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Available online at www.sciencedirect.com ScienceDirect Procedia Computer Science 79 (2016 ) 525 532 7th International Conference on Communication, Computing and Virtualization 2016 Shared vision system Er. Saiqa Khana a, ZaidRehman b, Faraz Virani c, Murtaza Vadnagarwala d a Asstintant Professor, M.H.S.S.C.O.E, Mumbai-400008, India b Student, M.H.S.S.C.O.E, Mumbai-400008, India c Student, M.H.S.S.C.O.E, Mumbai-400008, India d Student, M.H.S.S.C.O.E, Mumbai-400008, India Abstract Augmented Reality (AR) is a general term for a collection of technologies used to merge computer generated information with the viewer s natural senses, it was first exhibited in the 1960s, but only recently have technologies emerged that can be used to easily locate AR applications to many users. Since previous AR system s involved burden to carry physical markers everywhere, the main goal of our system is to build an application of AR which includes the advantage of creating an instant marker. As the markers were selected at the development stage it didn't allowed users to select their own markers, but in our system, instant markers allow users to select their own markers. 2016 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). 2016 The Authors. Published by Elsevier B.V. Peer-review under responsibility of the of the Organizing Organizing Committee Committee of ICCCV of ICCCV 2016 2016. Keywords: Augmented Reality; Instant Marker; 1. Introduction Augmented Reality (AR) is a new technology that projects computer generated graphic objects into real world as shown in the Figure 1. Fig 1 AR example with virtual Sofa-chair 11. 1877-0509 2016 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under responsibility of the Organizing Committee of ICCCV 2016 doi:10.1016/j.procs.2016.03.067

526 Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 Projection of computer generated objects creates an illusion, that virtual object exists in the real world. All you need to have is a computer and webcam. Augmented reality (AR) is a live direct or indirect sight of a physical-world environment whose components are augmented by sensory input such as sound, video, graphics which are computer-generated. It is a good way to render real world information and demonstrate it in an interactive way so that virtual elements are included as a part of the real world. Augmented reality displays overlapped information in user s field of view and can take the user into a new world where the real and virtual worlds are tightly linked. AR within a more general context termed as Mixed Reality (MR) or hybrid reality [1]. This technology lies between Virtual Reality (VR), AR, telepresence and other related technologies [1]. Virtual Reality creates a virtual environment and allows the user to interact with it while telepresence aims to achieve the illusion of presence at a remote location [1].While in VR the environment is completely simulated and in telepresence it is completely real, AR can be considered a technology between VR and telepresence 1. 2. Literature Survey Following are the systems implemented in the past for augmented reality developments. 2.1 The Approach based on smart phone app that changes building interior 3D object viewing design style using augmented reality. This system deals with locating an object with respect to its best place, position, model and color into a smart home, efforts to develop a planning tool that focuses on best place to project the 3D object and also visualize in all orientation has been made. With the development of augmented reality (AR) technology, it has been observed an opportunity for collaborative and interactive framework modeling of distinct computer generated objects into real environment. Black and white markers were used to augment the virtual objects into real world and with help of Unity 3D detection of these objects is possible. This system is used for placing an object with respect to its context and also visualization at all possible angles 1. 2.2 The approach based on Computer Supported Collaborative Work based on Augmented Reality. For 3D computer supported collaborative work Virtual Reality (VR) appears to be a natural medium for 3D computer supported collaborative work (CSCW). This system works with user s traditional tools by adapting to the computer interface, rather than moving the user apart from the real world as does immersive VR. Augmented Reality can be a good solution, as in the real world it overlays the virtual objects. Here it explains about the Shared Space concept - the application of Augmented Reality which is for three-dimensional CSCW. It can be observed that it combines various advantages available with virtual reality with current approach to CSCW 2. 2.3 The approach based on various problems faced in the design and evaluation of augmented reality system for an organization. Cooperative work supported by some systems, applications and features share two characteristics: A significant investment was made in the development, and the successes have uniformly fallen short of assumption. Examination on several application areas reveals common dynamic problems which include the disparity between those who would get benefit from the application and those who must do additional work to support it, secondly the decision-making failure which is leading to illfated development efforts and the lack of management intuition for CSCW applications and the last problem is the extreme difficulty of evaluating these applications because of the failure in learning from new experiences. Due to two natural but ultimately misleading analogies these three problem areas escape adequate notice: the analogy between multiple-user applications and single-user applications, as well as the analogy between and multiple-user computer systems and multiple-user application programs. The way we visualize the system about cooperative work designers and applications and decision-makers is failing to recognize their limits because of the influence of these analogies. Several CSCW application areas were examined in detail in this system 3. 2.4 The approach based on an attempt to make use of collaborative design for augmented reality This system presents TransVision, the shared augmented reality system. Computer graphic objects were augmented on real table-top in TransVision. The world is looked through the display by two or more participants holding a palmtop size seethrough display. It helps in sharing the same virtual environment with the environment in real world. As the users were not isolated from the real world, natural and mutual communications such as body gestures could be effectively used during collaboration 4.

Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 527 3.Proposed System The Fig 2. in this section discusses proposed implementation system design. The sub-sections are illustrated as follows and the Fig 3. illustrates the same. Fig 2. 3.1 Marker Generation The marker generation is the first part of the system and it deals with instantly generating marker rather than carrying physical marker everywhere. a. Camera: The camera component captures a small image which is going to be further used as a marker. It takes the first input picture of the system. b. Pixel Format Conversion: Pixel format converter converts image from the camera format to a format suitable for rendering and tracking and It also adjusts the resolution of the image using Down Sampling. c. Tracker: The Tracker is the computer vision algorithm that tracks the input image. In Marker Generation tracker is used to set the input image as a marker and saves it in Device and Cloud Database for further use. d. Store Marker Image at Device and Cloud Database: The image is stored at both device and cloud database. Storing at both places helps in accessing marker from remote device and it can also be accessed instantly without internet.

528 Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 3.2 Augmented live video generation a. Camera: The camera component continuously captures image frames and sends the frames to the tracker and triggers the query state object of the Application. b. Pixel Format Conversion: Pixel format converter converts image from the camera format to a format suitable for rendering and tracking internally, it converts the image frames for the use of Tracker. It also adjusts the resolution of the image using Down Sampling. c. Tracker: As the tracker is a computer vision of the system it detects the Image targets (either single image target or multi image targets) then finds the corresponding object for the image target (Marker) from the Database and then it tracks the 3D object on the targeted location. (a) (b) Fig 3 (a) Flowchart of Instant Marker generation (b) Flowchart for Augmented live video generation.

Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 529 d. State Object: For each frame, state object is updated and Render Camera Preview is called. It is a continuous process as the image frames are processed continuously. e. Render Camera Preview: It renders each frame obtained from state object and with the render graphics of Application the output is displayed on the screen. f. Application: It initializes all the above mentioned components and performs following three main steps in Application Code. 4. Implementation Detail Currently the system is in the process of pre-implementation phase and the following Fig 4. illustrates the same. (a) At the time of developing 3D model and arranging the model on the marker on Unity 3D (b)playing the developed Augmented Reality on Unity 3D (c) Object changing its position with respect to the change in position of marker.

530 Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 (d) After deploying the system on the smart phone App the 3D model gets augmented on the image frames captured from camera. (e) Figure showing how the objects look to be on marker on screen while in reality there no object on the marker (f) Figure showing how the model rotates if the marker is rotated. Fig 4 Screenshots.

Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 531 5. Result and Analysis The proposed system will have an advantage of having instant marker and resizing the 3D object as per need. Results for the proposed system are compared with systems developed in the past as shown below 6,7. Table 1. Comparison table. Criteria Studierstube Collaborative Tangible UI Concurrent Access No Yes No User-defined marker selection No No Yes Instant Marker generation No No Yes Resize 3D object Yes No Yes Propoed system Fig 5. Graph Currently the proposed system is assessed by the subjective analysis conducted by group of individuals and the system rating is described on the scale of 1-5 in the following Fig 6. 6 4 2 Subjective Analysis 0 User 1 User 2 User 3 User 4 User 5 Studierstube Collaborative Tangible UI Propoed system Fig 6 Subjective Analysis of proposed System

532 Saiqa Khana et al. / Procedia Computer Science 79 ( 2016 ) 525 532 7. Conclusion and Future Scope This paper has proposed an interactive 3D-object analysing system using augmented reality. The proposed system provides users with realistic visual contents according to the marker recognition results. The system will be using the markers which are going to instantly selected by the users. When the user-selected instant markers are identified by the tracker in marker recognition, the 3-D models are augmented on the marker of live video frames by web camera. It is expected that the proposed system becomes popular because no physical markers are required for generation of augmented frames as it will provide ease for users. Acknowledgements We would like to convey our gratitude with respect to M.H. Saboo Siddik College Of Engineering who gave us the golden opportunity to do this project on the topic Augmented Reality References 1. Raju rathotd, george philip.c, a smart phone app that changes building interior 3d object design style using augmented reality,msrit bangalore,2014. 2. M. Billinghurst, S. Weghorst, T. Furness, "Shared Space: An Augmented Reality Approach for Computer Supported Cooperative Work", 25-36. 3. Why cscw applications fail: problems in the design and evaluation of organizational interfaces by jonathan grudin, austin, texas.proceedings of cscw '88, portland, oregon, 1988, new york: acm press, pp. 85-93. 4. J. Rekimoto, "Transvision: A Hand-held Augmented Reality System for Collaborative Design", Proceeding of Virtual Systems and Multimedia '96 (VSMM '96), Gifu, Japan, 18-20 Sept., 1996. 5. D. Schmalsteig, A. Fuhrmann, Z. Szalavari, M. Gervautz, "Studierstube - An Environment for Collaboration in Augmented Reality", CVE '96 6. Wearable Computers for Three Dimensional CSCW by Mark Billinghurst, Suzanne Weghorst, Tom Furness III, 1997. 7. C. Carlson, and O. Hagsand, "DIVE - A Platform for Multi-User Virtual Environments", Computers and Graphics, Nov/Dec 1993, Vol. 17(6), pp. 663-669. 8. Anshul Bhatnagar, Andy Pruett, Mukul Sati, ArtExplorer Natural Image Tracking for Large Images, Georgia Institue of Technology Atlanta, Georgia, USA. 9. T. Ohshima, K. Sato, H. Yamamoto, H. Tamura, "AR2Hockey: A case study of collaborative augmented reality", Proceedings of VRAIS'98, pp.268-295 1998. 10. M. Billinghurst, H Kato Collaborative Mixed Reality Merging Real and Virtual Worlds, pp.261-284. Berlin Springer Verlag. 11. Maria Fitzpatrick (2013 September 2013) Ikea s 3D furniture app: first look [Online]. Available: http:www.ikea.com