Google Cardboard SDK for Augmented Reality? - augmented-reality

Is it possible / a good choice to use Google Cardboard SDK to realise AR?I Only have found VR related things with that SDK. What is the best framework for AR? Is Vuforia a good way to go? Im trying to write an AR app (for Android) which detects/scans room numbers at my university and shows the schedule of this room (which class / time / which prof...)
Thanks for help!

Google Cardboard SDK is made for VR, hence not the best option for AR. There are SDKs built specifically for AR. Check out this comparison

There is an alpha version of DroidScript (JavaScript IDE for Android) available which supports augmented reality for Google Cardboard. There is also a sample on the DroidScript forum that demonstrates Aruco marker detection (Augmented reality). So I guess you could hack something together quite easily if you ask the developers for the latest version.

The latest version of vuforia can be integrated with Google cardboard.
Check this link:
https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-SDK-050

Related

Mixed reality in Android device using Unity(w/ OpenCV?)

I'm a fourth year student currently doing my thesis project(Noob in programming). What I want to ask is that is it possible to create a mobile app in Unity that has the following specifications:
- Mixed Reality
- Hand Tracking
- has an A.I. (Image comparison)
I've done some research but all I've saw is only in AR. If it is possible what course of action should I take?
Yes, it's possible.
I suggest you to use:
ARStuff:
Vuforia, EasyAR or ARCore/ARKit (depending of your mobile target).
HandTracking:
One of the best SDK's I try about HandTracking with AR is Manomotion (https://www.manomotion.com/)
Image Comparison:
As you suggest, OpenCV is a good choice, there are some "bridges" to use OpenCV on Unity Store.

GVRSDK vs. GVRKit. When to use each one for 3D VR Video?

I just recently got started with he Google Cardboard SDK for iOS and I'm looking to create an simple app in Swift that displays a 3D (Stereoscopic) VR video.
First, I adapted the VideoWidgetDemo Sample in the SDK (https://github.com/googlevr/gvr-ios-sdk/tree/master/Samples/VideoWidgetDemo) from its original Objective C to Swift 4 and it performs well. It uses GVRKit to create a GVRSceneRenderer with a GVRVideoRenderer.
But then I came across a blog post on the Ray Wenderlich site (https://www.raywenderlich.com/136692/introduction-google-cardboard-ios) that uses GVRSDK's GVRVideoView instead, which feels simpler and easier to use. However, there is a very noticeable performance difference. The video displayed by this app stutters/jitters much more than the GVRKit version.
I'm puzzled by the fact that the official Google VR reference documentation site (https://developers.google.com/vr/ios/reference/) doesn't even mention GVRKit, even though all the official samples from the GitHub repo use it instead of GVRSDK. So the samples follow one approach and the reference docs cover a different one.
I haven't been able to find any guidance for when to use one or the other (or even both together if it makes sense), so I'm hoping that someone on StackOverflow can shed some light on this choice.
I'm also curios about the performance difference I'm experiencing with the two different approaches. It would be great if there is a way to achieve the same level of performance with the GVRVideoView than with the GVRVideoRenderer.
Thanks in advance for your insights and suggestions.
Seem that the SDK is deprecated.
I've posted an issue about a GVRSDK on GitHub, and they say that the SDK is deprecated and developer have to switch to GVRKIT.
Here the GitHub issue:
https://github.com/googlevr/gvr-ios-sdk/issues/298
If your goal is to display 360 video in a simple app, check this Cordova plugin:
https://codecanyon.net/item/cordova-ionic-vr-plugin-photo-360-video-360-player-with-cardboard/20392357
It seems that Google came up with a new SDK because Daydream is now deprecated.
The Google Cardboard SDK offers a streamlined API, improved device
compatibility, and built-in viewer profile QR code scanning.
Quickstart : https://developers.google.com/cardboard/develop/ios/quickstart
Github : https://github.com/googlevr/cardboard

Effort for building an Augmented Reality SDK with OpenCV

Our company is planning to start building some AR apps for Android and iOS. As the first step we need to decide whether we are going to use a Opensource SDK like ARToolKit or to go for a commercialized product like Vuforia, Wikitude, CraftAR, KudanAR etc or whether we should start writing our own AR sdk based on libraries like OpenCV/OpenGL etc..
I have read many articles and comparisons about different SDKs available and have a good idea about what each of them can do and how much they are going to cost. e.g.
http://socialcompare.com/en/comparison/augmented-reality-sdks
https://www.linkedin.com/pulse/dozens-more-augmented-reality-sdks-than-you-think-here-offermann
In the past we have used Vuforia and we have it at the top of our list. But the main issue is the pricing.
So I would like to know if any of you have written or tried to build your own AR sdk based on OpenCV and what type of an effort it will be. To support features like image and 3D object tracking and augmenting 2D and 3D objects. And need to support iOS and Android devices.
This Augmented Reality SDK with OpenCV has some basic guidelines on how to start.
Mainly what I would like to know is if a software Engineer with about 5+ years of good programming skills try to do this, how much of an effort will that be? Will it be like 1 month work or a 6 months work or even with 12 months of work will it be difficult to get closer to what Vuforia SDK can does?

How to start working with Augmented Reality?

Is there any way to start with Augmented Reality? Is there any innovation team from which i can learn and contribute? Is it restricted to apps only in I.T. or can we also implement any otherthing with the help of Augmented Reality within IT?
The below links will give you some idea on the list of available sdk's for developing applications using Augmented Reality .
http://socialcompare.com/en/comparison/augmented-reality-sdks
https://creator.zoho.com/reitmayr/augmented-reality-sdks/view-embed/AR_SDKs
Wikitude and Vuforia sdk's are the most common one's for Augmented Reality applications.
Try the below link to get started with Augmented Reality!!
https://www.sitepoint.com/how-to-build-an-ar-android-app-with-vuforia-and-unity/
your question is very broad. I think you can try and start by using ARToolKit. http://artoolkit.org/
ARToolKit has a great community from which you can learn and also it is open source so you can have a look at the source and contribute back as well.
I don't get your last question about I.T. but you can do a lot with AR

Microsoft toucless sdk demo

What type of markers are to be used in microsoft touchless SDK I tried few thigs like cap of bottle. but I am not able to work with any demo give in touchless.. So suggest me what to do..??
You need good light and high contrast between the colors of the marker and your background on the touchless SDK. The SDK was rather rudimentary more proof of concept than actual product. Now that the Kinect SDK is released, you might want to consider using that instead.

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