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PathFinder APK: Augmented Reality Navigation

The document provides documentation for a project titled "PathFinder APk for Finding Ways By Digital Objects". It was created by Mujtaba Abdul Karim Shaikh for their Bachelor of Science degree in Computer Science. The project aims to design and develop a location finding Android application using augmented reality and the Vuforia SDK. It allows users to scan image targets to find digital objects and paths in the real world. The documentation includes an abstract, acknowledgements, declaration, table of contents, introduction on augmented reality, and sections on the software and hardware requirements.

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0% found this document useful (0 votes)
18 views25 pages

PathFinder APK: Augmented Reality Navigation

The document provides documentation for a project titled "PathFinder APk for Finding Ways By Digital Objects". It was created by Mujtaba Abdul Karim Shaikh for their Bachelor of Science degree in Computer Science. The project aims to design and develop a location finding Android application using augmented reality and the Vuforia SDK. It allows users to scan image targets to find digital objects and paths in the real world. The documentation includes an abstract, acknowledgements, declaration, table of contents, introduction on augmented reality, and sections on the software and hardware requirements.

Uploaded by

Malai Shaikh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

PathFinder APk for Finding

Ways By Digital Objects


A Project Documentation

BECHLOR OF SCIENCE(COMPUTER SCIENCE)


Seat No:
By

Mujtaba Abdul Karim Shaikh


Under the esteemed guidance of
Professor Neha Momin Shaikh
Department of Computer Science (C.S)

MAHARASHTRA COLLEGE OF ARTS COMMERCE AND


SCIENCE
Affiliated to Mumbai University
Mum-400050,Maharashtra
2019-2020
CERTIFICATE
ABSTRACT

The Project titled “PathFinder APk” is an attempt made to design


and implement a Location finding android application to solve the problem of
Finding different paths . The end result of our project will be a software t
which uses to order a vuforia sdk(vuforia-sdk-uwp-8-3-8).
PathFinder application use to order a vuforia database which we have
to import in unity application .In this PathFinder application we use image
target There are two phases to developing with Image Targets. You first need
to design your target images and then upload them to the Vuforia Target
Manager for processing and evaluation. .By this we digitalization Object
ordering image marker into real world ordering system with the the help of
PathFinder .This PathFinder application help to improve digital location
finding experiences and save time of searching of places .In this PathFinder
application the user will have open his/she hand held device(Mobile) and
choose a PathFinder application.
The traditional system is take a lot of time of consumers and also I am
making this project for my college which is named as Maharashtra college by
I will digitalized the objects of campus area system. The Drawback of this
project is low light, blurry image targets or misplace of an markers to and it is
working on above API level24 (Nougat) It will solve in future.
ACKNOWLEDGEMENT

We extremely grateful and remain indebted to our guide Prof. Neha Momin
Shaikh for being a source of inspiration and for his constant support in the
design, implementation and evolution of the Project. We are thankful to them
for their constant constructive criticism and invaluable suggestions, which
benefited us a lot while developing the project on
“PathFinder APk for Finding Ways By Digital Objects”.

We also thank our Department teachers [Link] Anwaare and


[Link] Popatiya who have helped in successful completion of the
project.

We also offer our sincerest gratitude to our very own principal of


college Dr Sirajuddin Chougle for her constant support and consideration.
DECLARATION

I, hereby declare that the project entitled, “PathFinder APk for Finding Ways
By Digital Objects” done at MAHARASHTRA COLLEGE OF ARTS SCIENCE AND
COMMERCE, has not been in any case duplicated to submit to any other university for
the award of any degree. To the best of my knowledge other than me, no one has
submitted to any other university.

The project is done in partial fulfilment of the requirements for the award of
degree of BACHELOR OF SCIENCE (COMPUTER SCIENCE) to be submitted as Fifth
Semester project as part of our curriculum.

