Here in my iPad application i need to upload one application form along with a image and a signature or thumb impression, so how to take the thumb impression from a person in iPad.
Here i am successfully did all the stuffs except taking thumb impression as input please anybody let me know how to take thumb impression. Thanks in advance.
Regards
GuruPrasad R Gujjar.
Forget about it. Taking the THUMB IMPRESSION with an iPad is just impossible without a custom made external accessory to do just that.
Haha, funny!
You can tell the user to press his finger on a glass prism http://en.wikipedia.org/wiki/Prism_(optics) and then you will be able to capture an image with very high contrast.
Actually now that I think about it you could actually fix the prism to a special desk and it can be useful for certain settings (authentication in a conference).
Note that I demand 1 BTC (bitcoin) royalties for every device that is sold with this technology!
Related
I have this requirement how to find whether the user is looking down or up the iPhone screen. like if the user have his iPhone in desk and he need to look down to the screen. if the same user taking a photo over his head means how to find it.
Is there is any sensors we need to use?
There is no direct sensor in iPhone that can recognise where your eyes looking but you can use front camera & machine learning to achieve your functionality. For more refer recognize gaze direction
I am currently working on an iOS app that can take a picture programmatically using AVFoundation libraries like AVCaptureDevice through a custom button.
The new requirement is that the camera should automatically take a picture when the camera session detects something specific. For example, if the camera is open, and I line up an apple to fill a certain circle part of the capture screen, it should take the picture automatically. We can see this auto capture feature in some banking apps when you submit a mobile check deposit.
Does anyone know of existing libraries(open-source or proprietary) that can analyze images in real time while a user is taking a picture?
The first thing you are going to need to do is decide how you want to detect the apple. You can do this using shape detection, image recognition, or various other methods. This is important because you need to know the approach you want to take before you can identify the best way to implement it.
Once you know how you are going to identify the apple, the easiest way to do real-time image processing like this would be to use an existing augmented reality SDK. For example:
http://www.wikitude.com/products/wikitude-sdk/
http://artoolkit.org/
https://developer.vuforia.com/
If you are feeling really adventurous you could roll your own using AForge or a similar library. I have taken this approach in the past for basic shape detection projects.
Edit
The reason I suggest using an existing AR SDK is because generally they provide a lot of the glue between the camera feed and their API for you and it takes a lot of leg work out of the equation. Even though you won't be using any of the actual "augmentation" part of their SDKs, you can still take advantage of the detection part.
No matter what approach you take, you can think about it in the simplest terms of looking a picture, and figuring out if the item you want is in that picture. How do you decide? In most cases you look for a specific shape or pattern.
I want to track the relative position of a camera aimed at a computer screen.
I can’t control what is displayed on the computer screen but I can receive screen dumps whenever something changes on the screen. Those screen dumps can hopefully be used to find the screen when analyzing the video from the camera.
I see many videos on youtube for face, logo or single colored objects tracking using OpenCV but I’m unsure those methods would work finding and tracking a more detailed image like a screen dump.
Maybe Template Matching is the way to go? But I need to find the screen even at an angle.
Basically I don’t know where to begin and need help from people with experience in this field to find the best way for achieving what I want.
Thanks
Using feature matching should do the trick (Sift/SURF/ORB/...)
I'm developing a app that will showcase products. One of the features of this app is that you will be able to "rotate" the product, using your finger/Pan-Gesture.
I was thinking in implementing this by taking photos of the product from different angles so when you "drag" the image, all I would have to do is switch the image according. If you drag a little, i switch only 1 image... if you drag a lot, i will switch them in cadence making it look like a movie... but i have a concerns and a probable solution:
Is this "performatic"? Since its a art/museum product showcase, the photos will be quite large in size/definition, and loading/switching when "dragged a lot" might be a problem because it would cause "flickering"... And the solution would be: instead of loading pic-by-pic i would put them all inside one massive sheet, and work through them as if they were a sprite...
Is that a good ideia? Or should I stick with the pic-by-pic rotation?
Edit 1: There`s a complicator: the user will be able to zoom in/out and to rotate the product in any axis (X, Y and Z)...
My personal opinion, I don't think this will work the way you hope or the performance and/or aesthetics will not be what you want.
1) Taking individuals shots that you then try to keyframe to based on touch events won't work well because you will have inevitable inconsistencies in 'framing' the shots such that the playback won't be smooth
2) The best way to do this, I suspect, will be to shoot it with video and shoot it with some sort of rig that allows you to keep the camera fixed while rotating the object
3) I'm pretty sure this is how most 'professional' grade product carousel type presentations work
4) Even then you will have more image frames than you need -- not sure whether you plan to embed the images files in app or download on demand -- but that is also a consideration in terms of how much downsampling you'll need to do to reduce frames/file size
Suggestion
Look at shooting these as video (somewhat like described above) and downsampling and removing excess frames using a video editor. Then you could use AVFoundation for playback and use your gestures to 'scrub' into the video frames. I worked on something like this for HTML playback at a large company and I can assure you it was done with video.
Alternatively, if video won't work for you. Your sprite sheet solution might work (consider using SpriteKit). But then keep in mind what I said about trying to keyframe one off camera shots together -- it just won't work well. Maybe a compromise would be to shoot static images but do so by fixing the camera and rotating the objects at very specific increments. That could work as well I suppose but you will need to be very careful about light and other atmospehrics. It doesn't take much variation at all to be detectable to the human eye causing the whole presentation to seem strange. Good luck.
A coder from my company did something like this before using 360 images of an object and it worked just great but it didn't have zoom. Maybe you could add zoom by adding a pinch gesture recognizer and placing the image view into a scroll view to zoom in on the static image.
This scenario sounds like what you really need is a simple 3D model loader library or write it in OpenGL yourself. But this pan and zoom behavior is really basic when you make that jump to 3D so it should be easy to find lots of examples.
All depends on your situation and time constraints :)
Is it possible to build an application that displays itself (TopMost) even when a game is running (Quake, Farcry, Black Ops, any Direct X driven game)
I would like to be able to record my key presses while I play a game for video recording.
It must be possible because FRAPS displays the FPS on top of everything that uses direct X, including video players.
Any thoughts?
First of all, it isn't that easy. FRAPs works with API-Injection, to set some code into the drawing-steps of the programs, where it takes the many different versions of directx and opengl into account. If found a link, where it is explained a little more: Case Study Fraps.
Maybe a solution to work in windowed mode and capture the input with global hooks is easier, but I never tried out something in this direction. If you want to work with api-hooks maybe this link will be useful: Direct3DHook