![]() Using Ink2Go you can easily write on top of any other application currently active on the desktop, even on a running video. Sliding Toolbar – Users can now minimize or hide the Ink2Go toolbar to the side of the screen for easy later retrieval.Ħ. ![]() Keynote’s Presentation Mode – Users are now able to use Ink2Go in Keynote’s presentation mode, without the need to configure the settings in Ink2Go.ĥ. Ink2Go is a perfect tool for presenters to share ideas during a live session, for educators to create effective video tutorials and for salespeople to create impressive video presentations.Ĥ. Global Hotkeys – Users can use the global hotkeys to easily switch between annotation mode and writing mode, showing and hiding of toolbar, toggling between whiteboard and desktop, and to show and hide web camera.ģ. “Interactive Whiteboard” feature – Ink2Go can now readily support Keynote’s presentation on an iPad when it mirrors (with the help of Air Display) the screen of a Macbook or iMac, allowing users to turn their iPads into Interactive Whiteboards.Ģ. These optimizations are problematic in Flash 11.4 but should not generally be problematic in ports to other platforms.1. Optimizations are needed for hardware that uses dedicated video memory. Generally, Illusion should perform well on hardware that uses shared video memory. Illusion performs well on MacBook Pro 13" mid-2010, where an intensive camera application can exceed 45 FPS. To our knowledge, Illusion’s support for wrapping third-party trackers is unique among toolkits targeting the GPU-accelerated Web. Illusion’s current implementation targets Flash 11.4 and integrates with the Alternativa3D 8 graphics engine. Wrapping of third- party trackers is supported. Illusion’s architecture depends on only an event system and a 3D scene graph, so it is highly portable. Implementations are optimized for particular use cases. Illusion provides loosely coupled or decoupled abstractions of sensors, trackers, and compositors. This thesis presents Illusion SDK: a general, extensible framework for AR. Difficulties arise because ubiquity demands a general, extensible model of the platform, while efficiency demands tailoring to a particular set of resources. To be convincing and relevant, AR software must be responsive-thus, efficient-and available ubiquitously wherever the tracked object is used. In this report we discuss the features, differences and capabilities of various cross-platform SDK‟s available and few examples of how to develop a cross-platform mobile application.Īugmented reality (AR) software attempts to track real-world objects while creating the illusion that virtual objects exist in real space. Thus, web designers and developers can use a great part of their skills to develop mobile applications. ![]() Cross-platform application development involves using HTML5, JavaScript and open source libraries such as jQuery or jQtouch. In native mobile application development, programming languages such as Java (for Android) or Objective C (for iOS) have to be used to develop both the user interface and logic for the applications. Apart from native SDK‟s and tools available for some of the main mobile operating systems (Android, iOS, etc), there are many open source SDK‟s and tools that allow the development of cross-platform applications in which the developed code can run with little or no change in more than one mobile OS. A wide range of tools and Software Development Kits (SDKs) are available to develop these applications. ![]() Mobile applications can be broadly classified into three categories namely native, mobile-web and Hybrid applications. Mobile applications for smartphones and other devices are having a widespread impact in many sectors of society. ![]()
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