2,776 research outputs found

    Design and realization of precise indoor localization mechanism for Wi-Fi devices

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    Despite the abundant literature in the field, there is still the need to find a time-efficient, highly accurate, easy to deploy and robust localization algorithm for real use. The algorithm only involves minimal human intervention. We propose an enhanced Received Signal Strength Indicator (RSSI) based positioning algorithm for Wi-Fi capable devices, called the Dynamic Weighted Evolution for Location Tracking (DWELT). Due to the multiple phenomena affecting the propagation of radio signals, RSSI measurements show fluctuations that hinder the utilization of straightforward positioning mechanisms from widely known propagation loss models. Instead, DWELT uses data processing of raw RSSI values and applies a weighted posterior-probabilistic evolution for quick convergence of localization and tracking. In this paper, we present the first implementation of DWELT, intended for 1D location (applicable to tunnels or corridors), and the first step towards a more generic implementation. Simulations and experiments show an accuracy of 1m in more than 81% of the cases, and less than 2m in the 95%.Peer ReviewedPostprint (published version

    Adaptive Indoor Pedestrian Tracking Using Foot-Mounted Miniature Inertial Sensor

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    This dissertation introduces a positioning system for measuring and tracking the momentary location of a pedestrian, regardless of the environmental variations. This report proposed a 6-DOF (degrees of freedom) foot-mounted miniature inertial sensor for indoor localization which has been tested with simulated and real-world data. To estimate the orientation, velocity and position of a pedestrian we describe and implement a Kalman filter (KF) based framework, a zero-velocity updates (ZUPTs) methodology, as well as, a zero-velocity (ZV) detection algorithm. The novel approach presented in this dissertation uses the interactive multiple model (IMM) filter in order to determine the exact state of pedestrian with changing dynamics. This work evaluates the performance of the proposed method in two different ways: At first a vehicle traveling in a straight line is simulated using commonly used kinematic motion models in the area of tracking (constant velocity (CV), constant acceleration (CA) and coordinated turn (CT) models) which demonstrates accurate state estimation of targets with changing dynamics is achieved through the use of multiple model filter models. We conclude by proposing an interactive multiple model estimator based adaptive indoor pedestrian tracking system for handling dynamic motion which can incorporate different motion types (walking, running, sprinting and ladder climbing) whose threshold is determined individually and IMM adjusts itself adaptively to correct the change in motion models. Results indicate that the overall IMM performance will at all times be similar to the best individual filter model within the IMM

    Use of Augmented Reality in Human Wayfinding: A Systematic Review

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    Augmented reality technology has emerged as a promising solution to assist with wayfinding difficulties, bridging the gap between obtaining navigational assistance and maintaining an awareness of one's real-world surroundings. This article presents a systematic review of research literature related to AR navigation technologies. An in-depth analysis of 65 salient studies was conducted, addressing four main research topics: 1) current state-of-the-art of AR navigational assistance technologies, 2) user experiences with these technologies, 3) the effect of AR on human wayfinding performance, and 4) impacts of AR on human navigational cognition. Notably, studies demonstrate that AR can decrease cognitive load and improve cognitive map development, in contrast to traditional guidance modalities. However, findings regarding wayfinding performance and user experience were mixed. Some studies suggest little impact of AR on improving outdoor navigational performance, and certain information modalities may be distracting and ineffective. This article discusses these nuances in detail, supporting the conclusion that AR holds great potential in enhancing wayfinding by providing enriched navigational cues, interactive experiences, and improved situational awareness.Comment: 52 page

    Mixed Reality Browsers and Pedestrian Navigation in Augmented Cities

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    International audienceIn this paper, We use a declarative format for positional audio with synchronization between audio chunks using SMIL. This format has been specifically designed for the type of audio used in AR applications. The audio engine associated to this format is running on mobile platforms (iOS, Android). Our MRB browser called IXE use a format based on volunteered geographic information (OpenStreetMap) and OSM documents for IXE can be fully authored in side OSM editors like JOSM. This is in contrast with the other AR browsers like Layar, Juniao, Wikitude, which use a Point of Interest (POI) based format having no notion of ways. This introduces a fundamental difference and in some senses a duality relation between IXE and the other AR browsers. In IXE, Augmented Virtuality (AV) navigation along a route (composed of ways) is central and AR interaction with objects is delegated to associate 3D activities. In AR browsers, navigation along a route is delegated to associated map activities and AR interaction with objects is central. IXE supports multiple tracking technologies and therefore allows both indoor navigation in buildings and outdoor navigation at the level of sidewalks. A first android version of the IXE browser will be released at the end of 2013. Being based on volunteered geographic it will allow building accessible pedestrian networks in augmented cities