Mujtaba Abdul Karim


Shaikh
INDEX
1. INTRODUCTION ---------------------------- 7
2. REQUIREMENT AND SPECIFICATION ---------- 9
2.1 Software Requirement ---------------------- 9
2.1.1 Unity(Game Engine) ---------------------- 9
2.1.2 Vuforia SDK ----------------------------- 11
2.1.3 Basic Topology Of PathFinder ------------ 17
2.1.4 Android OS(Nougat) ---------------------- 18
2.1.5 Visual Studio Code ---------------------- 19
3. Hardware Requirement ------------------ 20
3.1.1 Andoid Smart Phone ---------------------- 20
4. SYSTEM DESIGN -------------------------- 21
3.1 UML(Unified Modelling Language) ----------- 21
3.2 Sequince Diagram -------------------------- 23
3.3 Activity Diagram -------------------------- 23
5. SCREENSHOT ---------------------------- 24
1. INTROUCTION

Augmented reality (AR) is an interactive experience of a real-world


environment where the objects that reside in the real-world are
enhanced by computer-generated perceptual information, sometimes
across multiple sensory modalities,

including visual, auditory, haptic, somatosensory and olfactory. The


overlaid sensory information can be constructive (i.e. additive to the
natural environment), or destructive (i.e. masking of the natural
environment).[3] This experience is seamlessly interwoven with the
physical world such that it is perceived as an immersive aspect of the
real environment.[3] In this way, augmented reality alters one's ongoing
perception of a real-world environment, whereas virtual
reality completely replaces the user's real-world environment with a
simulated one.[4][5] Augmented reality is related to two largely
synonymous terms: mixed reality and computer-mediated reality.

The primary value of augmented reality is the manner in which


components of the digital world blend into a person's perception of the
real world, not as a simple display of data, but through the integration of
immersive sensations, which are perceived as natural parts of an
environment. The earliest functional AR systems that provided
immersive mixed reality experiences for users were invented in the early
1990s, starting with the Virtual Fixtures system developed at the U.S. Air
Force's Armstrong Laboratory in [Link] augmented reality
experiences were first introduced in entertainment and gaming
businesses. Subsequently, augmented reality applications have
spanned commercial industries such as education, communications,
medicine, and entertainment. In education, content may be accessed by
scanning or viewing an image with a mobile device or by using
markerless AR techniques. An example relevant to the construction
industry is an AR helmet for construction workers which displays
information about construction sites.
Augmented reality is used to enhance natural environments or situations
and offer perceptually enriched experiences. With the help of advanced
AR technologies (e.g. adding computer vision, incorporating AR
cameras into smartphone applications and object recognition) the
information about the surrounding real world of the user
becomes interactive and digitally manipulated. Information about the
environment and its objects is overlaid on the real world.

This information can be virtual or real, e.g. seeing other real sensed or
measured information such as electromagnetic radio waves overlaid in
exact alignment with where they actually are in space. Augmented
reality also has a lot of potential in the gathering and sharing of tacit
knowledge. Augmentation techniques are typically performed in real time
and in semantic contexts with environmental elements.

Immersive perceptual information is sometimes combined with


supplemental information like scores over a live video feed of a sporting
event. This combines the benefits of both augmented reality technology
and heads up display technology (HUD).

The difference between Virtual Reality


&
Augmented Reality

In Virtual Reality (VR), the users’ perception of reality is completely


based on virtual information. In Augmented Reality (AR) the user is
provided with additional computer generated information that enhances
their perception of reality. For example, in architecture, VR can be used
to create a walk-though simulation of the inside of a new building; and
AR can be used to show a building's structures and systems super-
imposed on a real-life view.
2. REQUIREMENT AND
SPECIFICATION
2.1 Software Requirement

2.1.1 Unity(Game Engine)


Unity is a cross-platform game engine developed by Unity Technologies,
first announced and released in June 2005 at Apple Inc.'s Worldwide
Developers Conference as a Mac OS X-exclusive game engine. As of
2018, the engine had been extended to support more than 25 platforms.
The engine can be used to create three-dimensional, two-dimensional,
virtual reality, and augmented reality application, as well
as simulations and other experiences. The engine has been adopted by
industries outside video gaming, such
as film, automotive, architecture, engineering and construction.

