15,692 research outputs found

    Modeling Cooperative Navigation in Dense Human Crowds

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    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

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    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

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    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

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    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

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    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
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