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KANARA COLLEGE SOCITY’S SHREE VIDYADHIRAJ POLYTECHNIC KUMTA-581343(U.K) DEPARTMENT OF COMPUTER SCIENCE ENGINEERING 2013-2014 PROJECT REPORT ON Android Augmented Reality Submitted In Partial Fulfillment of the Requirement of the Award of Diploma In COMPUTER SCIENCE ENGINEERING UNDER THE GUIDENCE OF SHRI DINESH BALGI SUBMITTED BY Gurushankar S G 370cs11012 Shaikh Ayeed 370cs11044 Nireeksha Nayak 370cs11027 Spoorti Jain 370cs11048 B L Spoorti 370cs11008 Spoorti Kalmane 370cs11046 Under the curriculum and syllabus of The Board of Technical Examination Bangalore (Government of Karnataka) 1

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Page 1: Android Project

KANARA COLLEGE SOCITY’SSHREE VIDYADHIRAJ POLYTECHNIC

KUMTA-581343(U.K)

DEPARTMENT OFCOMPUTER SCIENCE ENGINEERING

2013-2014

PROJECT REPORT ON

Android Augmented RealitySubmitted In Partial Fulfillment of the Requirement of the

Award of Diploma InCOMPUTER SCIENCE ENGINEERING

UNDER THE GUIDENCE OF

SHRI DINESH BALGI

SUBMITTED BY

Gurushankar S G 370cs11012Shaikh Ayeed 370cs11044Nireeksha Nayak 370cs11027

Spoorti Jain 370cs11048B L Spoorti 370cs11008Spoorti Kalmane 370cs11046

Under the curriculum and syllabus of The Board of Technical Examination Bangalore

(Government of Karnataka)

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Android Augmented RealityKANARA COLLEGE

SOCIETY’SSHREE VIDYADHIRAJ POLYTECHNIC

KUMTA-581343, UTTARA KANNADAKARNATAKA

Department of computer science & Engineering

CERTIFICATE

Certified that the project on “ANDROID AUGMENTED REALITY” is a bonafide work carried out by GURUSHANKAR S.G, SHAIKH AYEED, NIREEKSHA NAYAK, SPOORTIJAIN, B.L SPOORTI,

SPOORTI KALMANE In partial fulfillment for the award of Diploma in computer science &engineering course of DIRECTORATE OF TECHNICAL EDUCATION, Bangalore during the year 2013-2014.The project report has been approved as it satisfies the academic requirements in respect of project for the diploma course.

_____________ ________________

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Signature of the guide Signature of the HOD

EXTERNAL VIVAName of the ExaminersSignature with Date

1. ________________________ ____________________

2. _________________________ ____________________

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MEMBERS OF OUR TEAM:

Gurushankar S.G 370cs11012Shaikh Ayeed 370cs11044Nireeksha Nayak 370cs11027Spoorti Jain 370cs11048B.L Spoorti 370cs11008Spoorti Kalmane 370cs11046

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ABSTRACT

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ACKNOWLEDGEMENT

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Table of Contents

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1. INTRODUCTION

Augmented Reality (AR) intends to provide richer experiences by overlying

labels or virtual objects over the scene observed through a camera attached to a

computer. Many AR systems follow the approach of analyzing in real time the

video stream provided by a camera to recognize objects. This way they figure

out what virtual objects must be drawn, and where, overlaid to the video stream.

These systems need a model of the world to match against the video stream.

Advances in the HW have made it possible to perform this computationally

expensive image processing in mobile phones, although no commercial system

has yet appeared, and only controlled demonstrations have been shown.

By using sensors such as accelerometers, GPS and digital compasses

available in mobile phones such as the Android devices, an alternative approach

can be followed to augment the reality perceived through the camera in mobile

phones. The information provided by these sensors can be used to know where

the mobile is located and towards where it is oriented. Nearby geo-tagged labels

found in the vicinity of the scene can be found in a database of POIs and then

shown on the screen on top of the object to which they are associated, without

requiring intensive image processing.

It is well known that the A-GPS of these devices can report big offsets from

the actual position, but compared to visual AR approaches, it is available

everywhere outdoors and does not require a model of the world to match

against, being also immune to moving objects that can a

affect visual approaches. Digital compass can also report significant errors, but

it provides good enough orientation information for many applications that users

of mobile phones desire to use.

Nowadays Maps are increasingly being used from mobile phones. These

have big touch screens and powerful microprocessors, but it is specially the geo-

location information provided by GPS, and the orientation information provided

by compass and accelerometers, which enables new interesting functionality of

mobile maps that is also available in the desktop. We are developing a FLOSS

implementation of a mobile location browser using augmented reality called

RealityView whose client side runs on Android and communicates through a

Google API with the backend.

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1.1. Problem Definition(intr)

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1.2. History(augmented rea in intro)

1.3. Scope(intro)

1.4. Need of the application(intr0)

1.5. High level Design(1st overall architecture of App block

diagram in design,can be removed)

1.6. UML diagrams

1.7. Implementation(after design before program code) how it is

implemented.major algorithm

1.8. Testing (use cases, Expected behaviors)

1.9. Results

1.10. Conclusion

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2. OBJECTIVE

What is to be achieved?

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3. ENVIRONMET USED

3.1. Platform Requirement – For Development

3.1.1. Minimum Hardware Requirement

Processor : Intel Dual Core or Higher / AMD

RAM : 1GB

HDD : 1GB

1.1.1. Minimum Software Requirement

Operating System : Windows XP or Higher / Mac / Linux

Development Tools : Eclipse IDE, Android SDK, JRE 1.7

UML modeling tool : UML lab, Argouml, ObjectAid UML

1.1. Platform Requirement – For Deployment

1.1.1. Minimum Hardware Requirement

Processor : 800MHZ processor or Higher

RAM : 512MB or Higher (10mb for execution)

Internal Memory : 512MB (only 60kb is needed for the app)

Sensors : Accelerometer, GPS, compass

1.1.1. Minimum Software Requirement

Operating System : Android 2.3 or higher

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1. ANALYSIS DOCUMENT

1.1. System Requirement Analysis ( requirement for the

software)features,what is required.

1.2. Information Gathering ( about android with architecture ,

Literature survey (describe about andriod , app

development,existing implementations, existing apps)

1.3. System Feasibility

1.3.1. Economic Feasibility

1.3.2. Technical Feasibility

1.3.3. Behavioral Feasibility

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