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Shri Shamrao Patil (Yadravkar) Educational & Charitable Trust’s

SHARAD INSTITUTE OF TECHNOLOGY,


POLYTECHNIC.

DEPARTMENT OF COMPUTER ENGINEERING

MEGA PROJECT REPORT


ON

AR TRY-ON WATCH APPLICATION


FOR
T.Y – 2021-22
Shri Shamrao Patil (Yadravkar) Educational & Charitable Trust’s

SHARAD INSTITUTE OF TECHNOLOGY,


POLYTECHNIC.

CERTIFICATE

This to certify that Mr.Satyajeet Satish Gaikwad from Sharad Institute Of

Technology Polytechnic, Yadrav institute having Enrollment No : 1909680246

has completed Mega Project of having title „AR TRY-ON WATCH

APPLICATION„ during academic year 2021-2022. The project completed by in

group consisting of 4 persons under the guidance of Faculty Guide.

Name & Signature of Guide: -Ms.A.Y.Kerle.


Shri Shamrao Patil (Yadravkar) Educational & Charitable Trust’s

SHARAD INSTITUTE OF TECHNOLOGY,


POLYTECHNIC.

CERTIFICATE

This to certify that Mr.Tushar Mahesh Minche from Sharad Institute Of

Technology Polytechnic, Yadrav institute having Enrollment No : 1909680239

has partially completed Mega Project of having title „AR TRY-ON WATCH

APPLICATION „ during academic year 2021-2022. The project completed by in

group consisting of 4 persons under the guidance of Faculty Guide.

Name & Signature of Guide: - Ms.A.Y.Kerle.


Shri Shamrao Patil (Yadravkar) Educational & Charitable Trust’s

SHARAD INSTITUTE OF TECHNOLOGY,


POLYTECHNIC.

CERTIFICATE

This to certify that Mr. Tejas Ajit Otari from Sharad Institute Of Technology

Polytechnic, Yadrav institute having Enrollment No : 1909608210 has partially

completed Mega Project of having title „AR TRY-ON WATCH

APPLICATION„ during academic year 2021-2022. The project completed by in

group consisting of 4 persons under the guidance of Faculty Guide.

Name & Signature of Guide: -Ms.A.Y.Kerle.


Shri Shamrao Patil (Yadravkar) Educational & Charitable Trust’s

SHARAD INSTITUTE OF TECHNOLOGY,


POLYTECHNIC.

CERTIFICATE

This to certify that Mr. Saiprasad Dipak Patil from Sharad Institute Of

Technology Polytechnic, Yadrav institute having Enrollment No: 1909608200

has partially completed Mega Project of having title „AR TRY-ON WATCH

APPLICATION „during academic year 2021-2022. The project completed by in

group consisting of 4 persons under the guidance of Faculty Guide.

Name & Signature of Guide: -Ms.A.Y.Kerle.


ACKNOWLEDGEMENT

It is my great pleasure to present the honor and sincere gratitude to my


guide Ms.A.Y.Kerle Lecturer, Dept. of Computer Engineering. Sharad Institute
of Technology, Polytechnic, Yadrav helped in joining the hands in developing
each and every step of this project and for valuable guidance and constant
encouragement during completion of project work. It was my privilege and
pleasure to work under her valuable guidance. I am indeed gratefully to her for
providing me helpful suggestions. Due to her constant encouragement and
inspiration, I could complete my project work.
I am very thankful to Principal, Sharad Institute of Technology,
Polytechnic, Yadrav.

My grateful thanks to Mr.R.M.Patil Head of Computer Engineering


Department, for their valuable guidance, support and constant encouragement.

I express thanks to my family and friends for their support and


encouragement at every stage of successful completion of this project work.

My sincere thanks to all those who have directly or indirectly helped me to


carry out this work.

