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TABLE OF CONTENTS

Chapter No. Topics

Page No.

Student Declaration.... 2 Certificate from the Supervisor... 3 Acknowledgement.. 4 Abstract.. 5

List of Tables..8 Chapter-1 Introduction. 9-12 1.1 General Introduction 1.2 Problem Statement 1.3 Empirical Study 1.4 Approach to problem 1.5 Support for Novelty/ significance of problem Chapter-2 Literature Survey 13-18 2.1 Summary of papers Chapter 3 Analysis, Design and Modeling.. 19-22 3.1 Overall description of the project 3.2 Specific requirements 3.2.1 External interfaces 3.2.2 Functions 3.2.3 Performance Requirements 3.2.4 Logical database requirements 3.2.5 Design constraints 3.2.6 Software attributes (H/W, S/W) Chapter-4.Designing Of Shopping Cart ... 23-24 4.1 Introduction of the flash player and webcam 4.2Adobe Flash Cs5 professional Chapter-5. Test Cases

5.1 Black Box .. . 25-28 6.Debugging.29 7.Learning.30

8.References .31

List OF TABLES

Table No. 1. 12. 13.

Table Description Summary of research papers Black box test cases Item pass/fail

Page No. 13-18 26 27

1.1 Introduction:
1.1.1 Purpose: Defining and describing the functions and specifications of the Virtual Shopping Experience (VSE) is the primary goal of this Software Requirements Specification (SRS). This Web Store is designed to allow online customers a quick and easy means to setup, try and buy different products online. This Software Requirements Specification illustrates, in clear terms, the systems primary uses and required functionality. 1.1.2 Project Scope: The software system being produced is called Virtual Shopping Experience or VSE. It is being produced for a customer interested in selling products via the Internet. This system is designed to provide automation support for the process of placing products for sale on the Internet and facilitating the sale online. The system will be run on a central server with each user having a remote user interface through a web browser to interact with it. Virtual Shopping Experience System will allow any user to create an account to become a customer. The customer, through the process of account creation, will have the option to become a member of the site. The system will allow customers to browse, search, select products to try using webcam and add products to a shopping cart. Since this will be a Plug and Play device, no software installation will be necessary.

1.2 Problem Statement:


As per a recent survey it was found that out of all the users that browse online shopping sites only 3.57% actually buy the products on display in these sites. Thus the problem/task of this project is to develop an interactive E-Commerce system using technologies like augmented reality, 3D modeling and gesture recognition to make the online shopping experience closer to the real world and at the same time increasing the usability of the system. With this system the user can use his web cam and can have a 3D view of the products up for sale and can see if these products fit his/her needs and requirements by looking or trying them virtually. Image processing and hand gestures will further enhance the experience as they can be used to browse, select and go through different items. All the objects for this system should be modeled and textured using 3D modeling tools keeping them as close to reality as possible .
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As at the end of the day it is an E-Commerce system it should have all the salient features of a functional e-commerce site like functional view of products, 1-to-1 ecommerce, cart, wish list, items the customer may be interested in, using demographic data of site visitors and members for prediction and suggestion of potential products.

1.3 Empirical Study:


1. Consulted seniors working on projects in the same areas as well as seniors who have done some work in the same. We majorly consulted Mr. Usama Ghufran for knowledge on augmented reality, image processing, computer vision and computer graphics as he has already been working in these field for the past few years. 2. Exploring of the existing tool known as The Webcam Social Shopper by Zugara an employee-owned Los Angeles based Augmented Reality Software developer with an expertise in interactive consumer engagement strategy, and user experience design. 3. Exploring other web based augmented reality systems like Ray-Ban Virtual Mirror and the LAYAR app for phones. 4. We also further studied basic games Eye of Judgment for PS3, Star Wars Arcade Gunner for the iPhone etc.

