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MAJOR PROJECT MID-SEM EVALUATION REPORT Topic:INTERIOR DESIGN ANDROID APP BASED ON AUGMENTED REALITY Panel Members: Submitted By: Dr. ChetnaDabasShyamGupta 10103575 Mr. MahendraGurue Vinyas Gupta 10103676 Submitted to: Dr.Dharamveer Singh

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Page 1: Major unity mid sem 8th (1)

MAJOR PROJECT

MID-SEM EVALUATION REPORT

Topic:INTERIOR DESIGN ANDROID APP BASED ON

AUGMENTED REALITY

Panel Members: Submitted By:

Dr. ChetnaDabasShyamGupta 10103575

Mr. MahendraGurue Vinyas Gupta 10103676

Submitted to: Dr.Dharamveer Singh

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DECLARATION

We hereby declare that this submission is our own work and that, to the

best of my knowledge and belief, it contains no material previously

published or written by another person nor material which has been

accepted for the award of any other degree or diploma of the university

or other institute of higher learning, except where due acknowledgment

has been made in the text.

NAME SIGNATURE:

ShyamGupta(10103575)

VinyasGupta(10103636)

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CERTIFICATE

This is to certify that the work titled “_____________ App” submitted by

Shyan Gupta and Vinyas Gupta of Jaypee Institute of Information

Technology University, Noida has been carried out under my

supervision. This work has not been submitted partially or wholly to any

other University or Institute for the award of this or any other degree or

diploma.

Signature of Supervisor …..……………………..

Name of Supervisor Dr.Dharamveer Singh

Date

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ACKNOWLEDGEMENT

We would like to take this opportunity to thank our major mentor Dr.

Dharamveer Singh for his valuable guidance and encouragement

throughout the project.

He has helped us throughout the project development phase. He has

supervised and guided us to complete the project successfully. He has

been a great support in solving our difficulties that we faced and in

improving the project.

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1.Introduction

Augmented reality is a live, direct or indirect, view of a physical, real-world environment

whose elements areaugmented by computer-generated sensory input such as sound, video,

graphics or GPS data . Augmented Reality is a type of virtual reality that aims to duplicate

the world's environment in a computer. Virtual reality (VR) is a virtual space in which

players immerse themselves into that space and exceed the bounds of physical reality. It

adds information and meaning to a real object or place. Augmented reality is characterized

by the incorporation of artificial or virtual elements into the physical world as shown by the

live feed of the camera, in real-time. Common types of augmented reality include

projection, recognition, location and outline.

Projection: It is the most common type of augmented reality, projection uses virtual

imagery to augment what you see live. Some mobile devices can track movements and

sounds with a camera and then respond. Virtual or projection keyboards, which one can

project onto to almost any flat surface and use, are examples of augmented reality devices

that use interactive projection.

Recognition: Recognition is a type of augmented reality that uses the recognition of shapes,

faces or other real world items to provide supplementary virtual information to the user in

real-time. A handheld device such as a smart phone with the proper software could use

recognition to read product bar codes and provide relevant information such as reviews

and prices or to read faces and then provide links to a person's social networking profiles.

Location: Uses GPS technology to instantaneously provide you with relevant directional

information. For example, one can use a smart phone with GPS to determine his location,

and then have onscreen arrows superimposed over a live image of what's in front of the

user and point him in the direction of where you need to go. This technology can also be

used to locate nearby public transportation stations.

Outline: Outline is a type of augmented reality that merges the outline of the human body

or a part of the body with virtual materials, allowing the user to pick up and otherwise

manipulate objects that do not exist in reality. One example of this can be found at some

museums and science centers in the form of virtual volleyball. Although the player can stand

and move on an actual court, the ball is projected on a wall behind him, and he can control

it with an outline of himself, which is also projected on the wall Using the concept of

augmented reality our project focuses on creating a very useful android mobile based

application. The idea is to allow the user to view the virtual object in the real world. The user

could provide images of the object which would be the front, back, top, bottom, and left

and right side pictures of the object. They will be placed onto a 3D cube which will make

up the complete virtual object. Thus an extended environment will be created through the

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amalgamation of real world and generated object and it will appear as th ough the real-world

object and virtual object coexist within the environment. In order to use this application, the

user will first need to acquire a marker. A marker is a piece of paper with black and white

markings. This is used to display the augmented object on your mobile phone‘s screen.