Name of the candidate Roll No

1) GAIKWAD SATYAJEET SATISH 13450

2) MINCHE TUSHAR MAHESH. 13455

3) OTARI TEJAS AJIT. 13456

4) PATIL SAIPRSAD DIPAK. 13457


ABSTRACT

In the ongoing occasions, Augmented Reality (AR) has been widely accepted as
the new game changer for big tech companies. The idea of Augmented Reality is
much past than creating gaming experiences like Pokémon Go. It is used to
improve the experience of customers and provide excellent solutions for easily
spotting manufacturing errors. During this paper, we will assess whether AR
could be used for online shopping of Fashion Accessories and the future scope of
the same. According to several studies conducted, around 20%-40% of the
garments sold by the online fashion retailer are returned by the customers. Out of
this percentage, 60% - 70% of the product returns happen due to sizing issues.
Main reason to this inefficiency is wrong size ordered by the customer –
mistakenly many times. Due to which, there is huge amount of money lost by a
retailer simply due to extra shipping cost for returned items (to and for) and it
also leads to customer dissatisfaction. In recent days Augmented Reality is an
emerging trend in marketing and sales strategies. Augmented reality ads are
immersive, which means they help marketers create a certain emotional
connection with customers. Unlike images or banners, for example, AR ads are
interactive and lifelike consumers can see and even interact with them. Now-a-
days people prefer online shopping rather than the traditional window shopping
and Augmented Reality allows brands to give customers unique experiences with
the convenience of tapping into their mobile devices. So the main purpose is to
build an “AR Watch Try-On application” is to develop android application for
trying different watches in a Virtual way using a mobile which supports AR
camera. This application can be used on Online Watch Shopping websites and
applications such as Titan, Fastrack, Sonata and so on. The application will
eliminate the human efforts by physically visiting the Watch shops which is very
time-consuming activity. User can try out multiple watches and different variants
of those watches.
INDEX

SR.NO CONTENT PAGE NO.

Chapter 1: Introduction and background


1 1
of the industry and Specification

1.1 Introduction 1

Background of the industry or User


1.2 4
based problem

Chapter 2: Literature survey for problem


2 7
identification and specification

2.1 Literature Survey 7

2.2 Problem Definition 9

Chapter 3: Proposed detailed

3 Methodology of solving the identified 10


problem with action plan

3.1 Methodology 10

3.2 Proposed System & Action Plan 12

3.3 Recourses Used 14

4 4.1 Reference and Biography 25


AR TRY-ON WATCH APPLICATION 2021-22

Chapter 1: Introduction and background of the industry


and Specification.

1.1 Introduction

Augmented reality has been a hot topic in software development circles


for a number of years, but it‟s getting renewed focus and attention with the
release of products like Google Glass. Augmented reality is a technology that
works on computer vision-based recognition algorithms to augment sound,
video, graphics and other sensor-based inputs on real world objects using the
camera of your device.

It is a good way to render real world information and present it in an


interactive way so that virtual elements become part of the real world.
Augmented reality displays superimpose information in your field of view and
can take you into a new world where the real and virtual worlds are tightly
coupled. It is not just limited to desktop or mobile devices.

A simple augmented reality use case is a user captures the image of a


real-world object, and the underlying platform detects a marker, which triggers
it to add a virtual object on top of the real-world image and displays on your
camera screen.

Augmented Reality is a technology that enhances the real world by


affixing layers of digital elements onto it. These elements include computer-
generated graphics, sound or video effects, haptic feedback, or sensory projects.

The intention behind adding this digital information is to provide an


engaging and dynamic customer experience that is enabled with the input
received from varied hardware like smart glass, smart lenses, and smartphones.
Augmented Reality (AR) is often mistaken with Virtual Reality (VR). The main

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difference between the two is that while Virtual Reality replaces the entire
real.
Environment with an artificial one, Augmented Reality is applied in a
direct view of an existing real environment and adds elements like sounds,
videos, or graphics onto it. One of the most of consumed products of our time
belongs to Fashion or Technology. So there was an obvious urge to combine
both and henceAR comes right at first - there seems to be a lot of potential in it.
Objective is to build a Marker-Based Augmented Reality experience which
leverages the smartphone camera & sensors capabilities to provide customers a
try-on experience of fashion accessories (watches). Build an interactive UI to
change between 3D Models of Watches for trying them in real time and giving
users thecontrol to customize components.

Such as color of the watch band. The paper is targeted towards the
Fashion Industry to improve customer experience – both online & in-store.
Augmented reality is the amalgamation of your real surrounding with augmented
text or videos or graphics or GPS data created by computer, giving you an illusion
of their presence in the real world. It differs from virtual reality as VR replaces
the real environment with a simulated one whereas AR brings out the
components of the digital world into a person‟s perceived real world.