1.4 Approach to problem in terms of technology /platform to be used:


To develop a system with the following features: ONE DAY CONFIGURATION Configuration can be done in as little as a few hours and without any backend integration. MARKERLESS TECHNOLOGY No markers shall be used for fitting some products. And at the same time the system provides total calibration of these products with the body. A NEW POSITIONING TOOL - Allows shoppers to scale and position apparel item images so as to align it with their body. A NEW SHOPPER EXPERIENCE A redesigned shopper flow allows for Plug & Play to be seamlessly integrated right in to the product detail page of any ecommerce site Platforms and Tools to be used: FLARtool kit Open CV and OpenGL
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Flash professional CS5 Paper Vision 3D libraries 3DS MAX/Maya Adobe Dreamweaver CS5 Wamp/Xampp Server AIR marker generator

1.4.1 Open CV and OpenGL OpenCV (Open Source Computer Vision Library) is a library of programmg

functions mainly aimed at real time computer vision, developed by Intel and now supported by Willow Garage. It is free for use under the open source BSD license. The library is crossplatform. It focuses mainly on real-time image processing. OpenGL (Open Graphics Library) is a standard specification defining a cross-

language, cross-platform API for writing applications that produce 2D and 3D computer graphics. The interface consists of over 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. 1.4.2 Flash professional CS5 3D Flash describes the use of Adobe's Flash player to display simulated three dimensional environments using 2D computer graphics. Flash is primarily a two dimensional environment so typically a library is used to display and manage the three dimensional graphics. 1.4.3 Paper Vision 3D libraries Basically, Papervision3D is made up of a set of folders with a certain structure. These folders comprise of custom ActionScript classes that provide a well-laid-out architecture, which allows you to create 3D content in Flash.

1.4.4 3DS MAX/Maya Autodesk 3ds Max is software used to make real life type 3D models and animations in it.It has modeling capabilities and a flexible plug-in architecture from which many formats of models can be developed. Adobe Dreamweaver CS5

Adobe Dreamweaver CS5.5 is the industry-leading web authoring and editing software that provides both visual and code-level capabilities for creating standards-based websites and designs for the desktop, smartphones, tablets, and other devices. 1.4.5 Paper Vision 3D libraries Papervision is a 3D engine built with Actionscript that enables developers to start working in 3D. Using a ton of math, the Papervision team has found a way to create a simulated 3D environment. 1.4.6 Wamp/Xampp Server XAMPP is a free and open source cross-platform web server solution stack package, consisting mainly of the Apache HTTP Server, MySQL database, and interpreters for scripts written in the PHP and Perl programming languages.

1.5 Support for Novelty/Significance of Problem


As already mentioned a large portion of the marketing funds of a firm are generally used up for developing their online shopping stores but when only 3.57% visitors actually buy products available it can be clearly understood that these sites/systems are not a huge success. Based on various research papers which we have read and the surveys conducted within these research papers we can clearly see that the consumers look for a system which is very close to the real world experience and a system where objects can be viewed in all directions and dimensions thus giving them full confidence and the right impulse for buying that product. The failure of virtual reality based shopping systems has further lead to a demand for a system which can fulfill the requirements and needs of an online shopper.

MY CONTRIBUTION 2. Literature Survey

2.1 Summary of Research Papers done by me: 7. Title Adding Adaptive Features to Virtual Reality Interfaces for E-Commerce Authors Year of Publication Publishing details Luca Chittaro and Roberto Ranon 2001 Research paper is formulated for

Department of Mathematics and Computer Science, University of Udine via delle Scienze 206, 33100 Udine, ITALY. Note: This paper appeared in Proceedings of AH2000: International Conference on

Adaptive Hypermedia and Adaptive Webbased Systems, Lecture Notes in Computer Science 1892, Springer-Verlag, Berlin,