Marker-based augmented reality uses a camera and a visual marker which determines the

centre, orientation, and range of its spherical coordinate system. Once the marker is

present one can view augmented objects. Virtual object interaction is another added

feature wherein the user can rotate or change the orientation of the object according to his

requirements.

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VIRTUAL REALITY

The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s;

however, the origin of the term "virtual reality" can be traced back to the French

playwright, poet, actor, and director Antonin Artaud. Virtual Reality is a computerized

simulation of natural or imaginary reality. Often the user of VR is fully or partially

immersed in the environment. Full immersion refers to someone using a machine to shield

herself from the real world. VE is the term used to describe the scene created by any

computer program in which the user plays an interactive role within the context of the

computer generated three dimensional world. The user represents an actor within the system

and has an essential presence within the virtual world. Virtual reality (VR) is a term

that applies to computer-simulated environments that can simulate physical presence in

places in the real world, as well as in imaginary worlds.

Advantages:

Many different fields can use VR as a way to train students without actually putting

anyone in harm's wa y. This includes the fields of medicine, law enforcement, architecture

and aviation. VR also helps those that can't get out of the house experience a much fuller life.

Doctors are using VR to help reteach muscle movement such as walking and grabbing as

well as smaller physical movements such as pointing. The doctors use the malleable

computerized environments to increase or decrease the motion needed to grab or move an

object. This also helps record exactly how quickly a patient is learning and recovering.

Total immersion within environment.

Increased user presence perception within system.

Facilitated production of an entirely designed environment.

Existing technologies for advanced interaction.

Real-time graphical environment generation possible.

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Disadvantages:

The hardware needed to create a fully immersed VR experience is still cost prohibitive. The

technology for such an experience is still new and experimental. VR is becoming much more

commonplace but programmers are still grappling with how to interact with virtual

environments. The idea of escapism is common place among those that use VR

environments and people often live in the virtual world instead of dealing with the real one.

One worry is that as VR environments become much higher quality and immersive, they

will become attractive to those wishing to escape real life. Another concern is VR

training. Training with a VR environment does not have the same consequences as training

and working in the real world. This means that even if someone does well with simulated

tasks in a VR environment, that person might not do well in the real world.

Not suited to real-world interaction.

Despite advances in technology equipment is still expensive.

Auxiliary senses not stimulated.

Possible lag in motion-display system.

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III. AUGMENTED REALITY

Augmented Reality (AR), also known as Mixed Reality, aims to combine virtual and real

scene together to achieve that virtual ones are belong to the real world. Being characteristic

of integration of virtual and real scene, many applications of Augmented Reality are

emerging, such as in field of education, medical treatment and entertainment.

Fig 1: Real desk with virtual lamp and two virtual

chairs [5].

Figure 1 shows an example of what this might look like. It shows a real desk with a real phone. Inside this

room there are also a virtual lamp and two virtual chairs. Note that the objects are combined in 3-D, so that

the virtual lamp covers the real table, and the real table covers parts of the two virtual chairs. AR can be

thought of as the "middle ground" between VE (completely synthetic) and telepresence (completely real).

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Goals of Augmented Reality:

To challenge the impossible.

To create virtual environment for a more rich user experience.

To integrate it into daily lives to help the masses.

To achieve feats which are limited in real world.

To enhance imagination of youths.

Types of Augmented reality:

There are two types of simple augmented reality: marker-based which uses cameras and

visual cues, and marker less which use positional data such as a mobile's GPS and

compass. (Johnson et al, 2010)

Marker based

Different types of Augmented Reality (AR) markers are images that can be detected by a

camera and used with software

as the location for virtual assets placed in a scene. Most are black and white, though

colours can be used as long as the contrast between them can be properly recognized by a

camera. Simple augmented reality markers can consist of one or more basic shapes made

up of black squares against a white background. More elaborate markers can be created

using simple images that are still read properly by a camera, and these codes can even take

the form of tattoos.

Fig 2: A Simple Marker

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A camera is used with AR software to detect augmented reality markers as the location for

virtual objects. The result is that an image can be viewed, even live, on a screen and

digital assets are placed into the scene at the location of the markers. Limitations on the

types of augmented reality markers that can be used ar e based on the software that

recognizes them. While they need to remain fairly simple for error correction, they can

include a wide range of different images. The simplest types of augmented reality markers

are black and white images that consist of two-dimensional (2D) barcodes.