At present AR technology is rendered through an optical projection


system, monitors, hand held devices and wearable display system may be HMD,
eyeglasses, HUD, Contact lenses, Virtual retinal display and handheld.
Not so long-ago augmented reality was a term relegated to the geekier
corners of technology academia. But if you were to chart its public awareness,
you would see a steep rise over the past 18 months that continues to build thanks
to Google Glass and the many other companies that are stepping up to the
challenge of commercializing it. Many people have an idea of what AR is, but
few people have a vision for what it can be.
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Rather than attempt to define the term myself, I have set out to examine
definitions offered by others: Let‟s start simple with Mirriam Webster‟s
definition: “An enhanced version of reality created by the use of technology to
overlay digital information on an image of something being viewed through a
device (as a smartphone camera); also : the technology used to create
augmented reality. One of the most of consumed products of our time belongs
to Fashion or Technology. So there was an obvious urge to combine both and
hence AR comes right at first - there seems to be a lot of potential in it.
Objective is to build a Marker-Based Augmented Reality experience which
leverages the smartphone camera & sensors capabilities to provide customers a
try-on experience of fashion accessories (watches).

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1.2 Background of the industry or User based problem.

Traditional methods of designing include advising and assisting


customers who have relied upon a combination of verbal explanations and 2D
drawings through online shopping application. However, this medium of
approach clearly restricted to the limit of explanations provided to customer
for the particular model of a watch and makes him less efficient and confused
to buy the watch.

The main drawbacks in the mediums of existing system are:

• Static view of design which is unable to convey


• Cannot determine the watch will fit to
our needs.

• Information like size and comfortability


can‟t be known.

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 Boosting sales
AR technology enables customers to try out products virtually before
they buy them – that is, they can see exactly how clothing will fit them or how
new furniture will look in their home or office environment. Regardless of
whether the customer shops online or offline, AP helps reduce the customer
journey and increases store conversions.
 Minimizing returns
AR helps customers avoid disappointment and choose the products that
suit them best. Hence, the return rates tend to plummet for both online and
brick-and-mortar stores.
 Increasing customer engagement
The virtual experience that augmented reality in retail offers ignites
customers‟ interest in products while providing all the additional product details
they might need. Informed customers tend to come back and shop for more
products whenever they get the chance.
 Creating social media content
The AR experience gives customers something to talk about and share
on social media. The social media comments and discussions that ensue help
increase product and brand awareness.
 Collecting data on customer preferences
The info about the products that customers choose to try through AR-
enhanced shopping speaks volumes about their interests, preferences, and
patterns of shopping behavior. Retailers may use these insights to deliver
personalized advertising and marketing campaigns.
 Delivering a contactless experience
In a post-pandemic world, the applications of AR in retail serve to
eliminate the contamination risks and the concerns about hygiene.

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 Reducing staffing expenses


AR app offers users exhaustive information about the items they are
interested in. Moreover, augmented reality in retail helps them with store
navigation, which reduces the need for human shop assistants to a necessary
minimum.
 Building customer loyalty
A better customer experience accounts for higher customer loyalty and
helps audiences build stronger relationships with brands.
As you can see, there are many ways how companies may benefit from using
AR in retail. In the next section, we will talk about the applications of AR in
retail stores and online.
 Use cases for AR in retail
There are two fundamentally different approaches for implementing
AR in the retail industry: in-store and out-of-store. The first would involve a
consumer actually being in the store or just outside it and experience AR
through handheld devices, wearables such as AR glasses, or special AR
hardware including smart interactive mirrors, fitting rooms, shop windows, etc.
The Out-of-store approach involves experiencing AR from another physical
location via e-commerce mobile or web apps. Of course the best strategy would
be to combine both in-store and out-of-store approaches, the so-called “Omni
channel” strategy. Not all retailers, however, can afford to install in-store AR
hardware, such as mirrors, and many rely solely on an online presence without
the hassle of running a traditional “brick-and-mortar” store.
Let‟s now explore how both approaches work, by taking a closer look at
the examples of augmented reality in retail.

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Chapter 2: Literature survey for problem identification


and Specification

2.1 Literature Survey

The research for augmented reality technology has brought up


development of various applications in the field of computer science. In this
literature review, it shows how the implementation of augmented reality in
various fields using unity 3D.

Santosh Sharma, Yash Kaikini, Parth Bhodia, Sonali Vaidya has proposed
technique named “Marker less Augmented Reality based Interior Designing
system”, which uses Marker- less Augmented Reality as a basis for enhancing
user experience and for a better perception of things. It has advantage of no need
of markers in the surface area and disadvantage is Object is aligned with camera
so that it moves as we move a camera.