Unity gives users the ability to create games and experiences in


both 2D and 3D, and the engine offers a primary scripting API in C#, for
both the Unity editor in the form of plugins, and games themselves, as
well as drag and drop functionality. Prior to C# being the primary
programming language used for the engine, it previously supported Boo,
which was removed with the release of Unity 5 and a version
of JavaScript called UnityScript, which was deprecated in August 2017,
after the release of Unity 2017.1, in favor of C#

Within 2D games, Unity allows importation of sprites and an advanced


2D world renderer. For 3D games, Unity allows specification of texture
compression, mipmaps, and resolution settings for each platform that
the game engine supports, and provides support for bump
mapping, reflection mapping, parallax mapping, screen space ambient
occlusion (SSAO), dynamic shadows using shadow maps, render-to-
texture and full-screen post-processing effects.
Supported platforms
Unity is a cross-platform engine. The Unity editor is supported
on Windows and macOS, with a version of the editor available for
the Linux platform, albeit in an experimental stage while the engine
itself currently supports building games for more than 25 different
platforms, including mobile, desktop, consoles, and virtual reality
Platforms
include iOS, Android, Tizen, Windows, Universal Windows Platform,
Mac, Linux, WebGL, PlayStation 4, PlayStation Vita,[40] Xbox One,
3DS, Oculus Rift, Google Cardboard, Steam VR, PlayStation VR,
Gear VR Windows Mixed Reality, Daydream, Android TV, Samsung
Smart TV, tvOS, Nintendo Switch, Fire OS, Facebook
Gameroom, Apple's ARKit, Google's ARCore, Vuforia, and Magic
Leap.
As of 2018, Unity had been used to create approximately half of the
mobile games on the market and 60 percent of augmented reality and
virtual reality content, including approximately 90 percent on emerging
augmented reality platforms, such as Microsoft HoloLens, and 90
percent of Samsung Gear VR content. Unity technology is the basis for
most virtual reality and augmented reality experiences, and Fortune said
Unity "dominates the virtual reality business".
2.1.2 Vuforia SDK

Vuforia is an augmented reality software development kit (SDK) for


mobile devices that enables the creation of augmented reality
applications. It uses computer vision technology to recognize and track
planar images and 3D objects in real time. This image registration
capability enables developers to position and orient virtual objects, such
as 3D models and other media, in relation to real world objects when
they are viewed through the camera of a mobile device. The virtual
object then tracks the position and orientation of the image in real-time
so that the viewer's perspective on the object corresponds with the
perspective on the target. It thus appears that the virtual object is a part
of the real-world scene.

The Vuforia SDK supports a variety of 2D and 3D target types including


‘markerless’ Image Targets, 3D Model Target, and a form of
addressable Fiducial Marker, known as a VuMark. Additional features of
the SDK include 6 degrees of freedom device localization in space,
localized Occlusion Detection using ‘Virtual Buttons’, runtime image
target selection, and the ability to create and reconfigure target sets
programmatically at runtime.

Vuforia provides Application Programming Interfaces (API)


in C++, Java, Objective-C++, and the .NET languages through an
extension to the Unity game engine. In this way, the SDK supports both
native development for iOS, Android, and UWP while it also enables the
development of AR applications in Unity that are easily portable to both
platforms.

Vuforia has been acquired by PTC Inc. in November 2015


Vuforia is an augmented reality software development kit (SDK) for mobile
devices that enables the creation of augmented reality applications. It uses
computer vision technology to recognize and track Image Targets in real time.
This image registration capability enables developers to position and orient
virtual objects, such as 3D models and other media, in relation to real world
images when they are viewed through the camera of a mobile device.
Image Targets

Image Targets represent images that Vuforia Engine can detect and track.
Unlike traditional fiducial markers, data matrix codes, and QR codes, Image
Targets do not need special black and white regions or codes to be recognized.
The Engine detects and tracks the features that are naturally found in the image
itself by comparing these natural features against a known target resource
database. Once the Image Target is detected, Vuforia Engine will track the
image as long as it is at least partially in the camera’s field of view.

Supported Images

Image targets can be created with the Vuforia Target Manager using JPG or
PNG images in RGB or grayscale. The size of the input images must 2 MB or
less. Features extracted from these images are stored in a database, which can
then be downloaded and packaged together with the application. The database
can then be used by Vuforia Engine for runtime comparisons.

Supported Environments
Image Targets should be viewed under moderately bright and diffused lighting.
The surface of the image should be evenly lit.

Working with Image Targets


There are two phases to developing with Image Targets. You first need to
design your target images and then upload them to the Vuforia Target
Manager for processing and evaluation.
Designing Target Images
Image Targets can use any planar image that provides sufficient detail to be
detected by Vuforia Engine. The following articles will help you select
appropriate target surfaces and provide guidelines on how to design and
evaluate target images.