2000, pp. 85-96. Summary Virtual Reality (VR) interfaces to e commerce sites have recently begun to appear on the Internet, promising to make the e -shopping experience more natural, attractive, and fun for customers. Adaptivity is an important issue for these VR applications, because it would make them suitable for the 1-to-1 ecommerce strategies towards which sellers are increasingly driven. It is thus surprising that the introduction of adaptive features in VR stores remains a completely unexplored issue. This paper begins to face the problem, presenting and discussing ADVIRT, a first prototype of an adaptive VR store. In
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ADVIRT, a set of personalization rules exploits a model of the customer to adapt features of the VR store such as: (i) the display of different products in the store (e.g., shelf space, display (ii) spots, the banners, navigation audio aids

advertising),

available to the customer, (iii) the store layout, organization, and look. Web Link http://www.citeseerx.ist.psu.edu/viewdoc/do wnload?doi=10.1.1.19.9813

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Title

Augmented Reality E-Commerce: How the Technology Benefits People's Lives

Authors Year of Publication Publishing details

Yuzhu Lu, Shana Smith 2007 Wolfram Research, Inc. National Taiwan University, Department of Mechanical Engineering

Summary

In this paper AR technology has been defined and explained.AR is a technology which can mix or overlap computergenerated virtual objects with real world scenes or objects. AR enhances physical reality by integrating virtual objects into a physical scene. Generated virtual objects become, in a sense, an equal part of the natural environment. There are two types depending upon types of devices used: optical see through AR and video seethrough AR. Optical see-though AR uses a semi-transparent screen onto which
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computer

generated

objects

can

be

projected; users, can simultaneously view the computer generated images and see through the screen to view the natural background environment and, thus, see an integrated AR scene. Video see-through AR uses cameras to capture the live scene as a video stream. For each viewed image frame, a captured video image frame is processed and computer generated virtual objects are added. Web Link www.intechopen.com/.../augmented_reality _ecommerce__how_the_technology_benefit s_people_s_lives

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Title

Personalized In-store E-Commerce with the PromoPad: an Augmented Reality Shopping Assistant

Authors

Wei Zhu1, Charles B. Owen1, Hairong Li2, Joo-Hyun Lee2

Year of Publication Publishing details

2003 Michigan State University East Lansing, Michigan, USA

Summary

This paper presents an in-store e-commerce system that provides shopping assistance and personalized advertising through the use of a new concept in context aware computing, dynamic contextualization. This system, PromoPad, utilizes augmented

reality technologies on a hand-held Tablet PC to provide for dynamic modification of the contextual settings of products on store
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shelves through the use of see-through vision with augmentations. This real-time modification of the perception of context, dynamic contextualization, moves beyond the traditional concept of context-aware computing into context modification. The technical requirements for realizing

dynamic contextualization using augmented reality technologies are described in detail. The target design of the PromoPad is a consumer friendly shopping assistant that requires minimum user effort and is practical in a public environment such as a shopping mall or a grocery store. Section 1 is the introduction; section 2 introduces the concept of dynamic contextualization and provides the theoretical basis for its application talking in detail about the indirect product experience and how it is enhanced by augmented reality. Section 3 describes the PromoPad system and the technical details that make the augmented shelf view work, focusing on the in-store tracking, video see-through systems,

registration, zooming and composition. Section 4 discusses the implementation of dynamic contextualization on the PromoPad discussing further different kind of products and the different kind of contexts. Section 5 summarizes the results in this paper and discusses future issues like user privacy and research. Web Link http://www.citeseerx.ist.psu.edu/viewdoc/su

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mmary?doi=10.1.1.83.8198

10.

Title

Design of the PromoPad: an Automated Augmented Reality Shopping Assistant

Authors

Wei Zhu1, Charles B. Owen1, Hairong Li2, Joo-Hyun Lee2

Year of Publication Publishing details

2003 Michigan State University East Lansing, Michigan, USA

Summary

Augmented reality technologies as a new way of human computer interaction make possible real-time modification of our perception of reality without active user interference. This paper introduces the prototype of an augmented reality shopping assistant device, the PromoPad , based on a hand-held Tablet PC allowing see-through vision with augmentations. While this new interaction utilizing augmented reality that places products into contextual settings can enhance shopping experience and suggest complementary products, it also has

challenges and issues to be used in a public environment such as a store setting. This paper discusses the design and

implementation of the PromoPad, and addresses the issues and possible solutions. The concept of dynamic contextualization is further

investigated in this setting with a list of possible context modifications and their relation to advertising and the psychology of

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consumer purchasing.

