1,801 research outputs found

    Bayesian Surprise in Indoor Environments

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    This paper proposes a novel method to identify unexpected structures in 2D floor plans using the concept of Bayesian Surprise. Taking into account that a person's expectation is an important aspect of the perception of space, we exploit the theory of Bayesian Surprise to robustly model expectation and thus surprise in the context of building structures. We use Isovist Analysis, which is a popular space syntax technique, to turn qualitative object attributes into quantitative environmental information. Since isovists are location-specific patterns of visibility, a sequence of isovists describes the spatial perception during a movement along multiple points in space. We then use Bayesian Surprise in a feature space consisting of these isovist readings. To demonstrate the suitability of our approach, we take "snapshots" of an agent's local environment to provide a short list of images that characterize a traversed trajectory through a 2D indoor environment. Those fingerprints represent surprising regions of a tour, characterize the traversed map and enable indoor LBS to focus more on important regions. Given this idea, we propose to use "surprise" as a new dimension of context in indoor location-based services (LBS). Agents of LBS, such as mobile robots or non-player characters in computer games, may use the context surprise to focus more on important regions of a map for a better use or understanding of the floor plan.Comment: 10 pages, 16 figure

    Memorable Maps: A Framework for Re-defining Places in Visual Place Recognition

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    This paper presents a cognition-inspired agnostic framework for building a map for Visual Place Recognition. This framework draws inspiration from human-memorability, utilizes the traditional image entropy concept and computes the static content in an image; thereby presenting a tri-folded criterion to assess the 'memorability' of an image for visual place recognition. A dataset namely 'ESSEX3IN1' is created, composed of highly confusing images from indoor, outdoor and natural scenes for analysis. When used in conjunction with state-of-the-art visual place recognition methods, the proposed framework provides significant performance boost to these techniques, as evidenced by results on ESSEX3IN1 and other public datasets

    Bayesian Cramér-Rao Lower Bound for Magnetic Field-Based Localization

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    In this paper, we show how to analyze the achievable position accuracy of magnetic localization based on Bayesian Cramér-Rao lower bounds and how to account for deterministic inputs in the bound. The derivation of the bound requires an analytical model, e.g., a map or database, that links the position that is to be estimated to the corresponding magnetic field value. Unfortunately, finding an analytical model from the laws of physics is not feasible due to the complexity of the involved differential equations and the required knowledge about the environment. In this paper, we therefore use a Gaussian process (GP) that approximates the true analytical model based on training data. The GP ensures a smooth, differentiable likelihood and allows a strict Bayesian treatment of the estimation problem. Based on a novel set of measurements recorded in an indoor environment, the bound is evaluated for different sensor heights and is compared to the mean squared error of a particle filter. Furthermore, the bound is calculated for the case when only the magnetic magnitude is used for positioning and the case when the whole vector field is considered. For both cases, the resulting position bound is below 10cm indicating an high potential accuracy of magnetic localization

    The living space: Psychological well-being and mental health in response to interiors presented in virtual reality

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    There has been a recent interest in how architecture affects mental health and psychological well-being, motivated by the fact that we spend the majority of our waking time inside and interacting with built environments. Some studies have investigated the psychological responses to indoor design parameters; for instance, contours, and proposed that curved interiors, when compared to angular ones, were aesthetically preferred and induced higher positive emotions. The present study aimed to systematically examine this hypothesis and further explore the impact of contrasting contours on affect, behavior, and cognition. We exposed 42 participants to four well-matched indoor living rooms under a free-exploration photorealistic virtual reality paradigm. We included style as an explorative second-level variable. Out of the 33 outcome variables measured, and after correcting for false discoveries, only two eventually confirmed differences in the contours analysis, in favor of angular rooms. Analysis of style primarily validated the contrast of our stimulus set, and showed significance in one other dependent variable. Results of additional analysis using the Bayesian framework were in line with those of the frequentist approach. The present results provide evidence against the hypothesis that curvature is preferred, suggesting that the psychological response to contours in a close-to-reality architectural setting could be more complex. This study, therefore, helps to communicate a more complete scientific view on the experience of interior spaces and proposes directions for necessary future research
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