Augmented reality for iOS

Anybody have a good link on developing an Augmented Reality app for iOS.
The only thing I can find is this...
http://www.adobe.com/devnet/flash/articles/augmented_reality.html
...which is outdated.
I cannot find anything out there with folks using AIR 3.

Could you please open a new bug report on this over at bugbase.adobe.com?  Any chance we could get a copy of your app?  If you'd like to keep it private, please feel free to email it to me directly at [email protected]
Thanks,
Chris

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    i want to make augmented reality application. in which when i put my hand under iphone camera and the hand appear on the screen and then just i have to select ring which is displayed on that app and it get wear on finger.
    for example of my feature application you can see the below link.
    http://www.youtube.com/watch?gl=SG&hl=en-GB&v=WYFMDQ92x_8
    As you see this link video you would get idea that which type of application i need to buildup for iPhone.
    can anyone please guid me for my application.
    and i also want to know that which framework to be used and is there any lib to be used for app.
    thanking you all......!

    I have aslo ask Question on https://developer.apple.com/devforums/  My Question's link is below.
    https://devforums.apple.com/thread/203793
    But i can't get Proper reply from there.
    Please help me.
    Thanks

  • Augmented Reality for Explorer

    Hi Barnaby,
    I actually have no idea about this prototype as it was not developed by the bi.ondemand.com team and this is the first I have heard of it.
    I do know that the ipad app has been updated at least a few times since the blog was written.  It could be that something has changed there that has broken things.
    The best thing might be to email the team that developed this prototype using the feedback link on the blog post and see if they can help you get it working.
    Cheers
    Steve

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    Him, is there already some sort of extension for AIR 3 capable of identify visual tags for augmented reality applications on android and on iOS?

    Hi CK,
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    Right click Network Policies, Click New.
    Enter the policy name, click Next.
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    For detailed information about how to create a network policy, please refer to the link below,
    Configuring NPS network policies
    http://technet.microsoft.com/en-us/library/dd441006.aspx
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  • About augmented reality SDKs for handhelds

    Greetings,
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    We're trying to see if CS5 could be used to create a SmartPhone AR application. (Augmented Reality)
    Is there an SDK we could use to ease the process ?
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    Thanks !

    Greetings,
    We're trying to see if CS5 could be used to create a SmartPhone AR application. (Augmented Reality)
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    It must work with iPhone, Android and Windows Phone 7.
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  • Queries regarding Flash Builder and Augmented Reality.

    I am Sarat from India. I'm a software engineer with working knowledge of Java, so Flash AS and OOP are understandable for me. I am working on an augmented reality project. I am quite new to Flash, Adobe Community and I've got some queries regarding Augmented Reality and Flash Builder:
    1. Flash Builder 4.6 comes with a default Flex 4.6 SDK. However, Flex 4.6 SDK wasn't allowing me to compile and run some example files. So I've downloaded Flex 4.0A version from Adobe.com. Now the examples are running fine, but would there be any problem if i try deploying such projects in a website or as a desktop app? Once the code is compiled into a swf file, the flex framework used doesn't make much difference, does it?
    2. Would the AR project run effectively on a website, given various internet/processor speeds worldwide? Would the effectiveness of the AR project, deployed on a website, depend on the number of triangles in the 3D models i.e. dae files? Because as per my understanding heavy models implies more time to download the flash app into the local browser from the internet and more time to render them by the papervision 3D engine right?
    3. Can we develop a stand alone desktop AR app using Flash Builder? Using Adobe AIR we can, i guess. Please refer some tutorial, if possible.
    4. I've seen that we can implement multiple-marker-tracking AR using vectors/arrays in AS. Would there be any performance issues depending on the size of the vectors/arrays used.
    5. Can someone please mention some tips to improve performance of an AR app (desktop app and web app)?
    6. What would be, approximately, the cost of FLARManager, FLARToolkit commercial versions, if you have any idea? I've gone through their website but they did not mention the costs.
    7. Would applying bitmap material to the dae models pull down the web app/mobile app/desktop app performance, given some 4 to 5 dae models in the scene?
    8. Is it advisable to use multiple markers with multiple dae models or single marker with Flash-based GUI option to load different models onto the same marker?
    It would be very helpful for me if someone could answer my above queries.
    Sarat.

