Academic literature on the topic 'ARCore'

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Journal articles on the topic "ARCore"

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Lu, Fangfang, Hao Zhou, Lingling Guo, Jingjing Chen, and Licheng Pei. "An ARCore-Based Augmented Reality Campus Navigation System." Applied Sciences 11, no. 16 (August 16, 2021): 7515. http://dx.doi.org/10.3390/app11167515.

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Currently, the route planning functions in 2D/3D campus navigation systems in the market are unable to process indoor and outdoor localization information simultaneously, and the UI experiences are not optimal because they are limited by the service platforms. An ARCore-based augmented reality campus navigation system is designed in this paper in order to solve the relevant problems. Firstly, the proposed campus navigation system uses ARCore to enhance reality by presenting 3D information in real scenes. Secondly, a visual inertial ranging algorithm is proposed for real-time locating and map generating in mobile devices. Finally, rich Unity3D scripts are designed in order to enhance users’ autonomy and enjoyment during navigation experience. In this paper, indoor navigation and outdoor navigation experiments are carried out at the Lingang campus of Shanghai University of Electric Power. Compared with the AR outdoor navigation system of Gaode, the proposed AR system can achieve increased precise outdoor localization by deploying the visual inertia odometer on the mobile phone and realizes the augmented reality function of 3D information and real scene, thus enriching the user’s interactive experience. Furthermore, four groups of students have been selected for system testing and evaluation. Compared with traditional systems, such as Gaode map or Internet media, experimental results show that our system could facilitate the effectiveness and usability of learning on campus.
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Zhang, Menghe, Karen Lucknavalai, Weichen Liu, and Jürgen P. Schulze. "CalAR: A C++ Engine for Augmented Reality Applications on Android Mobile Devices." Electronic Imaging 2020, no. 13 (January 26, 2020): 364–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-363.

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With the development of Apple’s ARKit and Google’s ARCore, mobile augmented reality (AR) applications have become much more popular. For Android devices, ARCore provides basic motion tracking and environmental understanding. However, with current software frameworks it can be difficult to create an AR application from the ground up. Our solution is CalAR, which is a lightweight, open-source software environment to develop AR applications for Android devices, while giving the programmer full control over the phone’s resources. With CalAR, the programmer can create marker-less AR applications which run at 60 frames per second on Android smartphones. These applications can include more complex environment understanding, physical simulation, user interaction with virtual objects, and interaction between virtual objects and objects in the physical environment. With CalAR being based on CalVR, which is our multi-platform virtual reality software engine, it is possible to port CalVR applications to an AR environment on Android phones with minimal effort. We demonstrate this with the example of a spatial visualization application.
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Kamalam, G. K., Shubham Joshi, Manish Maheshwari, K. Senthamil Selvan, Sajjad Shaukat Jamal, S. Vairaprakash, and Musah Alhassan. "Augmented Reality-Centered Position Navigation for Wearable Devices with Machine Learning Techniques." Journal of Healthcare Engineering 2022 (April 7, 2022): 1–10. http://dx.doi.org/10.1155/2022/1083978.

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People have always relied on some form of instrument to assist them to get to their destination, from hand-drawn maps and compasses to technology-based navigation systems. Many individuals these days have a smartphone with them at all times, making it a common part of their routine. Using GPS technology, these cellphones offer applications such as Google Maps that let people find their way around the outside world. Indoor navigation, on the other hand, does not offer the same level of precision. The development of indoor navigation systems is continuously ongoing. Bluetooth, Wi-Fi, RFID, and computer vision are some of the existing technologies used for interior navigation in current systems. In this article, we discuss the shortcomings of current indoor navigation solutions and offer an alternative approach based on augmented reality and ARCore. Navigating an indoor environment is made easier with ARCore, which brings augmented reality to your smartphone or tablet.
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Danji, David. "PRIMENA PROŠIRENE STVARNOSTI ZA UREĐIVANJE ENTERIJERA NA ANDROID MOBILNIM UREĐAJIMA." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 36, no. 04 (April 4, 2021): 725–28. http://dx.doi.org/10.24867/12fa06danji.