Marker less

In marker-less augmented reality the image is gathered through internet and displayed on

any specific location (can be gathered using GPS). The application doesn‘t require a marker

to display the content. It is more interactive than marker based augmentation.

Fig 3:Marker Less AR

The only real difference from a consumer‘s perspective is that the surface the object is

sculpted on doesn‘t have to have that.

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IV. MARKER DESIGN , DETECTION AND RECOGNITION

METHOD

Markers are square and constituting of black thick border and black graphics within its

white internal region. The advantage of using black and white colour is to separate

marker from background in grabbed frame easily. Internal region of a marker marks

identifier of it. In term of projective geometry, square markers in real world could not be

square after projecting onto image plane, in other words, internal graphics in markers

often display in distortion. When recognizing them, image unwrapping is necessary.[4]

The procedure of unwrapping image is shown in Fig.4.

Fig 4:Procedure of unwrapping marker image to find ID

The calculation of marker unwrapping could be described as follows: as

four corners of a marker are acquired after detecting grabbed frame. Positions of four

corners are known in the real world as . Homography matrix H could be

calculated in (1). By H points in internal region of marker could be unwrapped to formal

one.[4]

After that, unwrapping image are used to match templates in matching method or decode in

code-decoding method respectively.

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V. PROBLEM

STATEMENT

The proposed system aims to provide an environment that will help the users to place

artificial 2D as well as 3D objects into real world through the use of AR Markers. The

proposed system also allows the user to decide, where to place the object in real world.

Once the object has been placed in the scene, it will be displayed accurately according to

the perspective in the original scene, which is especially challenging in the case of 3D

virtual objects. The proposed system solves the problem of viewpoint tracking and

virtual object interaction. The main advantage of the proposed system is that, it is

customer oriented and not product or service oriented thus allowing the users to augment

a product of their wish. There would be option to move the Virtual object in the virtual

space with a marker.

VI. WHY ANDROID OS

Since the advent of 2010 more and more stress has been given on the usage of Free and

Open Source Software (FOSS).

Android is leading the current O.S market as shown in figure 5, because it is open source

and developed by a consortium of more than 86 leading M.N.C‘s called Open Handset

Allowance (O.H.A). Android also is stated as one the most rapidly growing technologies.

More and more applications have been developed and modified by third party user.

Fig 5: Smartphone OS

market shares

Moreover, the Android O.S is user friendly. It has a great performance and processing power. Thus, the

proposed system is being developed for the most rapidly emerging and flexible O.S- ―ANDROID‖

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VII. PROPOSED

SYSTEM ARCHITECTURE

Fig 6: Architecture Block

diagram

An AR application is composed of the following core components:

Camera

The camera component ensures that every preview frame is captured and passed efficiently to the

tracker. The developer only has to initialize the camera to start and stop capturing. The camera frame is

automatically delivered in a device-dependent image format and size.

Image Converter

The pixel format converter converts from the camera format (e.g., YUV12) to a format suitable for

OpenGL ES rendering (e.g., RGB565) and for tracking (e.g., luminance) internally. This conversion also

includes downsampling to have the camera image in different resolutions available in the converted frame

stack.

Tracker

The tracker component contains the computer vision algorithms that detect and track real-world objects in

camera video frames. Based on the camera image, different algorithms take care of detecting new targets

or markers and evaluating virtual buttons. The results are stored in a state object that is used by the video

background renderer and can be accessed from application code. The tracker can load multiple datasets

at the same time and activate them.

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Video Background Renderer

The video background renderer module renders the camera image stored in the state object. The

performance of the background video rendering is optimized for specific devices.

Application Code

Application developers must initialize all the above components and perform three key steps in the

application code. For each processed frame, the state object is updated and the applications render

method is called. The application developer must:

1. Query the state object for newly detected targets, markers or updated states of these elements

2. Update the application logic with the new input data

3. Render the augmented graphics overlay

Device Databases

Device databases are created using the online Target Manager. The downloaded device target database

assets contain an XML configuration file that allows the developer to configure certain trackable features

and a binary file that contains the trackable database. These assets are compiled by the application

developer into the app installer package and used at runtime by the Vuforia SDK.

Cloud Databases

Cloud databases can be created using the Target Manager or using the Vuforia Web Services API.

Targets are queried at runtime of the application using the cloud recognition feature that performs a visual

search in the cloud using sent camera images. In addition to the target data, the provisioned targets can

contain metadata which is returned upon query.

