This project contains the proposal for a software architecture based on services with their different views and components for an information system supported by Web services, which has points of interest administered from a web platform, these are consumed by a mobile application Android operating system with geo location for such points and in turn uses a technique augmented reality to facilitate its location, this information is synchronized with a mobile database application by copying all information necessary for the operation of this.This thesis shows all the components necessary for the development of a project of this type, you need to support a sound infrastructure, data persistence and a mobile application that uses the services of this core system using augmented reality techniques, of which a reference for all purposes in different areas, naming the different existing frameworks and identifying its main characteristics is made.Moreover, the importance of presenting a software architecture before embarking on the development of any project stands.
Mobile devices such as smart phones or tablets\ud
are rapidly increasing their graphics and networking\ud
capabilities. However, real-time visualization of 3D maps\ud
is still a challenging task to accomplish on such limited\ud
devices. In this paper, we describe the principles involved\ud
in the design and development of a scalable client–server\ud
architecture for delivering 3D maps over wireless networks\ud
to mobile devices. We have developed a hybrid adaptive\ud
streaming and rendering method that distributes the 3D\ud
map rendering task between the mobile clients and a\ud
remote server. This architecture provides support for efficient\ud
delivery of 3D contents to mobile clients according to\ud
their capabilities. As a proof of concept, we have implemented\ud
a prototype and carried out exhaustive experiments\ud
considering different scenarios and hundreds of concurrent\ud
connected clients. The analysis of the server workload and\ud
the mobile clients performance show that our architecture\ud
achieves a great scalability and performance even when\ud
using low-end hardware.Postprint (published version
Volume rendering has been a relevant topic in scientific visualization for the last decades. However, the exploration of reasonably big volume datasets requires considerable computing power, which has limited this field to the desktop scenario. But the recent advances in mobile graphics hardware have motivated the research community to overcome these restrictions and to bring volume graphics to these ubiquitous handheld platforms. This survey presents the past and present work on mobile volume rendering, and is meant to serve as an overview and introduction to the field. It proposes a classification of the current efforts and covers aspects such as advantages and issues of the mobile platforms, rendering strategies, performance and user interfaces. The paper ends by highlighting promising research directions to motivate the development of new and interesting mobile volume solutions.
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