1,234 research outputs found

    Managing big data experiments on smartphones

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    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Map matching by using inertial sensors: literature review

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    This literature review aims to clarify what is known about map matching by using inertial sensors and what are the requirements for map matching, inertial sensors, placement and possible complementary position technology. The target is to develop a wearable location system that can position itself within a complex construction environment automatically with the aid of an accurate building model. The wearable location system should work on a tablet computer which is running an augmented reality (AR) solution and is capable of track and visualize 3D-CAD models in real environment. The wearable location system is needed to support the system in initialization of the accurate camera pose calculation and automatically finding the right location in the 3D-CAD model. One type of sensor which does seem applicable to people tracking is inertial measurement unit (IMU). The IMU sensors in aerospace applications, based on laser based gyroscopes, are big but provide a very accurate position estimation with a limited drift. Small and light units such as those based on Micro-Electro-Mechanical (MEMS) sensors are becoming very popular, but they have a significant bias and therefore suffer from large drifts and require method for calibration like map matching. The system requires very little fixed infrastructure, the monetary cost is proportional to the number of users, rather than to the coverage area as is the case for traditional absolute indoor location systems.Siirretty Doriast

    Communication-based UAV Swarm Missions

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    Unmanned aerial vehicles have developed rapidly in recent years due to technological advances. UAV technology can be applied to a wide range of applications in surveillance, rescue, agriculture and transport. The problems that can exist in these areas can be mitigated by combining clusters of drones with several technologies. For example, when a swarm of drones is under attack, it may not be able to obtain the position feedback provided by the Global Positioning System (GPS). This poses a new challenge for the UAV swarm to fulfill a specific mission. This thesis intends to use as few sensors as possible on the UAVs and to design the smallest possible information transfer between the UAVs to maintain the shape of the UAV formation in flight and to follow a predetermined trajectory. This thesis presents Extended Kalman Filter methods to navigate autonomously in a GPS-denied environment. The UAV formation control and distributed communication methods are also discussed and given in detail

    Entwicklung und Implementierung eines Peer-to-Peer Kalman Filters für Fußgänger- und Indoor-Navigation

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    Smartphones are an integral part of our society by now. They are used for messaging, searching the Internet, working on documents, and of course for navigation. Although smartphones are also used for car navigation their main area of application is pedestrian navigation. Almost all smartphones sold today comprise a GPS L1 receiver which provides position computation with accuracy between 1 and 10 m as long as the environment in beneficial, i.e. the line-of-sight to satellites is not obstructed by trees or high buildings. But this is often the case in areas where smartphones are used primarily for navigation. Users walk in narrow streets with high density, in city centers, enter, and leave buildings and the smartphone is not able to follow their movement because it loses satellite signals. The approach presented in this thesis addresses the problem to enable seamless navigation for the user independently of the current environment and based on cooperative positioning and inertial navigation. It is intended to realize location-based services in areas and buildings with limited or no access to satellite data and a large amount of users like e.g. shopping malls, city centers, airports, railway stations and similar environments. The idea of this concept was for a start based on cooperative positioning between users’ devices denoted here as peers moving within an area with only limited access to satellite signals at certain places (windows, doors) or no access at all. The devices are therefore not able to provide a position by means of satellite signals. Instead of deploying solutions based on infrastructure, surveying, and centralized computations like range measurements, individual signal strength, and similar approaches a decentralized concept was developed. This concept suggests that the smartphone automatically detects if no satellite signals are available and uses its already integrated inertial sensors like magnetic field sensor, accelerometer, and gyroscope for seamless navigation. Since the quality of those sensors is very low the accuracy of the position estimation decreases with each step of the user. To avoid a continuously growing bias between real position and estimated position an update has to be performed to stabilize the position estimate. This update is either provided by the computation of a position based on satellite signals or if signals are not available by the exchange of position data with another peer in the near vicinity using peer-to-peer ad-hoc networks. The received and the own position are processed in a Kalman Filter algorithm and the result is then used as new position estimate and new start position for further navigation based on inertial sensors. The here presented concept is therefore denoted as Peer-to-Peer Kalman Filter (P2PKF)