User-Defined Targets

A fundamentally different supported approach is the user-defined targets feature. Rather than preparing

targets outside of the developer, this feature allows for creating targets on-the-fly from the current camera

image. A builder component is called to trigger the creation of a new user-target. The returned target is

cached, but retained only for a given AR session.

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PROJECT CONSTRAINTS

Augmented reality still has some challenges to overcome. Augmented Reality systems are expected to run in real-

time so that a user will be able to move freely within the scene and see a properly rendered augmented image.

The application

will be built for mobile phones which usually have low screen dimensions and resolution. It also adds additional

stress on the O.S because it requires high processing power to augment. Developers of the application are

supposed to have a thorough knowledge of Android O.S (Applications developed for) and Windows O.S

(Application developed in). Developers are also supposed to be familiar with ADK (Android Development Kit)

and Eclipse.

APPLICATION

AREAS

A picture is worth thousand words. The applications of this project are well understood from below snaps

which

shows virtual objects in real world

environment.

Medical Science [11] Fashion

Gaming [13] Product Information [14]

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Literature Survey

2.1 List all the sources for formulation of problem statement

Books:

Lester Madden

Professional Augmented Reality Browsers for Smartphones: Programming for junaio, Layar

and Wikitude (Wrox Programmer to Programmer)

Publication Date: June 7, 2011 | ISBN-10: 1119992818 | ISBN-13: 978-1119992813 | Edition: 1

Tools:

● Unity3d Pro

● Qualcomm Vuforia SDK

● Android Development Tools

● Eclipse

● Samsung GT-N7100

2.2 Summary of relevant papers

1. Title of paper : Interior Design in Augmented Reality Environment

Authors Viet ToanPhan

Year of Publication: 2010

Summary:

This paper proposes a marker based augmented reality application using Android

operating system which will help to combine virtual objects with the real environment

facilitating various applications as mentioned in this paper. The main advantage is use of low

cost devices as compared to the costly head mounted display devices. Secondly with the help of

this project you need not buy product and then see how it will suit your environment. In future

images of objects from various views can be fetched directly from vendor‘s websites; same could

be modelled into a 3D objects and augmented. Also multiple objects will be augmented which is

currently a major challenge

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Web link: http://www.ijcaonline.org/volume5/number5/pxc3871290.pdf

2. Title of paper: A Study on Tangible AR for interior design

Authors: Viet ToanPhan and Prof. SeungYeonChoo

Year of Publication: 2010

Summary: This research examined virtual furniture and adjustment work to create a new

design method using Augmented Reality technology for Interior Design education.

In particular, AR technology opens up many new research fields in engineering and

architecture. In an AR environment, design work can become more lively, convenient,

and intelligent. Plus, design work and manufacturing can be conducted at the same time

and I

close relationship with each other. With AR, the virtual products of graphic technology

are not only for simulation but also obtain real higher values.

Furthermore, ARtechnology can become a new animated simulation tool for interior

design, allowing the user to see a mixed AR scene through HMD, video display, or PDA.

It is also anticipated that the interactive potential can be increased according to the user‘s

needs.

Web link: http://www.cse.iitb.ac.in/~pb/cs626-449-2009/prev-years-other-things-

nlp/sentiment-analysis-opinion-mining-pang-lee-omsa-published.pdf.

3. Title of paper:Handheld Augmented Reality in Civil Engineering

Authors: Gerhard Schall

Year of Publication: 2009

Publishing details: Comprehensive exam paper

Summary: An overview of current developments in handheld Augmented Reality in civil

engineering was given. Furthermore, a location- and context-aware handheld AR system

was presented, which addresses the workflow optimisation of common field tasks with

utilities. By means of a more intuitive way of information conveying remarkable time

saving can be achieved employing such a system. Potential fields of application were

outlined. A first fully functional prototype of our handheld AR system Vidente is

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available and provides a set of tools for direct user interaction with the presented

information on buried utility assets. Further improvements will focus on advanced global

tracking using DGPS / RTK-GPS employing terrestrial correction data services while

keeping an ergonomically acceptable form factor.