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Ovaj rad opisuje teorijske osnove proširene stvarnosti kao i njenu primenu za uređivanje enterijera na Android mobilnim uređajima. Sa proši­renom stvarnošću generišu se virtuelne elemente u stvarni svet pomoću digitalnih uređaja i time se dobija proširena slika stvarnog sveta. Cilj master rada je izrada aplikacije za Android mobilnu platformu koja pomoću kamere i proširene stvarnosti korisniku omogućuje dodavanje i vizualizaciju trodimenzionalnih modela arhitektonskih objekata u stvarni prostor. Aplikacija je izrađena pomoću programa Unity sa programskim dodacima Vuforia i ARCore.
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Alkandari, Abdulrahman, Nayfah Mohsen Almutairi, Wasmya Alhayyan, and Abeer Essa Alomairi. "Google Project Tango and ARCore Under the View of Augmented Reality." Journal of Computational and Theoretical Nanoscience 16, no. 3 (March 1, 2019): 1127–33. http://dx.doi.org/10.1166/jctn.2019.8007.

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Syahputra, M. F., F. Hardywantara, and U. Andayani. "Augmented Reality Virtual House Model Using ARCore Technology Based on Android." Journal of Physics: Conference Series 1566 (June 2020): 012018. http://dx.doi.org/10.1088/1742-6596/1566/1/012018.

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Yoon, Young-Suk, and Jae-Won Suh. "Augmented Reality Service Using ARCore for National Treasure No. 287 Great Gilt-bronze Incense Burner of Baekje." Journal of Next-generation Convergence Technology Association 5, no. 3 (June 30, 2021): 340–46. http://dx.doi.org/10.33097/jncta.2021.05.03.340.

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Asaad, Renas R., Zhvan A. Sulaiman, and Suha S. Abdulmajeed. "Proposed System for Education Augmented Reality Self English Learning." Academic Journal of Nawroz University 8, no. 3 (August 31, 2019): 27. http://dx.doi.org/10.25007/ajnu.v8n3a366.

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The AR Self Learning Application is an educational project that base on augmented reality using AR Foundation package which is combination between ARkit and ARCore, the main idea of project is self-learning without needing any tutor as it show in front of user a 3D character which will be user’s private tutor, it introduce each section and start teaching user names of every object in that section and show him animated 3d object which make it easier for user to memorize name of each object.
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Zhang, Xiaochen, Xiaoyu Yao, Yi Zhu, and Fei Hu. "An ARCore Based User Centric Assistive Navigation System for Visually Impaired People." Applied Sciences 9, no. 5 (March 9, 2019): 989. http://dx.doi.org/10.3390/app9050989.

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In this work, we propose an assistive navigation system for visually impaired people (ANSVIP) that takes advantage of ARCore to acquire robust computer vision-based localization. To complete the system, we propose adaptive artificial potential field (AAPF) path planning that considers both efficiency and safety. We also propose a dual-channel human–machine interaction mechanism, which delivers accurate and continuous directional micro-instruction via a haptic interface and macro-long-term planning and situational awareness via audio. Our system user-centrically incorporates haptic interfaces to provide fluent and continuous guidance superior to the conventional turn-by-turn audio-guiding method; moreover, the continuous guidance makes the path under complete control in avoiding obstacles and risky places. The system prototype is implemented with full functionality. Unit tests and simulations are conducted to evaluate the localization, path planning, and human–machine interactions, and the results show that the proposed solutions are superior to those of the present state-of-the-art solutions. Finally, integrated tests are carried out with low-vision and blind subjects to verify the proposed system.
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Poletanović, Goran, and Neda Milić. "IZRADA APLIKACIJE MEŠOVITE STVARNOSTI." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 35, no. 02 (January 21, 2020): 262–65. http://dx.doi.org/10.24867/06ef05poletanovic.

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U okviru rada date su teorijske osnove tehnologije i primene mešovite stvarnosti, kao i poređenje sa proširenom i virtuelnom stvarnosti. Rezultat rada predstavlja funkcionalna aplikacija mešovite stvarnosti sa namenom prezentovanja određene kompjuterski generi­sane prostorije (stvarne ili imaginarne) unutar realnog okruženja. Razvijena aplikacija omogućava da se na skeniranu ravnu površinu postavi prolaz koji vodi u digitalni svet. Postupak izrade aplikacije detaljno je opi­san u praktičnom delu, uz opis razvojnog okruženja (Unity) i softverskih dodataka korišćenih za izradu apli­kacije (ARCore SDK, Android SDK). Za potvrdu isprav­nosti, aplikacija je testirana na različitim uređajima pri različitim uslovima osvetljenja i na otvorenom i u zatvo­renom prostoru.
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Dissertations / Theses on the topic "ARCore"

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Halje, Gustav, and Pontus Mansfeld. "Utvärdering av trackingsystemen i ARKit och ARCore : En experimentell studie." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41238.