Snehal Mangale, Nabil Phansopkar, Safwaan Mujawar, Neeraj Singh


has proposed technique named “Virtual Furniture Using Augmented Reality”
which is a web-based application where user, have to place the marker in a room
where they want to try out furniture items. The user‟s webcam will be on and
through the webcam they will capture the live feed of the room. Application
captures the image and passes through predefined marker detection algorithm.
Algorithm is based on image processing techniques using color and other
properties as the input to detect the marker. User initially selects the furniture to
be placed from the given database. The application superimposes furniture on the
original image with the center coinciding with the markers center in both
directions. Furniture objects are overlaid on to the two-dimensional image frame

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acquire from webcam. This will appear as if it is actually placed in the real world.
And finally, the user can view how the area looks with the furniture present.

Wang (2009) gives a point-by-point audit of AR in the AEC business,


and gives a survey of a few significant exploration endeavors before 2009, and
classifies different AR advances with their preferences and weaknesses. Wang
et al. (2013) audits 120 articles distributed somewhere in the range of 2005 and
2011 in different diary and gatherings information bases with an attention on
expanded reality innovations in the fabricated climate. The paper arranges all
accessible toolboxes for enlarged reality prototyping in five classes: 2D marker
AR-PC and web-cam based, 2D marker AR-versatile, 3D article
acknowledgment portable, marker-less apparatuses, GPS-compass based AR.

In their examination, AR writing is characterized in three classes: (1)


application territory; (2) AR framework layers: idea and hypothesis (with four
sub-layers including: calculation and displaying, reasonable structure,
assessment system, and innovation selection), execution (with two sub-layers:
programming and equipment), assessment (with two sub-layers: viability and
ease of use), and industry appropriation; (3) other specialized measures. The
paper investigates best in class innovations in every classification and proposes
future exploration bearings.
Chi et al. (2013) talks about patterns in AR applications for the
AEC/FM with a particular spotlight on four AR advances: confinement, normal
UI, distributed computing, and cell phones.The paper surveys 101 articles and
blueprints future patterns and open doors for applying AR in the AEC/FM
industry in six bearings: field investigation dependent on cross breed
confinement, in-field signal or sensation control of AR interface, coordination
with area explicit data, getting to handle data utilizing omnipresent
administrations, convenient AR gadgets in the field, setting mindful increased
reality in AEC/FM fields

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2.2 Problem Definition

As the customer purchases various types of watches through online, but


in online it shows only photo or 2D image and cannot be determined whether
it is suitable for them or not. So, to overcome that we can use this application
to check whether the watch is suitable or not by placing it in their own hand
using augmented reality images.

Our application is a step in this direction, allowing users to view a 3D


rendered model - a virtual resemblance of the watch which can be viewed and
configured in real time using our Augmented reality application.

This study proposes a new method for applying Augmented Reality


technology to watches, where a user can view virtual watches and communicate
with 3D virtual watch data using a dynamic and flexible user interface.

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Chapter 3: Proposed detailed Methodology of solving the


identified Problem with Action Plan.

3.1 Methodology

The development environment for the project is Unity Game Engine,


Vuforia SDK and C# language was used for programming the functionalities.

AR – a technology that superimposes a computer-generated object on a


user‟s view of the real world, thus providing a composite view. It uses primary
two components of a smartphone‟s camera: Gyroscope and Accelerometer to
track the movement of the object in 3D space.

Together with reliable Software Development Kits and Engines, it creates


an immersion - sense that digital objects belong in the real world.

Breaking immersion means that the sense of realism has been broken; in
AR this is usually by an object behaving in a way that does not match our
expectations.

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Image Target with visually distinct features is placed on user‟s wrist.


Camera scans the target. Thereafter, it augments the 3D model of the Watch on
top of that image and makes sure the back portion of the watch is occluded using
another 3D model of the Hand/Wrist and applying Mask Shader on it.

Users can change the colors of the band and specifications by using the
animated UI. Switching between different models of watches is possible using
C# scripting. Manual Testing is done to verify the functionalities.

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3.2 Proposed System & Action Plan


With the approach of augmented reality application, this can be easily
achieved. People today are well versed with the technology and are operating
smartphones which support AR. Thus, the concept of creating a watch try-on
application brings the designer step closer to being technologically advanced.

With the recent emergence of better cameras and more accurate sensors
in soon-to- be mainstream devices. In our current implementations of
application, we use Vuforia Framework to accurately detect the real- world
environment, such as the locations of walls and points of intersection, allowing
users to place virtual objects into a real context.

The proposed system uses Image tracking Augmented Reality as a basis


for enhancing user experience and for a better perception of things. In Image
tracking the user points his phone to an image, the app scans and recognises that
image and overlays a 3-D model on top of that image.The basic premise of the
proposed system is to overlay digital 3D models on top of target image using a
camera.

