5 research outputs found

    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

    Indoor positioning model based on people effect and ray tracing propagation

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    WLAN-fingerprinting has been highlighted as the preferred technology in an Indoor Positioning System (IPS) due to its accurate positioning results and minimal infrastructure cost. However, the accuracy of IPS fingerprinting is highly influenced by the fluctuation in signal strength as a result of encountering obstacles. Many researchers have modelled static obstacles such as walls and ceilings, but hardly any have modelled the effect of people presence as an obstacle although the human body significantly impacts signal strength. Hence, the people presence effect must be considered to obtain highly accurate positioning results. Previous research proposed a model that only considered the direct path between the transmitter and the receiver. However, for indoor propagation, multipath effects such as reflection can also have a significant influence, but were not considered in past work. Therefore, this research proposes an accurate indoor positioning model that considers people presence using a ray tracing (AIRY) model in a dynamic environment which relies on existing infrastructure. Three solutions were proposed to construct AIRY: an automatic radio map using ray tracing (ARM-RT), a new human model in ray tracing (HUMORY), and a people effect constant for received signal strength indicator (RSSI) adaptation. At the offline stage, 30 RSSIs were recorded at each point using a smartphone to create a radio map database (523 points). The real-time RSSI was then compared to the radio map database at the online stage using MATLAB software to determine the user position (65 test points). The proposed model was tested at Level 3 of Razak Tower, UTM Kuala Lumpur (80 × 16 m). To test the influence of people presence, the number, position, and distance of the people around the mobile device (MD) were varied. The results showed that the closer the people were to the MD in both the Line of Sight (LOS) and Non-LOS position, the greater the decrease in RSSI, in which the increment number of people will increase the amount of reflection signals to be blocked. The signal strength reduction started from 0.5 dBm with two people and reached 0.9 dBm with seven people. In addition, the ray tracing model produced smaller errors on RSSI prediction than the multi-wall model when considering the effect of people presence. The k-nearest neighbour (KNN) algorithm was used to define the position. The initial accuracy was improved from 2.04 m to 0.57 m after people presence and multipath effects were considered. In conclusion, the proposed model successfully increased indoor positioning accuracy in a dynamic environment by overcoming the people presence effect

    A Visual-Based Approach for Indoor Radio Map Construction Using Smartphones

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    Localization of users in indoor spaces is a common issue in many applications. Among various technologies, a Wi-Fi fingerprinting based localization solution has attracted much attention, since it can be easily deployed using the existing off-the-shelf mobile devices and wireless networks. However, the collection of the Wi-Fi radio map is quite labor-intensive, which limits its potential for large-scale application. In this paper, a visual-based approach is proposed for the construction of a radio map in anonymous indoor environments. This approach collects multi-sensor data, e.g., Wi-Fi signals, video frames, inertial readings, when people are walking in indoor environments with smartphones in their hands. Then, it spatially recovers the trajectories of people by using both visual and inertial information. Finally, it estimates the location of fingerprints from the trajectories and constructs a Wi-Fi radio map. Experiment results show that the average location error of the fingerprints is about 0.53 m. A weighted k-nearest neighbor method is also used to evaluate the constructed radio map. The average localization error is about 3.2 m, indicating that the quality of the constructed radio map is at the same level as those constructed by site surveying. However, this approach can greatly reduce the human labor cost, which increases the potential for applying it to large indoor environments
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