    #1, If it compiles then you have no issue. There's no reason at this point not to use 4.6. You should bundle a captive runtime to assure the users computer won't need to have AIR installed at all.
    #2, Papervision is old. Use the Stage3D and/or a wrapper framework. As far as the generic "If I download lots of data will it take the user more time to load it", well, of course. Just don't make the loading experience painful. Entertain them while they way or find ways of displaying data sooner than later. If it's desirable on the web has more to do with the context of the app and the device displaying it. In other words, a phone user would find it easy but obviously not a desktop user.
    #3, Definitely referring you to Google on that one.
    #4, Size always matters, it's common sense. The more you process the harder it is. While I haven't done AR I've used the Microsoft Kinect SDK and ANE and tracking was extremely fast but limited. From what I've seen and your basic built in location and direction hardware on any mobile device you shouldn't have much trouble. Depends on what you're doing.
    #5, This discussion would be way too large for a forum. You'd need to consult a firm experienced in AR development.
    #6, "Applications using the commercial license do not have to provide source code, but must pay a licensing fee. Contact ARToolworks at [email protected] for more information." They will base your price on your product, there is no single price.
    #7, The models could be huge and elaborate or tiny and simple which changes the answer. Consult the answer in #4. Ultimately most people are getting on fast networks with mobile and excessively fast on desktop/wifi. Size matters a lot less than 3 years ago.
    #8, Depends on what you're doing. You have to explain it.

  • Starting and stopping Video File that is Attached to Augmented Reality

    I'm trying to do a little augmented reality. I'm using an action script to call a video and play it. The problem that I'm having is that the sound is starting the moment the window is open and the video plays with the marker is shown. I want the sound and video to only play when the marker is seen. I would like it to pause when the marker is removed and then resume where it left off when the marker is seen again. Here is a copy of my code if someone could look it over and tell me what I'm doing wrong. PLEASE PLEASE PLEASE just correct my mistake. I don't understand enough about coding for you to just say Netstream.pause() and netstream.resume. I don't know where to put that information in. ANY HELP is appreciated greatly.....
    package {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.net.URLRequest;
    import flash.media.Video;
    import flash.net.NetConnection;
    import flash.net.NetStream;
    ////////////AWAY3D FOR
    COLLADA//////////////////////////////////////////////////////////////////// ////////////////////////
    import org.papervision3d.lights.PointLight3D;
    import org.papervision3d.materials.MovieMaterial;
    import org.papervision3d.materials.WireframeMaterial;
    import org.papervision3d.materials.shaders.EnvMapShader;
    import org.papervision3d.materials.shaders.ShadedMaterial;
    import org.papervision3d.materials.shaders.PhongShader;
    import org.papervision3d.materials.BitmapFileMaterial;
    import org.papervision3d.materials.VideoStreamMaterial;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.objects.primitives.Plane;
    // import org.papervision3d.objects.parsers.Collada;
    public class test1 extends PV3DARApp {
    private var _plane:Plane;
    private var _plane2:Plane;
    // private var _piso:Plane;
    private var videoStreamMaterial:VideoStreamMaterial;
    private var quality:uint = 8;
    private var netConnection:NetConnection;
    private var video:Video;
    private var netStream:NetStream;
    private var videoStreamMaterialPiso:VideoStreamMaterial;
    private var quality:uint = 8;
    private var netConnectionPiso:NetConnection;
    private var videoPiso:Video;
    private var netStreamPiso:NetStream;
    */////////////COLLADA FILE
    VAR//////////////////////////////////////////////////////////////////////// ////////////////////
    // private var loader:Loader;
    public function test1() {
    // Transferring the file name of the camera revision file and the
    pattern defined file, it initializes.
    this.init('Data/camera_para.dat', 'Data/flarlogo.pat');
    protected override function onInit():void {
    super.onInit(); // Al be sure to call.
    //Apply Filters
    // The same size as the marker it tries making Plane.
    var wmat:WireframeMaterial = new WireframeMaterial(0xff0000, 0,
    0); // With wire frame.
    this._plane = new Plane(wmat, 80, 80);
    this._plane.rotationX = 180;
    this._baseNode.addChild(this._plane);
    var light:PointLight3D = new PointLight3D();
    light.x = 0;
    light.y = 1000;
    light.z = -1000;
    ///////////////FLV FILE
    HERE/////////////////////////////////////////////////////////////////////// ///////////////////
    var customClient:Object = new Object();
    customClient.onMetaData = metaDataHandler;
    netConnection = new NetConnection();
    netConnection.connect(null);
    netStream = new NetStream(netConnection);
    netStream.client = customClient;
    netStream.play("FNF_Intro.m4v");
    video = new Video();
    video.smoothing = true;
    video.attachNetStream(netStream);
    videoStreamMaterial = new VideoStreamMaterial(video, netStream);
    videoStreamMaterial.doubleSided = true;
    _plane2 = new Plane(videoStreamMaterial, 130, 130, quality,
    quality);
    this._plane2.z = 50;
    this._plane2.rotationX = -90;
    this._plane2.rotationY = 180;
    this._baseNode.addChild(_plane2);
    function metaDataHandler(infoObject:Object):void {
    trace('metaDataHandler',infoObject);

