This study has developed a mobile AR contents Builder (MARB) featuring the augmentation of virtual objects, e. g. 2D images, 3D models and videos on user-preferred markers in mobile environment and with connected interaction events. The developed MARB is capable of augmenting multiple virtual objects on markers preferred by users, and selectively supporting many marker-specific interaction events. The MARB is also developed as a mobile App for convenience of use in the mobile environment. This makes users to implement AR contents by a GUI-based authoring procedure on the mobile device. The developed MARB allows App developers and general users to author mobile contents easily and can be applied to various field by those who wish to use diverse mobile AR contents. Moreover, the MARB will provide solutions for the expansion of mobile AR market, by overcoming the difficulties of mobile AR content development.
Recently the hardware performance of mobile devices have been extremely increased and advanced mobile devices provide multi-cores and high clock speed. In addition, mobile devices have advantages in mobility and portability compared with PC and Console, so many games and simulation programs have been developed under mobile environments. Physically-based simulation is a one of the key issues for deformable object modeling which is widely used to represent the realistic expression of 3D soft objects with tetrahedrons for game and 3D simulation. However, it requires high computation power to plausibly and realistically represent the physical behaviors and interactions of deformable objects. In this paper, we implemented parallel cloth and mass-spring simulation using graphics processing unit (GPU) with OpenCL and multi-threaded central processing unit (CPU) on a mobile device. We applied CPU and GPU parallel computing technique into spring force computation and integration methods such as Euler, Midpoint, 4th-order Runge-Kutta to optimize the computational burden of dynamic simulation. The integration methods compute the next step of positions and velocities in each node. In this paper, we tested the performance analysis for the spring force calculation and integration method process using CPU only, multi-threaded CPU, and GPU on mobile device respectively. Our experimental results concluded that the calculation using proposed multi-threaded CPU and GPU multi-threaded CPU are much faster than using just the CPU only.
Many libraries utilize RFID tags for checking in and out of books. However, the recognition rate of this automatic process may depend on the orientation of antennas and RFID tags. Therefore we need supplemental systems to improve the recognition rate. The proposed algorithm sets up the ROI of the book existing area from the input image and then performs Canny edge detection algorithm to extract edges of books. Finally Hough line transform algorithm allows to detect the number of books from the extracted edges. To evaluate the performance of the proposed method, we applied our method to 350 book images under various circumstances. We then analyzed the performance of proposed method from results using recognition and mismatch ratio. The experimental result gave us 97.1% accuracy in book counting.
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