Web link: http://www.icg.tu-graz.ac.at/Members/schall/rosus/download

4. Title of paper:Marker Based Augmented Reality Using Android OS

Authors: Mr. Raviraj S. Patkar, Mr. S. PratapSingh,Ms. Swati V. Birje

Year of Publication:2013

Summary:Augmented Reality or AR is an emerging technology in which one‘s

perception of the real-time environment is enhanced by superimposing computer-

generated information such as graphical, textual, or audio content, as well as objects onto

a display screen. The proposed application is an android mobile based application which

will be compatible with all the existing and upcoming versions of the operating system.

The idea is to allow the user to view the virtual object in the real world using a marker

based AR system. The user could provide images of the object which would be the front,

back, top, bottom, left and right side pictures of the object. They will be placed onto a

3D cube which will make up the complete virtual object. Thus an extended environment

will be created through the amalgamation of real world and generated object and it will

appear as though the real-world object and virtual object coexist within the environment.

The advantages of this application as compared to the already existing 2D application are

that it would display object in 3D and enable the user to rotate it virtually. It is

inexpensive as the user nee d not actually purchase the object to see how it fits in the

environment, instead he can try before the purchase itself.

.Web link:http://cs.stanford.edu/courses/cs224n/2009/fp/16.pdf

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2.3 Summary of field survey

The Interior Design Domain

The world of virtual objects in an AR application incorporates the information that makes

sense at the application level and is relevant to the users. Conceptually, this is a shared data

base of logical objects, the ―model‖. Because of the replicated architecture, the model is

available as a copy in each instance of the application. The structure and type of the model is

dependent on the application. In the interior design example we deal with a model that stores

geometric data for a set of furniture. Each model object represents a piece of furniture, and

maintains geometric transformations and visual attributes relevant to the object. The model

objects are organized hierarchically, so that it is possible to select and interact with groups of

furniture.

An interactive representation of the model in the user interface is called a ―view‖. Views are

created based on a specific interpretation of the model information. The interpretation is

determined by the type of view, the type of model data, and the context of the interface. As an

example, consider the furniture model of the interior design application and two views, a

graphics rendering of the furniture and a browser for the items in the model. The rendering

creates geometric primitives appropriate for the type of furniture, and geometric

transformation and attributes are used directly to customize the presentation. On the other

hand the browser creates a list of labels taken from the model objects and ignores all

geometric information. Both views have presentation parameters that are not bound by the

model interpretation and can be used for local customization of the interface.

The interpretation is not so straightforward for non-geometric model information.

Highlighting a view object, for example, can be used to indicate a current selection in the

model, but different views are likely to use different methods to show the highlight. This type

of feedback becomes more complicated in multi-user applications with local selections at each

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site. In a distributed application, information about the state and actions of remote users

becomes part of the model. It is important to give each user an awareness of who is

participating and what other participants are doing. The interior design application makes use

of an object browser that is capable of showing remote selections. In general, it can be a

challenging task for the interface builder to find a concrete visualization for some abstract

structure or behavior in the model.

The model-view mechanism is well known in the area of user interface construction, and used

to implement a separation between interface and application functionality. The importance of

separability for modularity and independent development of interface components has been

recognized even in non-distributed environments, where it is considered good software

design. Yet separability becomes an indispensable architectural feature for distributed

interfaces, at least for those with a need for object-level sharing. By using the model-view

paradigm, we achieve the necessary independence between the conceptual objects of the

global model and the objects and manipulations of a particular interactive view.

New tools:

AR Tools:

1. Qualcomm Vuforia SDK: A very sophisticated SDK for handelling AR based apps with

support for various objects.

2. Unity3d Pro :Used instead of OpenGL renderer,to render graphics and scenes to the

device.

3. ARCamera Prefab: Replacing the main camera can ensure that we can use the device

camera as an input device.

4. Node.js: For networking and connections management to our cloud database.

5. Open Source Cloud Service like Hadoop, CloudFoundry: for storing image targets

database.

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List some relevant current/open problems.

Environment: How can we deal with dynamic aspects (color, illumination) of environments?

While (indirectly) some work has been performed on visual patterns, in general the structure,

colors, and illumination conditions in an environment are ignored or adapted for manually. For

example, dynamically adaptable color schemes that adjust to the environment conditions could

be of great benefit to solve some of the object segmentation and depth problems that are caused

by the environment.

Capturing: How do high-definition and HDR cameras coupled with improved display resolution

change perception on small devices? These camera types are currently attracting interest: they

are suitable for solving perceptual problems associated with reso- lution mismatches, and the

improvement of the color gamut and contrast. However, the perceptual consequences of using

HDR cameras with non-HDR displays should be carefully studied, since skewed colors can be

counterproductive.