    Helpmeun,
       I am still learning PV3D and AR but from looking  this is the only thing I can think of.... not exactly sure what you are doing, but if you only want the video to play when the face of the plane with the video is visible... try something like this....
    In your AR code.... most people add a listener to the stage or application for the ENTER_FRAME event and use that for doing their maker detection (I use a timer, but either way it is a modification to your event handler function)... something like....
    constructor or creationCompleteHandler()
        // FLAR initialization code
       // PV3D initialization code
       stage.addEventListener(Event.ENTER_FRAME, updateRenderHandler, false, 0, true);  // This would probably go in your onInit override
    The code you are wanting to change is the code in the handler function when it detects or doesn't detect the pattern....
    private function updateRenderHandler(hEvent:Event):void
              // Capture the video as bitmap for pattern recognition
              m_hBitmapRenderer.draw(m_hVideo);
                try
                   // Redetect and see if it is high confidence.... then update and show
                    if ( m_hFLARdetector.detectMarkerLite(m_hFLARraster, 120) && ( m_hFLARdetector.getConfidence() > 0.75 ) )
                        // Get and set transform matrix from detector and update model
                        m_hFLARdetector.getTransformMatrix(m_hFLARtransform);
                        m_hFLARcontainer3D.setTransformMatrix(m_hFLARtransform);
                        // Re-render the scene
                        m_hRenderer.renderScene(m_hScene, m_hFLARcamera, m_hViewport);
                        // Show viewport
                        m_hViewport.visible = true;
                        // !!!!!!! YOUR CODE SHOULD BE
                        m_hNetstream.play();                
                   // The pattern is not recognized in the video
                    else
                        m_hViewport.visible = false;
                        // !!!!!!! YOUR CODE SHOULD BE
                        m_hNetstream.pause();
    Hope that helps.....
    JJ

  • Live Video editing using Augmented Reality

    I saw Disney "i am in a band" video. I have  a similar project in augmented reality based on enhancing retail  experience.
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  • A Sneak Peek at HP Support's Augmented Reality App

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    This question was solved.
    View Solution.

    I hope you find this video informative.
    If I have helped you in any way click the Kudos button to say Thanks.
    The community works together, click Accept as Solution on the post that solves your issue for other members of the community to benefit from the solution.
    - Friendship is magical.

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    Hi. I created a mobile Actionscript project and have IN2AR augmented reality working with it. I complied a .swf file, and I used the SWFLoader to bring it into a Flex mobile project in FlashBuilder. However, when I do this, the captured video from the camera does not display on screen like it did in the original project. My trace statements show that the test image is being detected for augmented reality, but nothing is displaying on screen in the Flex app other than the IN2AR logo and bottom bar that shows something has been detected. Any ideas for solutions?
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  • Flash & Augmented Reality on Phones

    Hi,
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    My understanding is that the Apple SDK currently doesn't allow these apps to be built for iPhone...
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    http://www.apple.com/feedback/iphone.html

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