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Syfte – För att konstruera lyckade mobila Augmented Reality-lösningar som får virtuella objekt att se ut att samexistera med verkligheten krävs robusta trackingsystem som klarar av att spåra position och orientering med hög precision. Således var studiens syfte att undersöka precisionen i trackingsystemen i ARKit och ARCore för att erhålla underlag om hur väl virtuella objekt kan förankras på en fysisk position. Både ARKit och ARCore använder konceptet förankringspunkter för att uppnå ökad precision i trackingen av virtuella objekt. Därav undersöktes hur pålitliga dessa förankringspunkter är för respektive ramverk och huruvida de förbättrar precisionen eller inte. Metod – I studien genomfördes egenutformade experiment där en app för respektive ramverk skapades med uppgiften att placera ut ett virtuellt objekt med eller utan förankringspunkt framför enheten. Med hjälp av fasta fysiska positioner som användes som referenspunkter kunde förskjutningar av virtuella objekt beräknas när enheten förflyttades i två olika scener. Resultat – Medelförskjutningen av förankringspunkterna i ARKit var 15,2 cm och 27 cm i respektive scen. För ARCore blev medelförskjutningen av förankringspunkterna 7,8 cm och 4,7 cm. Trackingen av virtuella objekt förbättrades i ARCore i båda scenerna när förankringspunkter användes. Däremot fick ARKit blandade resultat där trackingen förbättrades avsevärt när tillräckligt med textur fanns, men försämrades när det inte fanns. Implikationer – Studien visar att ARCore klarar trackingen av virtuella objekt bättre än ARKit. Vidare bekräftar studien att förankringspunkter bör användas för att förbättra precisionen i trackingen i ARCore, medan det i ARKit endast förbättras när tillräckligt med textur finns i omgivningen. Begränsningar – Endast en smartphone för respektive ramverk användes i experimenten. Scenerna var statiska och experimenten genomfördes i så ljusa förhållanden som möjligt. Studien testade enbart en förankringspunkt och säger således inget om hur pålitligheten och precisionen förändras när multipla förankringspunkter används.
Purpose – To construct successful mobile Augmented Reality solutions that make virtual objects coexist with reality, robust tracking systems capable of tracking position and orientation with high precision is required. The study's purpose was therefore to investigate the precision of the tracking systems in ARKit and ARCore to receive material regarding how well virtual objects can be anchored on a physical position. Both ARKit and ARCore utilize a concept called anchors to achieve heightened precision in the tracking of virtual objects. How reliable these anchors are in each framework and whether they improve precision was thus examined. Method – Experiments were designed and performed in the study, where one app for each framework was created with the purpose of placing a virtual object with or without an anchor in front of the device. Fixed physical positions were used as references to calculate how much the virtual object were drifting when the device was moved around in two different scenes. Findings – The average drift of the anchors were 15,2 cm and 27 cm with ARKit in each scene. The anchors with ARCore had an average drift of 7,8 cm and 4,7 cm. The study found that the tracking of virtual objects improved in ARCore when anchors were used, while ARKit gave mixed results where clear improvements could be seen only when there was enough texture in the scene. Implications – The study shows that ARCore handles the tracking of virtual objects better than ARKit. The study also confirms that anchors should be utilized to improve the precision of the tracking in ARCore, while in ARKit it is only improved when there are a sufficient amount of texture in the surroundings. Limitations – Only one smartphone for each framework were used in the experiments. The scenes were static and the experiments were performed in as bright conditions as possible. The study only tested one anchor and says nothing regarding changes in the reliability and precision when multiple anchors are used.
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Mammadli, Vagif. "Förbättrat stridsvärde med Förstärkt verklighet." Thesis, KTH, Hälsoinformatik och logistik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296576.