• This Application will use AR supported mobile phone to scan the


target image and display the augmented watch object to check whether it
adjusts the user‟s hand and preferences of their needs.
• Blender is a software which offers a comprehensive creative feature
set for 3D computer animation, modeling, simulation, rendering, and
composition.

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• The next step involves setting up light, shadow, and camera


positioning of these models using various components of Unity 3D.
• Next, the watch model is selected and the selected model is rendered
and processed to be loaded on the scanned target image by Vuforia Framework.
• Mapping of 3D model onto the smartphone screen takes place which
decides the dimensions and appearance of the model which is then rendered
and displayed onto the screen.

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3.3 Resources Used

1. Unity

Unity is a cross-platform game engine developed by Unity


Technologies, first announced and released in June 2005 at Apple Inc.'s
Worldwide Developers Conference as a Mac OS X-exclusive game engine.
The engine has since been gradually extended to support a variety of desktop,
mobile, console and virtual reality platforms. It is particularly popular for iOS
and Android mobile game development and used for games such as Pokémon
Go, Monument Valley, Call of Duty: Mobile, Beat Saber and Cup head. It is
considered easy to use for beginner developers and is popular for indie game
development.

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The engine can be used to create three-dimensional (3D) and two-


dimensional (2D) games, as well as interactive simulations and other
experiences.The engine has been adopted by industries outside video gaming,
such as film, automotive, architecture, engineering, construction, and the
United States Armed Forces.
Unity is a cross-platform engine. The Unity editor is supported on Windows,
macOS, and the Linux platform, while the engine itself currently supports
building games for more than 19 different platforms, including mobile,
desktop, consoles, and virtual reality. Officially supported platforms as of
Unity 2020 LTS are:
Mobile platforms iOS, Android (Android TV), TV OS; Desktop
platforms Windows (Universal Windows Platform), Mac, Linux;
Web platform Web GL.
Console platforms PlayStation (PS4, PS5), Xbox (Xbox One, Xbox
Series X/S), Nintendo Switch, Stadia;
Virtual/Extended reality platforms Oculus, PlayStation VR, Google's AR Core,
Apple's ARK it, Windows Mixed Reality (HoloLens), Magic Leap, and via
Unity XR SDK Steam VR, Google Cardboard.

Formerly supported platforms were Wii, Wii U, PlayStation 3, Xbox


360, Tizen, PlayStation Vita,3DS, BlackBerry 10, Windows Phone 8,Samsung
Smart TV, Gear VR, Daydream, Vuforia, and Facebook Game room.
As of 2018, Unity had been used to create approximately half of the
mobile games on the market and 60 percent of augmented reality and virtual
reality content, including approximately 90 percent on emerging augmented
reality platforms, such as Microsoft HoloLens, and 90 percent of Samsung
Gear VR content.

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Unity technology is the basis for most virtual reality and augmented
reality experiences, and Fortune said Unity "dominates the virtual reality
business”. Unity Machine Learning Agents is open-source software whereby
the Unity platform connects to machine learning programs, including Google's
Tensor Flow. Using trial and error in Unity Machine Learning Agents, virtual
characters use reinforcement learning to build creative strategies in lifelike
virtual landscapes. The software is used to develop robots and self-driving
cars.
Unity formerly supported other platforms including its own Unity Web
Player, a Web browser plugin. However, it was deprecated in favor of Web
GL. Since version 5, Unity has been offering its Webb GL bundle compiled to
JavaScript using a 2-stage language translator (C# to C++ and finally to
JavaScript).

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2. Vuforia Augmented Reality SDK.

Vuforia is an augmented reality software development kit (SDK) for


mobile devices that enables the creation of augmented reality applications. It
uses computer vision technology to recognize and track planar images and 3D
objects in real time. This image registration capability enables developers to
position and orient virtual objects, such as 3D models and other media, in
relation to real world objects when they are viewed through the camera of a
mobile device.

The virtual object then tracks the position and orientation of the image
in real-time so that the viewer's perspective on the object corresponds with the
perspective on the target. It thus appears that the virtual object is a part of the
real-world scene.

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The Vuforia SDK supports a variety of 2D and 3D target types


including „markerless‟ Image Targets, 3D Model Target, and a form of
addressable Fiducial Marker, known as a VuMark. Additional features of the
SDK include 6 degrees of freedom device localization in space, localized
Occlusion Detection using „Virtual Buttons‟, runtime image target selection,
and the ability to create and reconfigure target sets programmatically
at runtime.