Web Link

http://www.citeseerx.ist.psu.edu/viewdoc/su mmary?doi=10.1.1.85.2629

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3. Gathering Of Overall Requirements:


3.1 Overall Description 3.1.1 Product Prospective: 3.1.1.1 System Interfaces This program is dependent on system interfaces such as the keyboard, monitor and mouse. 3.1.1.2 User Interfaces: 3.1.1.2.1 The web Interface: This interface should be web based portal in which would duplicate the process of shopping and provide all the necessary services which are otherwise available to the user while he manually shops. 3.1.1.2.2 AR based product viewer: This user interface should provide the user with functionality of virtually perceiving the products on his own reality.

The options/services should be: a) Buttons that should help him in accessing the variations in the product eg.Colour of t-shirt, size variations, exit button etc. b) Camera button to take a snap shot c) Navigation button

3.1.1.3 Hardware Interfaces The hardware interfaces for this product should be the basic components of a normal computer system and it is imperative to have Webcam support for successful functioning of the AR components. Monitor screen the software shall display information to the user via the monitor screen Mouse the software shall interact with the movement of the mouse and the mouse buttons. The mouse shall activate areas for data input, command buttons and select options from menus. Keyboard the software shall interact with the keystrokes of the keyboard. The keyboard will input data into the active area of the database. Webcam-the software shall be able to take pictures, detect marker and detect specific gestures which are listed for specific functionality in AR system. 3.1.1.4 Software Interfaces: 1. Any operating system
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2. Any web browser released after 2009 with flash support 3. MySQL server would be required for database management as details of various products as well as registered user information would be stored in the database. 3.1.1.5 Communications Interfaces: The client and server will be communicating through the internet via a Transmission Control Protocol of the TCP/IP Suite. This protocol is particularly suited for this application because it is a connection oriented protocol that allows for an ordered and reliable delivery of packets. The use of a non connection oriented protocol would not be well suited for this application due to the complications of dropped packets and unordered delivery of packets. 3.1.1.6 Memory: Basic memory requirements for a flash plug-in to be deployed and run on any computer system.

3.1.2 Product Functions: 1. View products 2. Checkout 3. Make purchases 4. Search products 5. Add to shopping cart 6. Try products 7. Authenticate user 8. Register new user 9. Calculate total

3.1.3 User Characteristics: Any user with basic knowledge of using computer and accessing the internet would be a potential user of this system. 3.1.4 Constraints: 1. The user has to mention no of items to be purchased before adding to cart 2. The user is required to have a printer connected to its system 3. The user should have webcam attached to its system 3.1.5 Assumptions and Dependencies: Client:
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We have assumed that all of the computer systems have a webcam and that the user is capable of operating these system's basic functions including but not limited to being able to power on the system, login and open either Internet Explorer or Mozilla Firefox, and navigate the browser to the address of this VSE website. The user has optimal amount of RAM and graphic card installed in his system. Provider: We have assumed that the VSE will be running on a properly working web server and Database system with an Internet connection that allows this system to perform all Communications with clients.

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3.2 Specific Requirements 3.2.1 External Interfaces & Functions: 3.2.1.1 The Web Interface: As mentioned earlier this interface should implement the ecommerce component of the product. The options/services to be provided should be a) View Products for variety of brands b) Option to select and view details of a specific product c) Option of adding multiple products to the cart d) Option to check out the desired products at any time e) To register personal information with the system for the purpose of payment f) Option of logging out and login as different user g) The interface should have various dynamic menus to browse various categories of the products and get filtered results. h) Menus and options to navigate the website efficiently such as home, about us etc. 3.2.1.2 AR Based Product Viewer: This user interface should provide the user with functionality of virtually perceiving the products on his own reality. The options/services should be: a) Buttons that should help him in accessing the variations in the product e.g. Color of tshirt, size variations, exit button etc. b) Camera button to take a snap shot c) Navigation button

