22,686 research outputs found

    Ego-Downward and Ambient Video based Person Location Association

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    Using an ego-centric camera to do localization and tracking is highly needed for urban navigation and indoor assistive system when GPS is not available or not accurate enough. The traditional hand-designed feature tracking and estimation approach would fail without visible features. Recently, there are several works exploring to use context features to do localization. However, all of these suffer severe accuracy loss if given no visual context information. To provide a possible solution to this problem, this paper proposes a camera system with both ego-downward and third-static view to perform localization and tracking in a learning approach. Besides, we also proposed a novel action and motion verification model for cross-view verification and localization. We performed comparative experiments based on our collected dataset which considers the same dressing, gender, and background diversity. Results indicate that the proposed model can achieve 18.32%18.32 \% improvement in accuracy performance. Eventually, we tested the model on multi-people scenarios and obtained an average 67.767%67.767 \% accuracy

    Neural systems supporting navigation

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    Highlights: • Recent neuroimaging and electrophysiology studies have begun to shed light on the neural dynamics of navigation systems. • Computational models have advanced theories of how entorhinal grid cells and hippocampal place cells might serve navigation. • Hippocampus and entorhinal cortex provide complementary representations of routes and vectors for navigation. Much is known about how neural systems determine current spatial position and orientation in the environment. By contrast little is understood about how the brain represents future goal locations or computes the distance and direction to such goals. Recent electrophysiology, computational modelling and neuroimaging research have shed new light on how the spatial relationship to a goal may be determined and represented during navigation. This research suggests that the hippocampus may code the path to the goal while the entorhinal cortex represents the vector to the goal. It also reveals that the engagement of the hippocampus and entorhinal cortex varies across the different operational stages of navigation, such as during travel, route planning, and decision-making at waypoints

    How hard is it to cross the room? -- Training (Recurrent) Neural Networks to steer a UAV

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    This work explores the feasibility of steering a drone with a (recurrent) neural network, based on input from a forward looking camera, in the context of a high-level navigation task. We set up a generic framework for training a network to perform navigation tasks based on imitation learning. It can be applied to both aerial and land vehicles. As a proof of concept we apply it to a UAV (Unmanned Aerial Vehicle) in a simulated environment, learning to cross a room containing a number of obstacles. So far only feedforward neural networks (FNNs) have been used to train UAV control. To cope with more complex tasks, we propose the use of recurrent neural networks (RNN) instead and successfully train an LSTM (Long-Short Term Memory) network for controlling UAVs. Vision based control is a sequential prediction problem, known for its highly correlated input data. The correlation makes training a network hard, especially an RNN. To overcome this issue, we investigate an alternative sampling method during training, namely window-wise truncated backpropagation through time (WW-TBPTT). Further, end-to-end training requires a lot of data which often is not available. Therefore, we compare the performance of retraining only the Fully Connected (FC) and LSTM control layers with networks which are trained end-to-end. Performing the relatively simple task of crossing a room already reveals important guidelines and good practices for training neural control networks. Different visualizations help to explain the behavior learned.Comment: 12 pages, 30 figure

    Prefrontal cortex activation upon a demanding virtual hand-controlled task: A new frontier for neuroergonomics

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    open9noFunctional near-infrared spectroscopy (fNIRS) is a non-invasive vascular-based functional neuroimaging technology that can assess, simultaneously from multiple cortical areas, concentration changes in oxygenated-deoxygenated hemoglobin at the level of the cortical microcirculation blood vessels. fNIRS, with its high degree of ecological validity and its very limited requirement of physical constraints to subjects, could represent a valid tool for monitoring cortical responses in the research field of neuroergonomics. In virtual reality (VR) real situations can be replicated with greater control than those obtainable in the real world. Therefore, VR is the ideal setting where studies about neuroergonomics applications can be performed. The aim of the present study was to investigate, by a 20-channel fNIRS system, the dorsolateral/ventrolateral prefrontal cortex (DLPFC/VLPFC) in subjects while performing a demanding VR hand-controlled task (HCT). Considering the complexity of the HCT, its execution should require the attentional resources allocation and the integration of different executive functions. The HCT simulates the interaction with a real, remotely-driven, system operating in a critical environment. The hand movements were captured by a high spatial and temporal resolution 3-dimensional (3D) hand-sensing device, the LEAP motion controller, a gesture-based control interface that could be used in VR for tele-operated applications. Fifteen University students were asked to guide, with their right hand/forearm, a virtual ball (VB) over a virtual route (VROU) reproducing a 42 m narrow road including some critical points. The subjects tried to travel as long as possible without making VB fall. The distance traveled by the guided VB was 70.2 ± 37.2 m. The less skilled subjects failed several times in guiding the VB over the VROU. Nevertheless, a bilateral VLPFC activation, in response to the HCT execution, was observed in all the subjects. No correlation was found between the distance traveled by the guided VB and the corresponding cortical activation. These results confirm the suitability of fNIRS technology to objectively evaluate cortical hemodynamic changes occurring in VR environments. Future studies could give a contribution to a better understanding of the cognitive mechanisms underlying human performance either in expert or non-expert operators during the simulation of different demanding/fatiguing activities.openCarrieri, Marika; Petracca, Andrea; Lancia, Stefania; Basso Moro, Sara; Brigadoi, Sabrina; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, ValentinaCarrieri, Marika; Petracca, Andrea; Lancia, Stefania; BASSO MORO, Sara; Brigadoi, Sabrina; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, Valentin

    Gaze Behaviour during Space Perception and Spatial Decision Making

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    A series of four experiments investigating gaze behavior and decision making in the context of wayfinding is reported. Participants were presented with screen-shots of choice points taken in large virtual environments. Each screen-shot depicted alternative path options. In Experiment 1, participants had to decide between them in order to find an object hidden in the environment. In Experiment 2, participants were first informed about which path option to take as if following a guided route. Subsequently they were presented with the same images in random order and had to indicate which path option they chose during initial exposure. In Experiment 1, we demonstrate (1) that participants have a tendency to choose the path option that featured the longer line of sight, and (2) a robust gaze bias towards the eventually chosen path option. In Experiment 2, systematic differences in gaze behavior towards the alternative path options between encoding and decoding were observed. Based on data from Experiments 1 & 2 and two control experiments ensuring that fixation patterns were specific to the spatial tasks, we develop a tentative model of gaze behavior during wayfinding decision making suggesting that particular attention was paid to image areas depicting changes in the local geometry of the environments such as corners, openings, and occlusions. Together, the results suggest that gaze during a wayfinding tasks is directed toward, and can be predicted by, a subset of environmental features and that gaze bias effects are a general phenomenon of visual decision making

    Robot control based on qualitative representation of human trajectories

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    A major challenge for future social robots is the high-level interpretation of human motion, and the consequent generation of appropriate robot actions. This paper describes some fundamental steps towards the real-time implementation of a system that allows a mobile robot to transform quantitative information about human trajectories (i.e. coordinates and speed) into qualitative concepts, and from these to generate appropriate control commands. The problem is formulated using a simple version of qualitative trajectory calculus, then solved using an inference engine based on fuzzy temporal logic and situation graph trees. Preliminary results are discussed and future directions of the current research are drawn
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