Vuforia provides Application Programming Interfaces (API)


in C++, Java, Objective-C++, and the .NET languages through an extension to
the Unity game engine. In this way, the SDK supports both native development
for IOS, Android, and UWP while it also enables the development of AR
applications in Unity that are easily portable to both platforms.

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3. C# Programming language

C# is a general-purpose, multi-paradigm programming language. C#


encompasses static typing, strong typing, lexically scoped, imperative, declarative,
functional, generic, object-oriented (class-based), and component-oriented
programming disciplines.

C# was designed by Anders Hejlsberg from Microsoft in 2000 and was later
approved as an international standard by Ecma (ECMA-334) in 2002 and ISO
(ISO/IEC 23270) in 2003. Microsoft introduced C# along with .NET Framework and
Visual Studio, both of which were closed-source.

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At the time, Microsoft had no open-source products. Four years later, in 2004,
a free and open-source project called Mono began, providing a cross-platform
compiler and runtime environment for the C# programming language. A decade later,
Microsoft released Visual Studio Code (code editor), Roslyn (compiler), and the
unified .NET platform (software framework), all of which support C# and are free,
open-source, and cross-platform. Mono also joined Microsoft but was not merged into
.NET. As of 2021, the most recent version of the language is C# 10.0, which was
released in 2021 in .NET 6.0.

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 Data Flow diagram

 MODEL IMPLEMENTATION

 Creating Augmented Reality Objects.

First, we should establish virtual models with the help of Blender


software to create 3D furniture models, the models mainly use Polygon and
NURBS modeling methods, the animation mainly uses key frame and
expression animation technology. After establishing models in Blender, four
important information of the model will be stored in the file of each model,
they are the model‟s vertex coordinate, texture coordinate, normal coordinate
and the total number of polygons, these data are the main data when rendering
model.

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Application will store them in memory and read them to render


models when calling rendering function. The data quantity of the model is very
huge, so we need a loading module of the model to make it loaded into
program conveniently.
Later we export the model data, the file exported by Blender is .Obj
file, which stores above information, next convert the information to file which
is available in program by model loader and obtain the model data by calling
head file. After loading model data, we can render and display it in the scene
through Unity 3D.

 Developing Scenes for User Interface


In this module we create scenes for every slide of application using
Unity 3D. The main interface interacts by sliding browsing and selecting the
key. The main interface contains watch models, buttons that helps change
colors, description of the watches like model name, price, variants. The watch
column stores the key of all watches, display one watch at a time and which
also supports sliding browsing.
In order to implement these functions, we make the scene display to
ratio of Android display and add the buttons to the scene that helps in moving
to next scene.

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As shown in the above image, it shows the Unity 3D platform that is


used to create scene for the watch model which is imported from Blender. For
every model of the watch we will create an individual scenes and at final we
combine all scenes.
 Place the Virtual Object on the Surface Area
In this scenario, we use the help of Vuforia package which will be
imported in Unity 3D and modify the package that will help us to scan the
target image where we need to place the virtual object in in the real world.
Once the modifications to Vuforia has done, we will create scene such that
after the surface area is scanned and when the user tap on the touch screen then
the virtual 3D model will be rendered or integrated with the user hand so that
user can verify the watch model suits to their needs. The user can drag-and-
drop virtual watch model according to his desired in the real scene via user
interface provided at this stage.

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 Verification of placed objects


Once the user thinks that the object is well suited to his need, he can check the
description by selecting the information button that helps in describing the
color, model and price of the watch. In order to view this description, we create
another scene that helps in displaying all the required information. We add
another button that helps in changing color of that model. For this change in
color we use then program with C#.

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AR TRY-ON WATCH APPLICATION 2021-22

4.1 Reference and Biography

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784–789.18. Gerst weiler G.;
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5. 2. Performance Evaluation of Augmented Reality based 3D
Modelling Furniture Application
6. 2018. Tahir Ahmed T; Vijaya Shetty S ; R. Samira simha;
Sushmitha BedereJ
7. (c2018). Language integrated query (linq), [Online]. Available:
8. https://docs.microsoft.com/en-us/dotnet/csharp/programming-
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9. (visited on 05/12/2018).
10.(2017). Unity arkit plugin, [Online]. Available: https://assetstore.
unity . com / packages /
11.essentials / tutorial - projects / unity - arkit-plugin- 92515 (visited on
05/02/2018).

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