1,321 research outputs found

    Off-line evaluation of indoor positioning systems in different scenarios: the experiences from IPIN 2020 competition

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    Every year, for ten years now, the IPIN competition has aimed at evaluating real-world indoor localisation systems by testing them in a realistic environment, with realistic movement, using the EvAAL framework. The competition provided a unique overview of the state-of-the-art of systems, technologies, and methods for indoor positioning and navigation purposes. Through fair comparison of the performance achieved by each system, the competition was able to identify the most promising approaches and to pinpoint the most critical working conditions. In 2020, the competition included 5 diverse off-site off-site Tracks, each resembling real use cases and challenges for indoor positioning. The results in terms of participation and accuracy of the proposed systems have been encouraging. The best performing competitors obtained a third quartile of error of 1 m for the Smartphone Track and 0.5 m for the Foot-mounted IMU Track. While not running on physical systems, but only as algorithms, these results represent impressive achievements.Track 3 organizers were supported by the European Union’s Horizon 2020 Research and Innovation programme under the Marie Skłodowska Curie Grant 813278 (A-WEAR: A network for dynamic WEarable Applications with pRivacy constraints), MICROCEBUS (MICINN, ref. RTI2018-095168-B-C55, MCIU/AEI/FEDER UE), INSIGNIA (MICINN ref. PTQ2018-009981), and REPNIN+ (MICINN, ref. TEC2017-90808-REDT). We would like to thanks the UJI’s Library managers and employees for their support while collecting the required datasets for Track 3. Track 5 organizers were supported by JST-OPERA Program, Japan, under Grant JPMJOP1612. Track 7 organizers were supported by the Bavarian Ministry for Economic Affairs, Infrastructure, Transport and Technology through the Center for Analytics-Data-Applications (ADA-Center) within the framework of “BAYERN DIGITAL II. ” Team UMinho (Track 3) was supported by FCT—Fundação para a Ciência e Tecnologia within the R&D Units Project Scope under Grant UIDB/00319/2020, and the Ph.D. Fellowship under Grant PD/BD/137401/2018. Team YAI (Track 3) was supported by the Ministry of Science and Technology (MOST) of Taiwan under Grant MOST 109-2221-E-197-026. Team Indora (Track 3) was supported in part by the Slovak Grant Agency, Ministry of Education and Academy of Science, Slovakia, under Grant 1/0177/21, and in part by the Slovak Research and Development Agency under Contract APVV-15-0091. Team TJU (Track 3) was supported in part by the National Natural Science Foundation of China under Grant 61771338 and in part by the Tianjin Research Funding under Grant 18ZXRHSY00190. Team Next-Newbie Reckoners (Track 3) were supported by the Singapore Government through the Industry Alignment Fund—Industry Collaboration Projects Grant. This research was conducted at Singtel Cognitive and Artificial Intelligence Lab for Enterprises (SCALE@NTU), which is a collaboration between Singapore Telecommunications Limited (Singtel) and Nanyang Technological University (NTU). Team KawaguchiLab (Track 5) was supported by JSPS KAKENHI under Grant JP17H01762. Team WHU&AutoNavi (Track 6) was supported by the National Key Research and Development Program of China under Grant 2016YFB0502202. Team YAI (Tracks 6 and 7) was supported by the Ministry of Science and Technology (MOST) of Taiwan under Grant MOST 110-2634-F-155-001

    Off-Line Evaluation of Indoor Positioning Systems in Different Scenarios: The Experiences From IPIN 2020 Competition

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    Every year, for ten years now, the IPIN competition has aimed at evaluating real-world indoor localisation systems by testing them in a realistic environment, with realistic movement, using the EvAAL framework. The competition provided a unique overview of the state-of-the-art of systems, technologies, and methods for indoor positioning and navigation purposes. Through fair comparison of the performance achieved by each system, the competition was able to identify the most promising approaches and to pinpoint the most critical working conditions. In 2020, the competition included 5 diverse off-site off-site Tracks, each resembling real use cases and challenges for indoor positioning. The results in terms of participation and accuracy of the proposed systems have been encouraging. The best performing competitors obtained a third quartile of error of 1 m for the Smartphone Track and 0.5 m for the Foot-mounted IMU Track. While not running on physical systems, but only as algorithms, these results represent impressive achievements