    Mixed Reality Browsers and Pedestrian Navigation in Augmented Cities

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    International audienceIn this paper, We use a declarative format for positional audio with synchronization between audio chunks using SMIL. This format has been specifically designed for the type of audio used in AR applications. The audio engine associated to this format is running on mobile platforms (iOS, Android). Our MRB browser called IXE use a format based on volunteered geographic information (OpenStreetMap) and OSM documents for IXE can be fully authored in side OSM editors like JOSM. This is in contrast with the other AR browsers like Layar, Juniao, Wikitude, which use a Point of Interest (POI) based format having no notion of ways. This introduces a fundamental difference and in some senses a duality relation between IXE and the other AR browsers. In IXE, Augmented Virtuality (AV) navigation along a route (composed of ways) is central and AR interaction with objects is delegated to associate 3D activities. In AR browsers, navigation along a route is delegated to associated map activities and AR interaction with objects is central. IXE supports multiple tracking technologies and therefore allows both indoor navigation in buildings and outdoor navigation at the level of sidewalks. A first android version of the IXE browser will be released at the end of 2013. Being based on volunteered geographic it will allow building accessible pedestrian networks in augmented cities

    Interactive virtual indoor navigation system using visual recognition and pedestrian dead reckoning techniques

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    Finding a destination in an unfamiliar indoor environment requires cumbersome effort to refer to a physical floor plan or directory to locate the intended destination. With the advancements of mobile technologies, a navigational system using mobile computing devices such as mobile phone or tablet could aid users in locating the desired destination with ease. This paper presented an interactive virtual indoor navigation system which is developed for Sunway University campus. In order to provide an interactive and context-sensitive navigation platform, a hybrid solution has been proposed by blending the sensor capabilities on the mobile devices to work in an indoor environment. These sensors include utilizing the built-in accelerometer, compass and camera capabilities to create an interactive content of indoor navigation system using visual recognition and pedestrian dead reckoning for Augmented Reality (AR). Furthermore, user satisfaction and feedback survey have been collected for further improvement the proposed solution

    CamLoc: Pedestrian Location Estimation through Body Pose Estimation on Smart Cameras

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    Integração de localização baseada em movimento na aplicação móvel EduPARK

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    More and more, mobile applications require precise localization solutions in a variety of environments. Although GPS is widely used as localization solution, it may present some accuracy problems in special conditions such as unfavorable weather or spaces with multiple obstructions such as public parks. For these scenarios, alternative solutions to GPS are of extreme relevance and are widely studied recently. This dissertation studies the case of EduPARK application, which is an augmented reality application that is implemented in the Infante D. Pedro park in Aveiro. Due to the poor accuracy of GPS in this park, the implementation of positioning and marker-less augmented reality functionalities presents difficulties. Existing relevant systems are analyzed, and an architecture based on pedestrian dead reckoning is proposed. The corresponding implementation is presented, which consists of a positioning solution using the sensors available in the smartphones, a step detection algorithm, a distance traveled estimator, an orientation estimator and a position estimator. For the validation of this solution, functionalities were implemented in the EduPARK application for testing purposes and usability tests performed. The results obtained show that the proposed solution can be an alternative to provide accurate positioning within the Infante D. Pedro park, thus enabling the implementation of functionalities of geocaching and marker-less augmented reality.Cada vez mais, as aplicações móveis requerem soluções de localização precisa nos mais variados ambientes. Apesar de o GPS ser amplamente usado como solução para localização, pode apresentar alguns problemas de precisão em condições especiais, como mau tempo, ou espaços com várias obstruções, como parques públicos. Para estes casos, soluções alternativas ao GPS são de extrema relevância e veem sendo desenvolvidas. A presente dissertação estuda o caso do projeto EduPARK, que é uma aplicação móvel de realidade aumentada para o parque Infante D. Pedro em Aveiro. Devido à fraca precisão do GPS nesse parque, a implementação de funcionalidades baseadas no posionamento e de realidade aumentada sem marcadores apresenta dificuldades. São analisados sistemas relevantes existentes e é proposta uma arquitetura baseada em localização de pedestres. Em seguida é apresentada a correspondente implementação, que consiste numa solução de posicionamento usando os sensores disponiveis nos smartphones, um algoritmo de deteção de passos, um estimador de distância percorrida, um estimador de orientação e um estimador de posicionamento. Para a validação desta solução, foram implementadas funcionalidades na aplicação EduPARK para fins de teste, e realizados testes com utilizadores e testes de usabilidade. Os resultados obtidos demostram que a solução proposta pode ser uma alternativa para a localização no interior do parque Infante D. Pedro, viabilizando desta forma a implementação de funcionalidades baseadas no posicionamento e de realidade aumenta sem marcadores.EduPARK é um projeto financiado por Fundos FEDER através do Programa Operacional Competitividade e Internacionalização - COMPETE 2020 e por Fundos Nacionais através da FCT - Fundação para a Ciência e a Tecnologia no âmbito do projeto POCI-01-0145-FEDER-016542.Mestrado em Engenharia Informátic
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