15,692 research outputs found
Modeling Cooperative Navigation in Dense Human Crowds
For robots to be a part of our daily life, they need to be able to navigate
among crowds not only safely but also in a socially compliant fashion. This is
a challenging problem because humans tend to navigate by implicitly cooperating
with one another to avoid collisions, while heading toward their respective
destinations. Previous approaches have used hand-crafted functions based on
proximity to model human-human and human-robot interactions. However, these
approaches can only model simple interactions and fail to generalize for
complex crowded settings. In this paper, we develop an approach that models the
joint distribution over future trajectories of all interacting agents in the
crowd, through a local interaction model that we train using real human
trajectory data. The interaction model infers the velocity of each agent based
on the spatial orientation of other agents in his vicinity. During prediction,
our approach infers the goal of the agent from its past trajectory and uses the
learned model to predict its future trajectory. We demonstrate the performance
of our method against a state-of-the-art approach on a public dataset and show
that our model outperforms when predicting future trajectories for longer
horizons.Comment: Accepted at ICRA 201
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Assistive Planning in Complex, Dynamic Environments: a Probabilistic Approach
We explore the probabilistic foundations of shared control in complex dynamic
environments. In order to do this, we formulate shared control as a random
process and describe the joint distribution that governs its behavior. For
tractability, we model the relationships between the operator, autonomy, and
crowd as an undirected graphical model. Further, we introduce an interaction
function between the operator and the robot, that we call "agreeability"; in
combination with the methods developed in~\cite{trautman-ijrr-2015}, we extend
a cooperative collision avoidance autonomy to shared control. We therefore
quantify the notion of simultaneously optimizing over agreeability (between the
operator and autonomy), and safety and efficiency in crowded environments. We
show that for a particular form of interaction function between the autonomy
and the operator, linear blending is recovered exactly. Additionally, to
recover linear blending, unimodal restrictions must be placed on the models
describing the operator and the autonomy. In turn, these restrictions raise
questions about the flexibility and applicability of the linear blending
framework. Additionally, we present an extension of linear blending called
"operator biased linear trajectory blending" (which formalizes some recent
approaches in linear blending such as~\cite{dragan-ijrr-2013}) and show that
not only is this also a restrictive special case of our probabilistic approach,
but more importantly, is statistically unsound, and thus, mathematically,
unsuitable for implementation. Instead, we suggest a statistically principled
approach that guarantees data is used in a consistent manner, and show how this
alternative approach converges to the full probabilistic framework. We conclude
by proving that, in general, linear blending is suboptimal with respect to the
joint metric of agreeability, safety, and efficiency
Passenger Flows in Underground Railway Stations and Platforms, MTI Report 12-43
Urban rail systems are designed to carry large volumes of people into and out of major activity centers. As a result, the stations at these major activity centers are often crowded with boarding and alighting passengers, resulting in passenger inconvenience, delays, and at times danger. This study examines the planning and analysis of station passenger queuing and flows to offer rail transit station designers and transit system operators guidance on how to best accommodate and manage their rail passengers. The objectives of the study are to: 1) Understand the particular infrastructural, operational, behavioral, and spatial factors that affect and may constrain passenger queuing and flows in different types of rail transit stations; 2) Identify, compare, and evaluate practices for efficient, expedient, and safe passenger flows in different types of station environments and during typical (rush hour) and atypical (evacuations, station maintenance/ refurbishment) situations; and 3) Compile short-, medium-, and long-term recommendations for optimizing passenger flows in different station environments
- …