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En skyttegrupp är en grupp av soldater inom Försvarsmakten vars huvuduppgift är att strida mot fienden på marken. Skyttegruppen leds av en gruppchef som bestämmer inbrytningspunkter, skjutgränser, markerar fientliga soldater och dirigerar hur skyttegruppen agerar i stridsförhållanden. I stridens hetta ökas ljudnivån, gruppchefens manövrerbarhet begränsas och skyttegruppen sätts under hög stress. Detta leder oftast till brist på kommunikation som sänker gruppens stridsvärde. Augmented Reality innebär att förstärka verkligheten med hjälp av teknik. Idag finns flera olika utvecklingsmiljöer som låter utvecklare på ett enkelt sätt bygga applikationer där användare kan förstärka verkligheten, till exempel genom att placera virtuella objekt över den verkliga världen. Dessa virtuella objekt bibehåller sin position när användaren förflyttar sig runt omgivningen. De virtuella objekten kan synkroniseras mellan olika enheter, vilket tillåter flera olika användare att se samma virtuella objekt. Detta examensarbete gick ut på att undersöka ifall användning av förstärkt verklighet förbättrade kommunikationen i skyttegruppen. Tre prototyper implementerades med hjälp av ARCore (ett utvecklingspaket för förstärkt verklighet): en för gruppchefen vilket möjliggjorde markering av olika mål, en prototyp för skyttesoldaterna som visualiserade dessa mål genom att placera virtuella objekt på platsen som gruppchefen markerade och en server som hanterade kommunikation mellan de första två. Detta medförde att gruppchefen kunde markera objekt i realtid under strid och skyttesoldaterna kunde se dessa objekt genom VR-glasögon. Prototyperna testades i stridsmiljöer och resultaten visade att kommunikationstiden förbättrades med 7.5 sekunder på öppet fält, 13.5 sekunder i tätskog och 0.2 sekunder i stadsmiljö.
An infantry squad is a group of soldiers in the Armed Forces of Sweden whose main task is to combat the enemy on the ground. The infantry squad is led by a squad leader who determines breaking points, firing limits, marks enemy soldiers and directs how the squad acts in combat conditions. In the heat of battle, the noise level is increased, the group leader's maneuverability is limited, and the shooting group isput under a lot of stress. This usually leads to a lack of communication which lowers the group's combat value. Augmented Reality means augmenting reality with the help of technology. Today,there are several different development environments that allow developers to easilybuild applications where users can augment reality, for example by placing virtual objects over the real world. These virtual objects maintain their position as the user moves around the environment. Virtual objects can be synchronized between different devices, allowing several different users to see the same virtual object. This thesis aimed to investigate whether the use of Augmented Reality improved communication in the infantry squad. Three prototypes were implemented with the help of ARCore (a software development kit for Augmented Reality): one for the squad leader which enabled the marking of different targets, one prototype for the infantryman which visualized these targets by placing virtual objects in the place marked by the group leader and a server prototype which handled communication between the first two. This meant that the squad leader could mark objects through a smartphone in real time during combat and the infantrymen could see these objects through VR goggles. The prototypes were tested in combat environments andthe results showed that the time for communication were improved by 7.5 seconds in open fields, 13.5 seconds in dense forests and 0.2 seconds in urban environment.
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Hübsch, Jacob, and Magnus Persson. "Förstärkt verklighet med ARCore : Utveckling av en förstärkt verklighetsapplikation i Android med Kotlin och Azure." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72384.

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The technology of “augmented reality” has existed in an experimental stage since the early 1990s, but it is not until around year 2010 that commercial use in the form of both hardware and software became available, for example, when Pokémon GO and Google Glass were announced. The aim of this thesis is to develop a mobile application that utilizes the technique of augmented reality to gain an insight into the technique’s potential, as well as the various tools available in this type of development. The project resulted in an augmented reality application, written in the program language Kotlin for the mobile operating system Android. The main use of the application includes group activities such as tourism, as the main functionality is to visualize other users' location via the mobile camera using the tools ARCore and Azure’s database Cosmos DB. Even though the technology is relatively new, the work has progressed without major difficulties, and even with basic programming knowledge it is possible to do software development in this area.
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Lundqvist, Sebastian, and Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.

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Augmented reality is an old technology that is still far away from being perfect. It is also quickly being improved upon and the state of AR today has come a long way from AR just a couple of years ago. New big players have recently introduced their tools and have made it easier than ever to develop AR applications. In this study we look at what established methods (if any) there are for AR evaluation, develop AR evaluation methods that fit our needs, carry out the evaluation and analyze the collected data. We also note some important things to think about when working with AR to increase tracking and recognition stability. The recommendations are: try to have reference images with high scores, have reference objects that are distinct enough from one another to not be mixed up and make sure that the visual for the reference image matches the visual for the reference object in its intended viewing environment.
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Nyqvist, Ida. "Visualisering av vägdata i en AR-app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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Capucci, Mattia. "Estensione di un'infrastruttura per ambienti cooperativi di mixed reality: integrazione del framework Google ARCore e tecnologie mobile avanzate." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18437/.