    Ultra-Wideband Radar-Based Activity Recognition Using Deep Learning

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    With recent advances in the field of sensing, it has become possible to build better assistive technologies. This enables the strengthening of eldercare with regard to daily routines and the provision of personalised care to users. For instance, it is possible to detect a person’s behaviour based on wearable or ambient sensors; however, it is difficult for users to wear devices 24/7, as they would have to be recharged regularly because of their energy consumption. Similarly, although cameras have been widely used as ambient sensors, they carry the risk of breaching users’ privacy. This paper presents a novel sensing approach based on deep learning for human activity recognition using a non-wearable ultra-wideband (UWB) radar sensor. UWB sensors protect privacy better than RGB cameras because they do not collect visual data. In this study, UWB sensors were mounted on a mobile robot to monitor and observe subjects from a specific distance (namely, 1.5–2.0 m). Initially, data were collected in a lab environment for five different human activities. Subsequently, the data were used to train a model using the state-of-the-art deep learning approach, namely long short-term memory (LSTM). Conventional training approaches were also tested to validate the superiority of LSTM. As a UWB sensor collects many data points in a single frame, enhanced discriminant analysis was used to reduce the dimensions of the features through application of principal component analysis to the raw dataset, followed by linear discriminant analysis. The enhanced discriminant features were fed into the LSTMs. Finally, the trained model was tested using new inputs. The proposed LSTM-based activity recognition approach performed better than conventional approaches, with an accuracy of 99.6%. We applied 5-fold cross-validation to test our approach. We also validated our approach on publically available dataset. The proposed method can be applied in many prominent fields, including human–robot interaction for various practical applications, such as mobile robots for eldercare.publishedVersio

    Oral application of L-menthol in the heat: From pleasure to performance

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    When menthol is applied to the oral cavity it presents with a familiar refreshing sensation and cooling mint flavour. This may be deemed hedonic in some individuals, but may cause irritation in others. This variation in response is likely dependent upon trigeminal sensitivity toward cold stimuli, suggesting a need for a menthol solution that can be easily personalised. Menthol’s characteristics can also be enhanced by matching colour to qualitative outcomes; a factor which can easily be manipulated by practitioners working in athletic or occupational settings to potentially enhance intervention efficacy. This presentation will outline the efficacy of oral menthol application for improving time trial performance to date, either via swilling or via co-ingestion with other cooling strategies, with an emphasis upon how menthol can be applied in ecologically valid scenarios. Situations in which performance is not expected to be enhanced will also be discussed. An updated model by which menthol may prove hedonic, satiate thirst and affect ventilation will also be presented, with the potential performance implications of these findings discussed and modelled. Qualitative reflections from athletes that have implemented menthol mouth swilling in competition, training and maximal exercise will also be included

    DEVELOPMENT OF A CONSISTENT COLORDETECTION ALGORITHM USING COLORED REFERENCED PATCHES FOR MOBILE ROBOTS

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    Observed color in images is easily affected by lighting conditions such as the sunlight location, weather, or time of day. Especially for image recognition processing on an outdoor navigated autonomous mobile robot, we should consider the effect of lighting conditions to achieve consistent robust color detection regardless of lighting condition change. In this paper, we employ new reference color patches to perform robust color detection to identify surrounding images by using the omnidirectional camera. As a demonstration of color detecting capability for the proposed approach, we apply specified human finding tasks defined by Tsukuba Challenge 2022 rules. Using the proposed method, we can demonstrate that the mobile robot was stably detected color, determining specified humans regardless of surrounding light change due to mobile robots

    Real-time human body detection and tracking for augmented reality mobile applications

