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. 2023 Sep 29;18(9):e0285838.
doi: 10.1371/journal.pone.0285838. eCollection 2023.

ARIAS: An AR-based interactive advertising system

Affiliations

ARIAS: An AR-based interactive advertising system

Qiujiao Wang et al. PLoS One. .

Abstract

In this paper, we present an interactive advertising system based on augmented reality(AR) called ARIAS, which is manipulated with gestures for displaying advertising videos. Two-dimensional markers are defined in the system. The system captures the frame data through the camera in real time, uses OpenCV library to identify the predefined markers, and calculates the pose of markers captured by the camera. With OpenGL library, a virtual cubic model is created at the position of the marker, and thus videos or images are displayed on the six faces of the cube. The virtual cube, together with the original frame data collected by the camera, is displayed in the interactive window to achieve the augmented reality effect. Customers are accessible to various advertising content by observing the marker from different positions. The system, meanwhile, supports gesture operation in order to make the customers pay attention to the content they are interested in with one hand. The MediaPipe Hand framework is used to extract the landmarks of hands, based on which, a series of gestures are designed for interactive operation. The efficiency and accuracy of the system are tested and analyzed with the result, indicating that the system has high reliability and good interactiveness. This system is open at https://github.com/wanzhuxie/ARIAS/tree/PLOS-ONE.

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Conflict of interest statement

The authors have declared that no competing interests exist.

Figures

Fig 1
Fig 1. Matrix of markers and information.
Fig 2
Fig 2. Schematic diagram of a visual body.
Fig 3
Fig 3. Major processing flow.
Fig 4
Fig 4. Original image and result after being augmented.
Fig 5
Fig 5. Marker recognition.
(a) Original image. (b) Binarization image. (c) Feature extraction. (d) Marker. (e) Binary image of marker. (f) Corner location. (g) Augmented results.
Fig 6
Fig 6. Marker recognition algorithm flow.
Fig 7
Fig 7. The 21 landmarks of a hand.
Fig 8
Fig 8. Operation area and screen area.
Fig 9
Fig 9. Gestures are used.
Fig 10
Fig 10. Gesture recognition accuracy.
a-j correspond to the gestures in Fig 9.
Fig 11
Fig 11. The system testing scenes.
(a) showed the moving up in the translation state. (b) showed the rotating around the X and Y axes simultaneously in the rotation state. The hand landmarks have different sizes, which represent the Z coordinate value with the wrist landmark as the zero point. The larger the diameter of the circle, the greater the absolute value of the distance. Blue means closer to the camera, and yellow means farther.
Fig 12
Fig 12. The error curves of each participants.
The horizontal axis indicates the test serial number and the vertical axis indicates the number of errors.
Fig 13
Fig 13. The average error curve.
The horizontal axis indicates the test serial number and the vertical axis indicates the average error number of all the 22 participants.
Fig 14
Fig 14. The time taken curves of each participants.
The horizontal axis indicates the test serial number and the vertical axis indicates the time taken in seconds.
Fig 15
Fig 15. The average time taken curve.
The horizontal axis indicates the test serial number and the vertical axis indicates the time taken of all the 22 participants in seconds.

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