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La grande rivoluzione tecnologica che è avvenuta negli ultimi anni ha portato la realtà aumentata a essere uno degli argomenti di studio di maggior interesse. La convinzione di poter eseguire operazioni quotidiane coadiuvate da un insieme di elementi virtuali e digitali si è concretizzata nello sviluppo e rilascio di dispositivi fisici - quali visori - e kit di sviluppo software. Quest'ultimi, in particolare, hanno recentemente raggiunto una maturità tale da permettere a device di tutti i giorni, quali smartphone e tablet, di poter sfruttare tecniche avanzate di analisi delle immagini, consentendo di essere anch'essi il veicolo per esperienze di augmented e mixed reality. Ci stiamo avvicinando a una realtà in cui elementi digitali coesistono nel mondo reale e le persone sono in grado di percepirli e interagire con essi, in modo condiviso. In questo contesto emergente, la ricerca è indirizzata nello studio di un modello e/o infrastruttura, che permetta di sfruttare le potenzialità delle tecnologie oggi disponibili e possa essere un punto di riferimento nello sviluppo di sistemi di augmented e mixed reality. Su questo fronte, spicca il modello di augmented worlds, punto di partenza del lavoro di questa tesi. Infatti, dall'analisi di detto modello e dell'infrastruttura a esso associata, si propone una possibile estensione che permetta a un qualsiasi utente, dotato di smartphone o tablet, di accedere a esperienze cooperative di mixed reality, incapsulando le funzionalità di comprensione dell'ambiente e motion tracking, che sono tipiche nelle tecnologie software mobili odierne.
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Eklind, Anna, and Love Stark. "An exploratory research of ARCore's feature detection." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254357.

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Augmented reality has been on the rise for some time now and begun making its way onto the mobile market for both IOS and Android. In 2017 Apple released ARKit for IOS which is a software development kit for developing augmented reality applications. To counter this, Google released their own variant called ARCore on the 1st of march 2018. ARCore is also a software development kit for developing augmented reality applications but made for the Android, Unity and Unreal platforms instead. Since ARCore is released recently it is still unknown what particular limitations may exist for it. The purpose of this paper is give an indication to companies and developers about ARCore’s potential limitations. The goal with this paper and work is to map how well ARCore works during different circumstances, and in particular, how its feature detection works and behaves. A quantitative research was done with the usage of the case study method. Various tests were performed with a modified test-application supplied by Google. The tests included testing how ARCore’s feature detection, the process that analyzes the environment presented to the application. This which enables the user of an application to place a virtual object on the physical environment. The tests were done to see how ARCore works during different light levels, different types of surfaces, different angles and the difference between having the device stationary or moving. From the testing that were done some conclusions could be drawn about the light levels, surfaces and differences between a moving and stationary device. More research and testing following these principles need to be done to draw even more conclusions of the system and its limitations. How these should be done is presented and discussed.
Forstarkt verklighet (augmented reality) har stigit under en tid och börjat ta sig in på mobilmarknaden for både IOS och Android. År 2017 släppte Apple ARKit för IOS vilket är en utvecklingsplattform för att utveckla applikationer inom förstärkt verklighet. Som svar på detta så slappte Google sin egna utvecklingsplattform vid namn ARCore, som släpptes den 1 mars 2018. ARCore är också en utvecklingsplattform för utvecklandet av applikationer inom förstarkt verklighet men istället inom Android, Unity och Unreal. Sedan ARCore släpptes nyligen är det fortfarande okant vilka särskilda begränsningar som kan finnas för det. Syftet med denna avhandling är att ge företag och utvecklare en indikation om ARCores potentiella begränsningar. Målet med denna avhandling och arbete är att kartlägga hur väl ARCore fungerar under olika omstandigheter, och i synnerhet hur dess struktursdetektor fungerar och beter sig. En kvantitativ forskning gjordes med användning av fallstudie metoden. Olika tester utfördes med en modifierad test-applikation från Google. Testerna inkluderade testning av hur ARCores struktursdetektor, processen som analyserar miljön runt om sig, fungerar. Denna teknik möjliggor att användaren av en applikation kan placera ett virtuellt objekt på den fysiska miljön. Testen innebar att se hur ARCore arbetar under olika ljusnivåer, olika typer av ytor, olika vinklar och skillnaden mellan att ha enheten stationär eller rör på sig. Från testningen som gjordes kan man dra några slutsatser om ljusnivåer, ytor och skillnader mellan en rörlig och stationar enhet. Mer forskning och testning enligt dessa principer måste göras för att dra ännu mer slutsatser av systemet och dess begränsningar. Hur dessa ska göras presenteras och diskuteras.
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Andruccioli, Matteo. "Studio e applicazione della piattaforma ARCore per lo sviluppo di sistemi di realtà aumentata: Rocca delle Caminate come caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16972/.