    Evaluating indoor positioning systems in a shopping mall : the lessons learned from the IPIN 2018 competition

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    The Indoor Positioning and Indoor Navigation (IPIN) conference holds an annual competition in which indoor localization systems from different research groups worldwide are evaluated empirically. The objective of this competition is to establish a systematic evaluation methodology with rigorous metrics both for real-time (on-site) and post-processing (off-site) situations, in a realistic environment unfamiliar to the prototype developers. For the IPIN 2018 conference, this competition was held on September 22nd, 2018, in Atlantis, a large shopping mall in Nantes (France). Four competition tracks (two on-site and two off-site) were designed. They consisted of several 1 km routes traversing several floors of the mall. Along these paths, 180 points were topographically surveyed with a 10 cm accuracy, to serve as ground truth landmarks, combining theodolite measurements, differential global navigation satellite system (GNSS) and 3D scanner systems. 34 teams effectively competed. The accuracy score corresponds to the third quartile (75th percentile) of an error metric that combines the horizontal positioning error and the floor detection. The best results for the on-site tracks showed an accuracy score of 11.70 m (Track 1) and 5.50 m (Track 2), while the best results for the off-site tracks showed an accuracy score of 0.90 m (Track 3) and 1.30 m (Track 4). These results showed that it is possible to obtain high accuracy indoor positioning solutions in large, realistic environments using wearable light-weight sensors without deploying any beacon. This paper describes the organization work of the tracks, analyzes the methodology used to quantify the results, reviews the lessons learned from the competition and discusses its future

    Providing location everywhere

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    Anacleto R., Figueiredo L., Novais P., Almeida A., Providing Location Everywhere, in Progress in Artificial Intelligence, Antunes L., Sofia Pinto H. (eds), Lecture Notes in Artificial Intelligence 7026, Springer-Verlag, ISBN 978-3-540-24768-2, (Proceedings of the 15th Portuguese conference on Artificial Intelligence - EPIA 2011, Lisboa, Portugal), pp 15-28, 2011.The ability to locate an individual is an essential part of many applications, specially the mobile ones. Obtaining this location in an open environment is relatively simple through GPS (Global Positioning System), but indoors or even in dense environments this type of location system doesn’t provide a good accuracy. There are already systems that try to suppress these limitations, but most of them need the existence of a structured environment to work. Since Inertial Navigation Systems (INS) try to suppress the need of a structured environment we propose an INS based on Micro Electrical Mechanical Systems (MEMS) that is capable of, in real time, compute the position of an individual everywhere

    Mixed Reality Browsers and Pedestrian Navigation in Augmented Cities

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    International audienceIn this paper, We use a declarative format for positional audio with synchronization between audio chunks using SMIL. This format has been specifically designed for the type of audio used in AR applications. The audio engine associated to this format is running on mobile platforms (iOS, Android). Our MRB browser called IXE use a format based on volunteered geographic information (OpenStreetMap) and OSM documents for IXE can be fully authored in side OSM editors like JOSM. This is in contrast with the other AR browsers like Layar, Juniao, Wikitude, which use a Point of Interest (POI) based format having no notion of ways. This introduces a fundamental difference and in some senses a duality relation between IXE and the other AR browsers. In IXE, Augmented Virtuality (AV) navigation along a route (composed of ways) is central and AR interaction with objects is delegated to associate 3D activities. In AR browsers, navigation along a route is delegated to associated map activities and AR interaction with objects is central. IXE supports multiple tracking technologies and therefore allows both indoor navigation in buildings and outdoor navigation at the level of sidewalks. A first android version of the IXE browser will be released at the end of 2013. Being based on volunteered geographic it will allow building accessible pedestrian networks in augmented cities
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