Uploading and Managing Image Targets


Image targets can be incorporated into your apps using either an
embedded Device Database or an online Cloud Database. The Vuforia Target
Manager creates image targets. It processes images to generate both data and
visual representations of the target features. It also provides the target's expected
detection and tracking performance rating. Image targets can also be created for
use in cloud recognition databases.
STEP 1 : Generating a License Key (i.e MyProject) by clicking Get
Development Key
Step 2 : Creating DataBase by clicking on Add Database.
STEP 3 : Adding Images by clicking Add Targets
(choose file inside of the system and set width and give name).

STEP 4 : click on Show Features to see how image is augmentable


STEP 5 : Click to Download Database(All) and select a development
platform “ Unity Editor “

Using Extended Tracking with Image Targets


Extended Tracking improves tracking robustness by using features of the
environment surrounding the target. It enables you to use larger models and to
place them farther away from the face of the target. Use Extended Tracking
when your target will be staged in a stable environment and won't be moved by
the user. Moving the target or changing its environment when Extended
Tracking is activated can corrupt tracking.
2.1.3 Basic Topology Of PathFinder
2.1.4 Android Operating System(Nougat)

Android operaring system above APILevel/NDK 24 vuforai support


2.1.5 Visual Studio Code

Visual Studio Code is a source-code editor developed


by Microsoft for Windows, Linux and macOS. It includes support
for debugging, embedded Git control and GitHub, syntax
highlighting, intelligent code completion, snippets, and code refactoring.
It is highly customizable, allowing users to change the theme, keyboard
shortcuts, preferences, and install extensions that add additional
functionality. The source code is free and open source and released
under the permissive MIT License. The compiled binaries
are freeware and free for private or commercial use.
Visual Studio Code is based on Electron, a framework which is used to
deploy [Link] applications for the desktop running on the Blink layout
engine. Although it uses the Electron framework, the software does not
use Atom and instead employs the same editor component (codenamed
"Monaco") used in Azure DevOps (formerly called Visual Studio Online
and Visual Studio Team Services).
In the Stack Overflow 2019 Developer Survey, Visual Studio Code was
ranked the most popular developer environment tool, with 50.7% of
87,317 respondents claiming to use it.
3.1 Hardware Requirement

Processor: octa-core CPU with a maximum clock speed of 2.8 GHz


RAM: 4 GigaByte
Device: Smart Phone

3.1.1 Android Smart Phone


Basically the user would aim their mobile phone at the marker on any
item in a object and take a screem shot. The picture would be analysed using
computer vision techniques and the mobile phone would then display 3
dimensional avatars on top of the mobile phones image of the object scanned.
These avatars would represent the various types of people from digital paths
associates to previous vuforia DB who had information to share about the item
in question. Specific avatars could be selected an communicated with scanning
objects. They would respond with voice.
Augmented reality in Location Based have found a unique and
interactive way to engage audience with the Digitalization. Smart phone
devices have become presentable in whole world, augmented reality Browsers
have been developed to run on them. Smartphone have the entire basic
hardware system recruitment for AR, such as (Camera, Graphics, GPS compass
and accelerometer).In future implementation AR browsers utilise the device’s
sensors (camera input, GPS, Compass) and superimpose useful information in a
layer on top of the image from the camera which, in turn, is viewed on the
device’s screen.
Mobile based pathfinder technology has evolved in many different ways.
A QR code has two-dimensional matrix barcode that can be used to access
marketing messages by scanning it using a Smartphone via a QR reader. The
use of AR in Locations attracts users for its ability to fascinate users and
increase exposure to their services. One of the early adopters of AR in their
advertising campaign was VlueCoders,PixelCrayons,IntellectSoft etc where
people were able to scan the markers and able to recognize and track targets
by analyzing the contrast based features of the target that are visible to
camera.
4. SYSTEM DESIGN

4.1 UML (Unified Modelling Language)


UML, short for Unified Modelling Language, is a standardized modelling
language consisting of an integrated set of diagrams, developed to help system
and software developers for specifying, visualizing, constructing, and
documenting the artefacts of software systems, as well as for business
modelling and other non-software systems. The UML represents a collection
of best engineering practices that have proven successful in the modelling of
large and complex systems. The UML is a very important part of developing
objects oriented software and the software development process. The UML
uses mostly graphical notations to express the design of software projects.
Using the UML helps project teams communicate, explore potential designs,
and validate the architectural design of the software.
4.2 Sequence Diagram

4.3 Event Chart


4.3 Activity Diagram
5. Screenshot

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