3.2.2 Performance Requirements: The system shall be free of deadlock relating to the multiple threads The system shall be able to support ten users with no user experiencing more than a one second lag. The AR system should load with no more than 10 seconds wait time. 3.2.3 Logical Database Requirements: There should be basically two types of database one for the customer information and the other pertaining to the product information. To avoid situation of deadlock or overwriting of information a dynamic table representing a shopping cart belonging to a particular customer should be created.

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4. Designing Of Shopping Cart:


The designing of the shopping cart is done in php language. We have introduced many categories in the shopping website1) Glares 2) Mens: t-shirts 3) Mens: shirts 4) Mens: accessories

The options available are: 1) Browse products: the customer can browse the different range of the products on the home scree only and can see the items available for sale,their price and details. 2) Select a particular product: Customer can select any product and continue to view its full detail and Details of the product displayed on the screen. 3) Try on a Product: On the product details page click on try to open the AR page. A live video screen with the actual 3D model projected. 4) Try on a Product: On the product details page click on try to open the AR page. A live video screen with the actual 3D model projected. 5) Add to Cart: After the trying procedure the user can add his desired products to Cart. Displaying of the User Cart with his products added to Cart so far. 6) Checkout: If the customer is finished his buying he can anytime Checkout and proceed to payment. His final Cart with all selected items and then the payment procedure.

4.1 Introduction of the flash player and webcam: Webcam is the major requirement of our project because it is based on a virtual shopping experience wgere a customer can have the experience of trying on the items virtually while sitting at home through webcam that is why there is an option of try in the shopping cart which is done through php. We have an option try in the cart whenever we click on the product on the product we want to purchase. Then a notification will arrive that we allow webcam to take the video or not. By allowing it we ca

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4.2Adobe Flash Cs5 professional: Adobe Flash is a multimedia platform used to add animation, video, and interactivity to web pages. Flash is frequently used for advertisements, games and flash animations for broadcast. More recently, it has been positioned as a tool for "Rich Internet Applications" ("RIAs"). Flash manipulates vector and raster graphics to provide animation of text, drawings, and still images. It supports bidirectional streaming of audio and video, and it can capture user input via mouse, keyboard, microphone, and camera. Flash contains an object-oriented language called ActionScript and supports automation via the Javascript Flash language (JSFL).

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5. Test Cases 5.1 Black Box:


Test case id Browse Products Input On home screen, press category menu buttons, to browse products. Select a particular product. Customer can select any product and continue to view its full detail. Try on a Product On the product details page click A live video screen with the Pass Expected o/p Window with category wise product details opens. Details of the product displayed on the screen. Pass Status Pass

on try to open the actual 3D model AR page. Add to Cart After the trying procedure the user can add his desired products to Cart. Checkout If the customer is finished his buying he can anytime Checkout and proceed to payment. Navigate Website Click on the top menu buttons to navigate All pages with major functionality and
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projected. Displaying of the User Cart with his products added to Cart so far. His final Cart with all selected items and then the payment procedure. Fail Pass

Pass

throughout the website.

the relevant details to be displayed.

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5.2Item Pass/Fail Criteria Cart testing:


Test case id Input Expected o/p Earlier Status Browse products On home screen, press category menu buttons, to browse products. Select a particular product. Customer can select any product and continue to view its full detail. Try on a Product On the product details page click on try to open the AR page. Add to Cart After the trying procedure the user can add his Displaying of the User Cart with his Fail Pass A live video screen with the actual 3D model projected. Fail Pass Details of the product displayed on the screen. Fail Pass Window with category wise product details opens. Pass Pass Final Status

desired products products added to Cart. Checkout If the customer is finished his buying he can anytime Checkout and to Cart so far. His final Cart with all selected items and then the payment procedure. Fail Fail

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proceed to payment.