Capturing: How can we design systems with dynamic FOV, and what effects do they have? The

FOV mismatch introduced by using wide-angle lenses with small FOV displays causes scene

distortion. This could be addressed through dynamic FOV (e.g., by using liquid lens technology).

Similarly, (software) methods that adapt to the actual position of the eye relative to the display

could prove useful. It is unknown, though, if such methods are achievable and if they will cause

perceptual disturbances.

Augmentation: How can we further improve AR methods to minimize depth-ordering

problems? X-ray vision is useful to look through objects in the real scene. However, depth

ordering and scene understanding in such systems still requires improvement: one direction that

may yield benefits is multi-view perception. Similarly, label placement in highly cluttered

environments still suffers from depth ordering problems. Layout and design can also be

improved—apt associations need to be implemented that uni- quely bind a label to an object.

Cues that specify potentially dis-ambiguating information related to the real world (e.g., a street

address) might be one possibility in cluttered city environments.

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Display: Can we parameterize video and rendering quality to pixel density, to support

―perceptually correct‖ AR? In particular, improvements in camera capturing quality and pixel

density will make it possible to use very high resolution imagery on very small screens, but, to

what extent do we need to change the image‘s visual representation to maximize its

understandability? Additionally, what is the maximum disparity between video and rendering

resolution before noticeable perceptual problems arise? And, is it possible to parameterize the

offset effects between video and rendering, for example with respect to mismatches or abstrac-

tions? Finally, how much rendering fidelity is truly needed? For example, depth does not seem to

be affected much by fidelity (see Section 4.3, rendering and resolution mismatch).

Display: What is the weighting of perceptual issues among dif- ferent display devices? One of

the most pressing questions is the actual effect each problem has on the various display types:

com- parative evaluations are required to generate a per-device weight- ing of perceptual

problems, which would be particularly useful for determining those problems that should be

tackled first. In the next section, we provide an initial overview of the differences between the

various platforms.

User: What are the effects of the dual-view situation on percep- tion and cognition in AR

systems? In particular, handheld and see- through devices introduce a dual view situation, which

may help to verify ambiguous cues obtained from display content. Howev- er, its true effects are

unknown; for example, disparity plane switching is expected to be counterproductive, but are the

advan- tages of dual-view more important, and, how could we possibly minimize the effects of

disparity plane switching?

User: What are the effects of combinations of these problems on the perceptual pipeline? A

single problem can have effects on different stages, as evidenced by our repeated mentions of

some issues in multiple sections; for example, sunlight can make captur- ing, display, and user

perception difficult. What may be even more important is the actual combination of problems

that accumulate through the pipeline: for instance, low-resolution capturing may affect multiple

subsequent stages in the perceptual pipeline, and problems may become worse at each stage. The

question is how much the accumulation affects perceptual problems on dif- ferent platforms.

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3.5 Task division among group members

Task Done by

Finding and reading papers and books Vinyas and Shyam

Node.js Shyam

Cloud Services and their usage Shyam and Vinyas

Unity3d Shyam and Vinyas

Vuforia SDK Shyam and Vinyas

3DS MAX Shyam

GUI Vinyas

Accuracy and other measurements Vinyas

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4. Analysis, Design and Modeling

4.1 Overall description of the project

In the case of interior design, the designer essentially applies the three basic principles of interior

design: color, scale, and proportion within a predetermined space. Thus, the proposed AR system

is focused on giving the user the flexibility to design using these three basic principles.

Therefore, in the proposed AR environment, the user is able to adjust the properties of virtual

furniture and create different arrangements in a real environment.

The era of mobile web application has just started, and

there is a long way for it to march. Development of mobile web application will be emphasized

on following aspects:

1) More and more sensors will be added to mobile phones, so new APIs to use those capabilities

will bring brand new applications to users.

2) Multimedia capabilities will be enhanced and engine will support more types of multimedia

such as flash and svg .

3) The dedicated Integrated Development Environment (IDE) will be improved to accelerate the

applications‘ development. Visualization programming and JavaScript debugging will be the

most important functions of the IDE.

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4.2 Functional requirements and Non Functional requirements4.2.1

Functional requirements

Functional requirements define the fundamental actions that must take place in the software in

accepting and processing the inputs and in processing and generating the outputs.