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La tesi si pone come obiettivo quello di indagare l'ambito della mixed reality per dispositivi mobili Android, concentrandosi sull'sdk fornito da Google ARCore per Unity come esempio di software che abilita allo sviluppo di applicazioni di mixed reality sfruttando il sistema di tracking SLAM. La tesi si è articolata in due fasi principali. La prima parte è stata dedicata al lato teorico: inizialmente mi sono informato sulle differenze tra AR, VR, MR, e sui dispositivi che abilitano all'utilizzo di tali tecnologie. Successivamente sono passato allo studio delle tecniche che consentono il tracciamento degli elementi fisici e la registrazione di quelli virtuali in un contesto di mixed reality. Ho quindi deciso di approfondire Google ARCore, che sfrutta la tecnica SLAM per ottenere il mapping dell'ambiente fisico in tempo reale, ovvero contestualmente all'esplorazione dell'ambiente. Completato lo studio teorico, ho poi messo in pratica quanto appreso cimentandomi nello sviluppo di una applicazione di mixed reality che si va ad inserire in un contesto di valorizzazione del patrimonio culturale del territorio.
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Strandberg, Li, and Ida Nyqvist. "Visualisering av vägdata i en AR-app." Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran. 2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt. Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too. In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects. The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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Marchi, Davide. "Sviluppo di una libreria Android per la creazione di esperienze in Realtà Aumentata legate a Punti di Interesse." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17292/.

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Questa tesi nasce per proporre una soluzione per migliorare la UX degli utenti nell’utilizzo dei propri device, in particolare lavoreremo su due fattori chiave: i punti di interesse, intesi come luoghi fisici nel mondo, e la loro persistenza nel tempo. Analizzeremo quali sono le tecnologie presenti sul mercato che si propongono di risolvere questa problematica generale e cercheremo di capire quali sono i vantaggi e gli svantaggi di ogni soluzione. Terminate le analisi, metteremo al centro della soluzione che implementeremo la Realtà Aumentata: tecnologia sempre più popolare e diffusa nella vita quotidiana delle persone grazie alla capacità di arricchire la percezione sensoriale umana tramite la sovrapposizione di informazioni e contenuti virtuali al mondo reale, capacità che sfrutteremo per cercare di migliorare l’esperienza degli utenti. Il prodotto principale della tesi che andremo a sviluppare sarà una libreria Android che sfrutti proprio la Realtà Aumentata per la creazione di esperienze legate a punti di interesse che chiameremo AR POI Experiences. I capitoli saranno articolati nel seguente modo: inizialmente andremo ad esporre tutte le analisi sulla Realtà Aumentata e sul problema preso in esame, successivamente passeremo alla progettazione ed allo sviluppo della soluzione proposta ed infine mostreremo un prototipo che implementerà proprio questa soluzione, grazie al quale dimostreremo quali sono le sue funzionalità e potenzialità.
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Books on the topic "ARCore"

1

Valentini, Giovanni. La sindrome di Arcore. Milano: Longanesi, 2009.

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La sindrome di Arcore. Milan, Italy: Longanesi, 2009.

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Le storie misteriose di Arcore: Le origini. Milano: Baldini & Castoldi, 2012.

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Pino, Corrias. Luoghi comuni: Dal Vajont a Arcore, la geografia che ha cambiato l'Italia. Milano: Rizzoli, 2006.

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Dodi, Luisa. La storia di Arcore: Fra amene ville, signorili giardini, vita contadina e mondo dell'industria. Cinisello Balsamo (Milano): Silvana, 1996.

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Onorevole bunga bunga: Berlusconi, Ruby e le notti a luci rosse di Arcore : rapporto confidenziale. Cavallino, Lecce: Bepress, 2011.

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Il sabato andavamo ad Arcore: La vera storia, documenti e ragioni, del divorzio tra Berlusconi e Montanelli. Bergamo: Edizioni Larus, 1995.

