it can be said that pixel ๐ is an interest point [23]. It is defined in (1):
๐ถ ๐ = {
1, ๐ผ ๐ < ๐ผ ๐ โ ๐ก ๐๐ ๐ผ ๐ > ๐ผ ๐ + ๐ก
0, ๐๐กโ๐๐๐ค๐๐ ๐
(1)
after that pixel ๐ will be at the coordinates (๐ ๐+1, ๐๐) and repeat the procedure by comparing
the intensity with the other four pixels surrounding. The same procedure can iterate for the whole
image's pixels.
Figure 4. FAST Detector [22]
In the machine learning approach, FAST algorithm comparing sixteen pixel that surrounding
the candidate interest point (corner) pixel ๐ โas illustrated in Figure 4โthe corner detector define pixel ๐ as
a corner if there exists a set of ๐ contiguous pixels in the circle, which are brighter than the intensity of
the candidate corner ๐ผ ๐ plus a threshold ๐ก, or are darker than ๐ผ ๐ minus the ๐ก [25]. The ๐ is chosen as 12 because
it allows a high-speed test that can be used to exclude a very large number of non-corners. It defined in
this equation:
๐ ๐โ๐ฅ = {
๐, ๐ผ ๐โ๐ฅ โค ๐ผ ๐ โ ๐ก (darker)
๐ , ๐ผ ๐ โ ๐ก < ๐ผ ๐โ๐ฅ < ๐ผ ๐ + ๐ก (similar)
๐, ๐ผ ๐ โ ๐ก โค ๐ผ ๐โ๐ฅ (brighter)
(2)
where ๐ผ ๐ is the intensity of p, ๐ผ ๐โ๐ฅ is the intensity of the sixteen pixels that surrounding the example pixel and
๐ก is a threshold. If ๐ ๐โ๐ฅ is equal to d, the pixel belongs to the darker group; if ๐ ๐โ๐ฅ is equal to s, the pixel
belongs to the similar group; if ๐ ๐โ๐ฅ is equal to b, the pixel belongs to the brighter group. If there are 12
contiguous pixels that belong to the darker or brighter group, p is classified as a corner.
3. RESULTS AND ANALYSIS
3.1. Testing FAST alghoritm
The development of this augmented reality application uses a home catalog as a marker that will bring
up the virtual form of a 3D home. There are 3 markers used in accordance with the number of types of houses
being marketed. The catalog image will be targeted if appropriate the requirements of Vuforia by uploading it
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to the Vuforia website. Vuforia is able to recognize and track targets by analyzing the contrast of the features
or detected corner seen in the camera. A feature is a sharp, spiked, detailed detail in the image. The way to
determine the features used by Vuforia is the FAST corner detection algorithm. The level of ease of image
tracking that is used as a marker is given a rating by Vuforia called an augmentable rating. The higher
the rating, the easier it will be to track. The Catalog design that will be use as markers show in Figure 5. To
increase the rating to its maximum value, you can create a design that is rich in features, good contrast, smooth
distribution of features, and avoiding repetitive patterns in one image. Figure 6 shows the results of testing
the home catalog marker detection for each type of house based on the augmentable rating of Vuforia.
Figure 5. Catalog design as markers
Figure 6. Marker rating augmentable from vuforia
The augmentable rating shows a high rating of 5 stars indicating that the existing marker images are
easily tracked by the Augmented Reality system. This is because catalog images contain many features of
marker objects (complex patterns and details) with good contrast and smooth distribution of features.
The algorithm used in Vuforia is the FAST corner detection algorithm. The way it works is to determine one
by one all the pixels in the image and then determine whether the point is a corner or not. An example of an
experiment conducted is as illustrated in Figure 7.
In Figure 7 select a pixel as ๐ with coordinates (๐ ๐, ๐๐) for example in the marker image, and then
compare the intensity pixel ๐ with 4 pixels from 16 pixels surrounding the pixel ๐. First pixel number 1 in
Figure 7 located in the coordinates (๐, ๐๐+3), second pixel is number 5 located in the coordinates (๐ ๐+3, ๐),
third pixel is number 9 located in the coordinates (๐, ๐๐โ3), and fourth pixel is number 13 located in
the coordinates (๐ ๐โ3, ๐). The next step is comparing pixel ๐ with pixel 1, 5, 9, and 13. If the intensity pixel ๐
is below or above than the intensity of at least three pixels from 1, 5, 9, and 13 plus a Threshold intensity, then
it can be said that pixel ๐ is an interest (corner). In this case, the intensity of pixel ๐ is brighter than 1, 5 and
13 which mean pixel ๐ is a corner according to (1).