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Non - Functional requirements

4.2.2.1 Error handling

● product shall handle expected and non-expected errors in ways that prevent loss in

information and long downtime period.

4.2.2.2 Performance Requirements

● User should be able to enter a multiple line review.

● User must be able to try the system for more than one review in one run.

4.2.2.3 Safety Requirements

● System use shall not cause any harm to human users.

4.2.2.4 Security Requirements

● System will use secured database .

● Any user can just read information but they cannot edit or modify anything except the

information he/she enters..

4.2.2.5 Reliability

The system should insure that the user actions are performed correctly as the user requires:

● System should be as accurate as possible and easy to use.

● System must not give an output for empty input, the system should be able to recover and

react robustly with the error, by sending a message back to the user. .

4.2.2.6 Correctness:-

All algorithms implemented in the system should be correct which means that they should be

performed as required. The testing Phase insures correctness of the software by trying all

possible Case and matching their output with the documentation.

Page 29: Major unity mid sem 8th (1)

Dependency Details

Software Requirements:

Component Version

JDK Java SE 7u25

Eclipse IDE Latest version

Android SDK Downloader Android SDK Tools revision 22

Android ADT Latest version that is for SDK tools rev 22

Android SDK Tools Android SDK Tools revision 22

Android SDK platform support Android SDK Platform tools revision 17

Cygwin Environment Latest version 1.7.20-1

Android NDK Android NDK r8e

Microsoft XBOX KINECT v2.18

Page 30: Major unity mid sem 8th (1)

Hardware Requirements:

The only hardware is computer systems which will act as server, data centre, front end for the

user

● PC 2.0Ghz or higher.

● 3GB Ram or higher.

● 10 GB disc Space or higher.

● Internet Access.

● Operating System – Win Vista or higher

● Depth sensing camera like Kinect or PrimaSense.

● An android device with a good camera,preferably with Auto focus.

Testing

Testing Plan

A. Plan

Table 1: Testing Plan

Type of Test Test

Performed (Yes/No)

Comments Software Component

Requirements

Testing

Yes Modules and the

integrated system were

tested to ensure it

meets all the

requirements.

1. Initialization

2. Camera focus

3. Marker detection

4. Object tracking

Unit Testing Yes Modules were

developed as a

1. Single marker

implementation

Page 31: Major unity mid sem 8th (1)

separate unit, and

tested so as to avoid

errors migrating in the

system after

Integration.

2. Initial Test

3. Frame Marker

Implementation

Integration Testing Yes Developing all

modules separately

makes integration

takes testing an

essential requirement.

1. ImageTarget

2. UserDefined

Target

3. Cloud Reco

4. Touch Events

Performance Testing No At current stage, focus

was on meeting the

requirements and

feature development.

GUI Testing Yes Being a Web

Application, the GUI

is almost as much

important as any other

feature development.

1. UserDefined

Target Menu

Security Testing No At current stage

feature development is

given more preference.

Stress Testing No At current stage, focus

was on meeting the

requirements and

feature development.

Load Testing No At current stage, focus

was on meeting the

requirements and

feature development.

Page 32: Major unity mid sem 8th (1)

B. Team Details

Table 2: Test Team Details

Role Name Specific Responsibilities

Test Case Design

and

Development

Vinyas & Shyam

Planning and executing various test cases for

Functional and Non- Functional Points of the Web

Site.

Identifying the appropriate techniques and guidelines

to implement the required tests

Testing

Vinyas & Shyam

Responsible for conducting unit, integration and GUI

testing for the website.

Debugging Shyam Finding and Correcting Errors found after running the

test cases.

C. Test Schedule

Table 3: Test Schedule

Activity

Start Date

Completion

Date

Hour

Comments

ImageTarget Apr 19, 2014 Apr 19, 2014 1 hrs. Successfully

Done

Camera

Integration

Apr 19, 2014 Apr 19, 2014 1 hrs. Successfully

Done

Initial User Test Apr 19, 2014 Apr 19, 2014 3 hrs. Successfully

Page 33: Major unity mid sem 8th (1)

Done

Test User Defined

Module

Apr 20, 2014 Apr 20, 2014 3 hrs. Successfully

Done

Video Playback Apr 20, 2014 Apr 20, 2014 2 hrs. Successfully

Done

Content–

Selection

Apr 20, 2014 Apr 20, 2014 1 hrs. Successfully

Done

Content

Sequencing

Apr 20, 2014 Apr 20,2014 2 hrs. Successfully

Done

Touch Drag and

Drop

Apr 21, 2014 Apr 21, 2014 4 hrs. Successfully

Done

Model Selection

and Rendering

Apr 21, 2014 Apr 21, 2014 3 hrs. Successfully

Done

VS Movement Apr 21, 2014 Apr 21, 2014 2 hrs. Successfully

Done

Page 34: Major unity mid sem 8th (1)

● 4.5 Risk Analysis and Mitigation Plan

Ris

k

ID

Description of

Risk

Risk Area Prob.