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Silvio Berlusconi e il senso dell'estate: Lo strabiliante rapporto del Cavaliere di Arcore con la politica, i partiti, le istituzioni. Milan, Italy: Terziaria, 2003.

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Juvy, Brigitte Claire. Arcane. Démoret: Hécube, 1999.

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Hunt, Erica. Arcade. Berkeley, CA: Kelsey St. Press, 1996.

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Book chapters on the topic "ARCore"

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Nowacki, Paweł, and Marek Woda. "Capabilities of ARCore and ARKit Platforms for AR/VR Applications." In Advances in Intelligent Systems and Computing, 358–70. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19501-4_36.

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Voinea, Gheorghe-Daniel, Florin Girbacia, Cristian Cezar Postelnicu, and Anabela Marto. "Exploring Cultural Heritage Using Augmented Reality Through Google’s Project Tango and ARCore." In Communications in Computer and Information Science, 93–106. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05819-7_8.

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Weik, Martin H. "Archie." In Computer Science and Communications Dictionary, 60. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_783.

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Scheller, Martin, Klaus-Peter Boden, Andreas Geenen, and Joachim Kampermann. "Archie." In Internet Werkzeuge und Dienste, 175–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-642-85137-7_14.

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Allsopp, Benjamin Brink. "Arcform." In Diagrammatic Representation and Inference, 355–62. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91376-6_33.

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Emtage, Alan. "Archie." In Intelligent Information Retrieval: The Case of Astronomy and Related Space Sciences, 103–11. Dordrecht: Springer Netherlands, 1993. http://dx.doi.org/10.1007/978-0-585-33110-2_7.

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Harpham, Bruce. "Sarina Arcari." In Project Managers at Work, 275–88. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2668-1_23.

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Nadel, Ira. "Arcade Amusement." In David Mamet, 229–49. New York: Palgrave Macmillan US, 2008. http://dx.doi.org/10.1007/978-0-230-37872-8_10.

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Tait, Ruth. "Archie Norman." In Roads to the Top, 25–41. London: Palgrave Macmillan UK, 1995. http://dx.doi.org/10.1007/978-1-349-13669-8_3.

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Clouston, Victoria. "Arcane 17." In André Breton in Exile, 129–60. New York : Routledge, 2017. |: Routledge, 2017. http://dx.doi.org/10.4324/9781315567037-6.

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Conference papers on the topic "ARCore"

1

Goyal, Shreya, Naimul Khan, Chiranjoy Chattopadhyay, and Gaurav Bhatnagar. "LayART: Generating indoor layout using ARCore Transformations." In 2020 IEEE Sixth International Conference on Multimedia Big Data (BigMM). IEEE, 2020. http://dx.doi.org/10.1109/bigmm50055.2020.00047.

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Morar, Anca, Maria Anca Balutoiu, Alin Moldoveanu, Florica Moldoveanu, Alex Butean, and Victor Asavei. "Evaluation of the ARCore Indoor Localization Technology." In 2020 19th RoEduNet Conference: Networking in Education and Research (RoEduNet). IEEE, 2020. http://dx.doi.org/10.1109/roedunet51892.2020.9324849.

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Mallik, Abhidipta, and Vikram Kapila. "Interactive Learning of Mobile Robots Kinematics Using ARCore." In 2020 5th International Conference on Robotics and Automation Engineering (ICRAE). IEEE, 2020. http://dx.doi.org/10.1109/icrae50850.2020.9310865.

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Oufqir, Zainab, Abdellatif El Abderrahmani, and Khalid Satori. "ARKit and ARCore in serve to augmented reality." In 2020 International Conference on Intelligent Systems and Computer Vision (ISCV). IEEE, 2020. http://dx.doi.org/10.1109/iscv49265.2020.9204243.

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Ruffle, Germain, and Eugene Meng. "Creating your first augmented reality experience with ARCore." In SA '19: SIGGRAPH Asia 2019. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3355047.3359416.

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Cao, Dongxing. "Real-time multi-user spatial collaboration using ARCore." In MOBILESoft '20: IEEE/ACM 7th International Conference on Mobile Software Engineering and Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3387905.3388601.

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Matišák, Jakub, Matúš Pohančenik, and Katarína Žáková. "The Use of ARCore Technology for Online Control Simulations." In 2020 Federated Conference on Computer Science and Information Systems. IEEE, 2020. http://dx.doi.org/10.15439/2020f147.