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Figure 7. FAST algorithm on a marker
Because of the large number of pixel points that must be tested, to facilitate testing of the FAST
algorithm, the next test is to look at the angles detected using open source MATLAB for FAST algorithm by
Edward Rosten. A pixel is defined as a corner if (in a circle surrounding the pixel), N or more contiguous pixels
are all significantly brighter then or all significantly darker than the center pixel. The ordering of questions
used to classify a pixel is learned using the ID3 algorithm. This detector has been shown to exhibit a high
degree of repeatability. Similar results are indicated by all markers. The green dots show in Figure 8 is
the Non-maximally suppressed corners. The interest points were generated with an open source MATLAB
code for the FAST algorithm by Edward Rosten.
Figure 8. Marker with interest point detected
3.2. Augmented reality implementation
The augmented reality application as a home catalog that has been made using the application of
the FAST algorithm on marker detection is operated on mobile with the Android operating system. There are
5 main menus, namely Introduction to information about the house, AR camera to detect catalogs, Home Tours
for the experience of seeing and go around the house from the outside and into the inside, Guide for information
on how to use and the latest Information about the application as shown in Figure 9. Augmented reality that
will come out when detecting home catalog markers can be seen in Figure 10. The 3D display can be enlarged
and rotated so that the appearance of the house can be seen from all sides.
Augmented reality uses marker detection using the FAST algorithm method in Vuforia. The marker
image is rich in features and spread evenly. Existing home brochures appropriate these requirements so that
there is no need for a lot of modifications. When uploaded in Vuforia, catalog design received an augmentable
rating with a score of 5. A high score provides easy Vuforia in detecting images so that it will make it easier
to display existing 3D animations. After being downloaded again from Vuforia and made in Unity3D.
The ways of Vuforia working when the application opens the camera, the task of the camera is to capture
images in real time and then tracking and detecting captured camera objects will be carried out by tracker in
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Vuforia containing computer vision algorithms namely the FAST algorithm. The FAST algorithm will work
to check images by working according to (1). The image that is visible in the camera will be detected against
each pixel and determine whether it includes a corner or not. Detecting the corner that has been done makes a
pattern then it will do the matching with the database image that is on vuforia. When it finds an image match,
the results of detection will then be used to start rendering a predetermined 3D object that is the house from
the catalog scan. Then the rendering results will be displayed via mobile devices in real-time.
The added feature is that there is a home tour to feel a real experience such as walking around
the house to look inside the contents of the house can be seen in Figure 11. When choosing the home tour
menu, the house will appear according to the type you have previously chosen. Users can travel by moving
the button to walk into the house and see the contents of each existing room accompanied by examples of
interior design.
Figure 11. Display of the home tour
4. CONCLUSION
The detection of marker augmented reality with the application of the FAST corner detection
algorithm used in Vuforia SDK is useful as a trigger for augmented reality. The working method of the FAST
algorithm is to examine each pixel in an image and determine whether the pixel is an interest point (corner) or
not. The count used from the example pixel is tested compared with sixteen pixels around it then determines
four points. From these four points, if there are at least three darker or brighter ones, the example pixel that is
in the middle is an angle. In Vuforia pixels, which is an interest point, it is called features. The use of images
as markers must have many features, contrast images, and smooth distribution of features so that markers
having a high augmentable rating will make it easier for Vuforia to detect images. The FAST algorithm
performs matching features that exist in the target image with the database. Then the application will render
3D objects. If the detection of a suitable target image will render the 3D object of the house. The results of
visualizing the house in 3D are easier to explain the original appearance of the house compared to
the appearance of the photo. This application facilitates sales marketing as an explanation to prospective
customers who are confused about the original description of the house both from outside the home and inside
Figure 9. Display of the main menu Figure 10. Display of augmented reality
after marker detected
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the house and by using the home tour menu prospective customers can feel the experience of going around
the house in animation.
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