( P)

Impact

(I)

RE

(P*I)

Risk

Selected

for

mitigatio

n(S)

(Y/N)

Mitigation

plan if S is

‗Y‘

Contingency

plan if any

1 Marker not

visible

Requirem

ent Risk

M(3) H(5) 15 Y Adjust

Camera of the

device to

accommodate

the marker

2 Same marker

multiple

instances

Project

Scope

L(1) H (5) 5 Y Remove one

of the marker

as only one

marker can be

associated

with a model

3 Flash on camera Hardware

Rsk

M(3) H (5) 15 Y Flash should

be kept off, as

it can create

problems in

detection of

marker

4 Occulancy

Management

Project

Scope

L(1) M

(3)

3 N Occulancy is

managed,can

place the

Page 35: Major unity mid sem 8th (1)

camera input a

bit higher to

enable focus

on target

5 Unity WEB

player not

initialized

Software

risk

M(3) H (5) 15 Y The android

devices

should have

Unity web

player

installed.

.

6 App does not

run/compatibility

issues

Requireme

nt Risk

L(1) M(3) 3 N In this

situation the

softwares that

are required to

run the

program will

be checked

and reinstalled

(if any) to

successfully

run the

program.

7 Software

packages

integration →

part of code

doesn‘t run

Developm

ent

Environme

nt Risk

H(5) H(5) 25 Y Implemented

each part

separately

and

successfully

,and after

combining

Page 36: Major unity mid sem 8th (1)

thoroughly

tested the

system.

8 Lack of

knowledge on

project domain

→ improper

implementation

and testing

Testing

environme

nt risk

and

Personnel

Related

H(5) H(5) did adequate

amount of

literature

survey ,

research and

discussion

with faculty

to minimize

the risk.

9 Kinect not

initialized with

Unity

Hardware

Risk

H(5) M(3) 15 Y Kinect plugin

for Unity

should be

initialized

before

compiling the

package

10 User Defined

Target Builder

Testing

environme

nt risk

H(5) H(5) 25 N The selected

target should

have a proper

pattern so as

to get the

proper

trackable

image.

Page 37: Major unity mid sem 8th (1)

References

[1] Lester Madden Professional Augmented Reality Browsers for Smartphones: Programming for

junaio, Layar and Wikitude (Wrox Programmer to Programmer) Publication Date: June 7, 2011 |

ISBN-10: 1119992818 | ISBN-13: 978-1119992813

[2] Dominic Cushnan Developing AR Games for Android and iOS Publication Date :September

2013|ISBN-10:1783280034

[3] Interior Design in Augmented Reality Environment ,Viet Toan Phan| Year of Publication: 2010

|Web link: http://www.ijcaonline.org/volume5/number5/pxc3871290.pdf

[4] A Study on Tangible AR for interior design ,Viet Toan Phan and Prof. Seung Yeon Choo| Year

of Publication: 2010 |Weblink:http://www.cse.iitb.ac.in/~pb/cs626-449-2009/prev-years-other-

things-nlp/ sentiment-analysis-opinion-mining-pang-lee-omsa-published.pdf

[5] Handheld Augmented Reality in Civil Engineering ,Gerhard Schall |Year of Publication: 2009|

Web link: http://www.icg.tu-graz.ac.at/Members/schall/rosus/download

[6] Marker Based Augmented Reality Using Android OS ,Mr. Raviraj S. Patkar, Mr. S. Pratap

Singh,Ms. Swati V. Birje Year of Publication: 2013|Web link:

ttp://nlp.stanford.edu/courses/cs224n/2009/fp/16.pdf

[7 ] https://developer.vuforia.com/resources/dev-guide/knowledge-base-articles

[8 ] General-purpose systems for effective construction simulation -JC Martinez, PG Ioannou - Journal

of construction engineering