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Feigl, Tobias, Andreas Porada, Steve Steiner, Christoffer Löffler, Christopher Mutschler, and Michael Philippsen. "Localization Limitations of ARCore, ARKit, and Hololens in Dynamic Large-scale Industry Environments." In 15th International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0008989903070318.

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Tsoukalos, Dimitrios, Vangelis Drosos, and Dimitrios K. Tsolis. "Attempting to reconstruct a 3D indoor space scene with a mobile device using ARCore." In 2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA). IEEE, 2021. http://dx.doi.org/10.1109/iisa52424.2021.9555529.

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Klamka, Konstantin, and Raimund Dachselt. "ARCord." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170427.3188456.

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Reports on the topic "ARCore"

1

Bilous, Vladyslav V., Volodymyr V. Proshkin, and Oksana S. Lytvyn. Development of AR-applications as a promising area of research for students. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4409.

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The article substantiates the importance of using augmented reality in the educational process, in particular, in the study of natural and mathematical disciplines. The essence of AR (augmented reality), characteristics of AR hardware and software, directions and advantages of using AR in the educational process are outlined. It has proven that AR is a unique tool that allows educators to teach the new digital generation in a readable, comprehensible, memorable and memorable format, which is the basis for developing a strong interest in learning. Presented the results of the international study on the quality of education PISA (Programme for International Student Assessment) which stimulated the development of the problem of using AR in mathematics teaching. Within the limits of realization of research work of students of the Borys Grinchenko Kyiv University the AR-application on mathematics is developed. To create it used tools: Android Studio, SDK, ARCore, QR Generator, Math pattern. A number of markers of mathematical objects have been developed that correspond to the school mathematics course (topic: “Polyhedra and Functions, their properties and graphs”). The developed AR tools were introduced into the process of teaching students of the specialty “Mathematics”. Prospects of research in development of a technique of training of separate mathematics themes with use of AR have been defined.
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Calvano, Charles, Robert Harney, John Ciezki, David Byers, and Fotis Papoulias. SEA ARCHER" Distributed Aviation Platform". Fort Belvoir, VA: Defense Technical Information Center, December 2001. http://dx.doi.org/10.21236/ada422411.

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Kong, Weiqiang, Simon Furbo, and Jianhua Fan. Simulation and design of collector array units within large systems. IEA SHC Task 55, October 2019. http://dx.doi.org/10.18777/ieashc-task55-2019-0005.

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Solar collectors are the core components of solar district heating plants. Annual solar heat yield of solar heating plants on average is around 400-500 kWh/m2 in Denmark. Most solar collectors in the large solar district heating plants in Denmark are ground-mounted flat plate collectors. Arcon-Sunmark A/S is the main manufacturer of the large flat plate collectors for district heating in Denmark. Arcon-Sunmark A/S has installed more than 80% of the world’s large solar heating plants connected to district heating networks.
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McGregor, John D., Felix Bachmann, Len Bass, Philip Bianco, and Mark Klein. Using ArchE in the Classroom: One Experience. Fort Belvoir, VA: Defense Technical Information Center, September 2007. http://dx.doi.org/10.21236/ada472934.

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C.Z. Chen and G.S. Choe. Solar flare mechanism based on magnetic arcade reconnection and island merging. Office of Scientific and Technical Information (OSTI), June 2000. http://dx.doi.org/10.2172/756593.

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Bachmann, Felix, Len Bass, and Mark Klein. Preliminary Design of ArchE: A Software Architecture Design Assistant. Fort Belvoir, VA: Defense Technical Information Center, September 2003. http://dx.doi.org/10.21236/ada421618.

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McCauley, Moira, and Tim Kennedy. Arco Norte Electrical Interconnection Study. Inter-American Development Bank, July 2016. http://dx.doi.org/10.18235/0000379.

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Craig, Darren. Final Report Experimental Study of Impulsive Reconnection in a Current Carrying Magnetic Arcade. Office of Scientific and Technical Information (OSTI), October 2011. http://dx.doi.org/10.2172/1086588.

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Makada, R. Vitrinite reflectance data of ditch cuttings from the ARCO Alaska Inc. ARCO/Ciri Funny River #1 well. Alaska Division of Geological & Geophysical Surveys, 1988. http://dx.doi.org/10.14509/19240.

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G.S. Choe and C.Z. Cheng. A Model of Solar Flares Based on Arcade Field Reconnection and Merging of Magnetic Islands. Office of Scientific and Technical Information (OSTI), December 2001. http://dx.doi.org/10.2172/792994.

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