Abstract

Recently, a mobile augmented reality (AR) system with AR technology that requires high performance has become popular due to the improved performance of smartphones. In particular, mobile AR that directly interacts with outdoor environments has been in development because of increasing interest in e-leisure due to improvements in living standards. Therefore, this paper aims to study tracking and augmentation in mobile AR for e-leisure. We analyzed the performance of human body tracking application implemented in a mobile system (smartphone) using three methods (marker-based, markerless, and sensor-based) for the feasibility examination of human body tracking in mobile AR. Furthermore, game information augmentation was examined through the implementation of mobile AR using two methods (marker- and sensor-based).

Highlights

  • PC-based augmented reality (AR) is evolving into mobile AR by the popularization of smartphones with high-resolution image sensors, GPS, and gyro sensors

  • An example method based on communication networks is the Wi-Fi positioning system (WPS), which tracks the location of devices by searching for their Wi-Fi access point location [25]

  • Human body tracking methods are implemented in the first experiment, and the feasibility of applying such methods to mobile devices is examined based on performance measurement experiments. e second experiment examines the feasibility of applying game information visualization to mobile devices through the implementation of e-leisure mobile AR

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Summary

Introduction

PC-based augmented reality (AR) is evolving into mobile AR by the popularization of smartphones with high-resolution image sensors, GPS, and gyro sensors. Rough this research, e-leisure mobile AR that can augment game information for outdoor sports such as baseball, basketball, and soccer in real time is being developed [4,5,6,7]. Tracking points of interest (POI) in the real world and obtaining the precise coordination of game information augmentation have become increasingly important for e-leisure mobile AR, and various studies are underway. Real-world objects (human bodies in this study) and the precise coordination of virtual data for realistic mobile AR are processed in three steps: positioning, rendering, and merging. 3D objects involving virtual data are projected into 2D images. Virtual data projected into 2D images are combined with the real world on the smartphone screen (viewport) in the merging stage

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