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6.Debugging Process :

Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a computer program or a piece of electronic hardware, thus making it behave as expected. Debugging tends to be harder when various subsystems are tightly coupled, as changes in one may cause bugs to emerge in another. Many books have been written about debugging, as it involves numerous aspects, including interactive debugging, memory dumps, profiling, Statistical Process Control, and special design tactics to improve detection while simplifying changes. While testing the features of the project I was reported with some of the errors like some buttons were not working ,also there wer some syntax errors so we had to correct them.debugging allows us to see only those features which are not working properly, we do not have to go through all the code ,the generated error is corrected and then again the testing is done of that feature. Testing plays a very important role in any project because it is done with the intention of finding errors. For the betterment and refinement of the project the testing is done. Through this we get an idea that how the program is running.

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7.Learning:
This project has been a great learning experience for me as there is a lot of technical and business related knowledge that I have procured through this project. Through the planning and inception stage I learnt the reality of these E-commerce websites and how they are a huge drain for a company. Also I learnt about that the general pessimistic attitude of e-users towards these online stores. I learnt about the coming up and failures of Virtual Reality based shopping systems and reasons behind these failures. I also got exposed to the kind of research and work that is being done in fields like Augmented Reality, Gesture recognition and virtual entertainment worlds and also innovators like Pranav Mistry etc. were introduced. I also had the chance to play with these revolutionary technologies throughout the course of this project. And by developing such a system I have learned a great deal about the mentality of human beings and how more human interaction leads to more immersion and thus a better software. Thus the key finding of the project has been that to venture into technologies and areas of development which improves users experience and a system which is easily portable and runnable is quite a challenge task but at the end of the day if one is successful in creating what one aimed for than the effort is worthwhile.

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8.References
1.) AR Development Projects, Displayed at www.ted.com. 2.) Gilles Simon and Marie-Odile Berger, 2002, Reconstructing while registering: a novel approach for markerless augmented reality, Proceedings of the International Symposium on Mixed and Augmented Reality (ISMAR02). 3.) Google Web, Available on www.google.com. 4.) Luca Chittaro and Roberto Ranon, 2001, Adding Adaptive Features to Virtual Reality Interfaces for E-Commerce, Research paper is formulated for Department of Mathematics and Computer Science, University of Udine via delle Scienze 206, 33100 Udine, ITALY. 5.) Pragati Garg, Naveen Aggarwal and Sanjeev Sofat, 2009, Vision Based Hand Gesture Recognition, World Academy of Science, Engineering and Technology 49 2009. 6.) Remondino, F.; El-Hakim, Sabry, 2006, Image-Based 3D Modelling: A Review, National Research Council Canada Institute for Information Technology Published in The Photogrammetric Record Journal. Volume 21, Number 115.September 2006. pp. 269-291. NRC 48470. 7.) Romain Bellessort, Youenn Fablet, June 15-16, 2010, Integrating Augmented Reality in the Web, Paper prepared and formulated at Canon Research France.Position Paper for W3C Augmented Reality on the Web Workshop. 8.) Vaughn M. Segers, James Connan, 2007, Real-Time Gesture Recognition using Eigenvectors, University of the Western Cape. 9.) Wayne Piekarski and Bruce H. Thomas, 2002, Using ARToolKit for 3D Hand Position Tracking in Mobile Outdoor Environments, In ART02, 1st International Augmented Reality Toolkit Workshop,IEEE. 10.) Wei Zhu1, Charles B. Owen1, Hairong Li2, Joo-Hyun Lee2, 2003, Personalized In-store E-Commerce with the PromoPad: an Augmented Reality Shopping Assistant, Michigan State University East Lansing, Michigan, USA. 11.) Wei Zhu1, Charles B. Owen1, Hairong Li2, Joo-Hyun Lee2, 2003, Design of the PromoPad: an Automated Augmented Reality Shopping Assistant, Michigan State University East Lansing, Michigan, USA. 12.) Wikipedia Library, Available at www.wikipedia.org.

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