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    Hoje em dia, cada vez mais experiências culturais são melhoradas tendo por base aplicações móveis, incluindo aqueles que usam Realidade Aumentada (RA). Estas aplicações têm crescido em número de utilizadores, em muito suportadas no aumento do poder de cálculo dos processadores mais recentes, na popularidade dos dispositivos móveis (com câmaras de alta definição e sistemas de posicionamento global – GPS), e na massificação da disponibilidade de conexões de internet. Tendo este contexto em mente, o projeto Mobile Five Senses Augmented Reality System for Museums (M5SAR) visa desenvolver um sistema de RA para ser um guia em eventos culturais, históricos e em museus, complementando ou substituindo a orientação tradicional dada pelos guias ou mapas. O trabalho descrito na presente tese faz parte do projeto M5SAR. O sistema completo consiste numa aplicação para dispositivos móveis e num dispositivo físico, a acoplar ao dispositivo móvel, que em conjunto visam explorar os 5 sentidos humanos: visão, audição, tato, olfacto e paladar. O projeto M5SAR tem como objetivos principais (a) detectar peças do museu (por exemplo, pinturas e estátuas (Pereira et al., 2017)), (b) detectar paredes / ambientes do museu (Veiga et al., 2017) e (c) detectar formas humanas para sobrepor o conteúdo de Realidade Aumentada (?). Esta tese apresenta uma abordagem relativamente ao último objectivo, combinando informações de articulações do corpo humano com métodos de sobreposição de roupas. Os atuais sistemas relacionados com a sobreposição de roupas, que permitem ao utilizador mover-se livremente, são baseados em sensores tridimensionais (3D), e.g., Sensor Kinect (Erra et al., 2018), sendo estes não portáteis. A contribuição desta tese é apresentar uma solução portátil baseado na câmara (RGB) do telemóvel que permite ao utilizador movimentar-se livremente, fazendo ao mesmo tempo a sobreposição de roupa (para o corpo completo). Nos últimos anos, a capacidade de Redes Neurais Convolucionais (CNN) foi comprovado numa grande variedade de tarefas de visão computacional, tais como classificação e detecção de objetos e no reconhecimento de faces e texto (Amos et al., 2016; Ren et al., 2015a). Uma das áreas de uso das CNN é a estimativa de posição (pose) humana em ambientes reais (Insafutdinov et al., 2017; Pishchulin et al., 2016). Recentemente, duas populares CNN frameworks para detecção e segmentação de formas humanas apresentam destaque, o OpenPose (Cao et al., 2017;Wei et al., 2016) e o Mask R-CNN (He et al., 2017). No entanto, testes experimentais mostraram que as implementações originais não são adequadas para dispositivos móveis. Apesar disso, estas frameworks são a base para as implementações mais recentes, que possibilitam o uso em dispositivos móveis. Uma abordagem que alcança a estimativa e a segmentação de pose de corpo inteiro é o Mask R-CNN2Go (Jindal, 2018), baseado na estrutura original do Mask R-CNN. A principal razão para o tempo de processamento ser reduzido foi a otimização do número de camadas de convolução e a largura de cada camada. Outra abordagem para obter a estimativa de pose humana em dispositivos móveis foi a modificação da arquitetura original do OpenPose para mobile (Kim, 2018; Solano, 2018) e sua combinação com MobileNets (Howard et al., 2017). MobileNets, como o nome sugere, é projetado para aplicativos móveis, fazendo uso de camadas de convoluções separáveis em profundidade. Essa modificação reduz o tempo de processamento, mas também reduz a precisão na estimativa da pose, quando comparado à arquitetura original. É importante ressaltar que apesar de a detecção de pessoas com a sobreposição de roupas ser um tema atual, já existem aplicações disponíveis no mercado, como o Pozus (GENTLEMINDS, 2018). O Pozus é disponibilizado numa versão beta que é executado no sistema operativo iOS, usa a câmera do telemóvel como entrada para a estimação da pose humana aplicando segmentos de texturas sobre o corpo humano. No entanto, Pozus não faz ajuste de texturas (roupas) à forma da pessoa. Na presente tese, o modelo OpenPose foi usado para determinar as articulações do corpo e diferentes abordagens foram usadas para sobreposição de roupas, enquanto uma pessoa se move em ambientes reais. A primeira abordagem utiliza o algoritmo GrabCut (Rother et al., 2004) para segmentação de pessoas, permitindo o ajuste de segmentos de roupas. Uma segunda abordagem usa uma ferramenta bidimensional (2D) de Animação do Esqueleto para permitir deformações em texturas 2D de acordo com as poses estimadas. A terceira abordagem é semelhante à anterior, mas usa modelos 3D, volumes, para obter uma simulação mais realista do processo de sobreposição de roupas. Os resultados e a prova de conceito são mostrados. Os resultados são coerentes com uma prova de conceito. Os testes revelaram que como trabalho futuro as otimizações para melhorar a precisão do modelo de estimação da pose e o tempo de execução ainda são necessárias para dispositivos móveis. O método final utilizado para sobrepor roupas no corpo demonstrou resultados positivos, pois possibilitaram uma simulação mais realística do processo de sobreposição de roupas.When it comes to visitors at museums and heritage places, objects speak for themselves. Nevertheless, it is important to give visitors the best experience possible, this will lead to an increase in the visits number and enhance the perception and value of the organization. With the aim of enhancing a traditional museum visit, a mobile Augmented Reality (AR) framework is being developed as part of the Mobile Five Senses Augmented Reality (M5SAR) project. This thesis presents an initial approach to human shape detection and AR content superimposition in a mobile environment, achieved by combining information of human body joints with clothes overlapping methods. The present existing systems related to clothes overlapping, that allow the user to move freely, are based mainly in three-dimensional (3D) sensors (e.g., Kinect sensor (Erra et al., 2018)), making them far from being portable. The contribution of this thesis is to present a portable system that allows the user to move freely and does full body clothes overlapping. The OpenPose model (Kim, 2018; Solano, 2018) was used to compute the body joints and different approaches were used for clothes overlapping, while a person is moving in real environments. The first approach uses GrabCut algorithm (Rother et al., 2004) for person segmentation, allowing to fit clothes segments. A second approach uses a bi-dimensional (2D) skeletal animation tool to allow deformations on 2D textures according to the estimated poses. The third approach is similar to the previous, but uses 3D clothes models (volumes) to achieve a more realistic simulation of the process of clothes superimposition. Results and proof-of-concept are shown
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