36,971 research outputs found

    Safety impacts of in-car navigation systems

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    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    Encoding natural movement as an agent-based system: an investigation into human pedestrian behaviour in the built environment

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    Gibson's ecological theory of perception has received considerable attention within psychology literature, as well as in computer vision and robotics. However, few have applied Gibson's approach to agent-based models of human movement, because the ecological theory requires that individuals have a vision-based mental model of the world, and for large numbers of agents this becomes extremely expensive computationally. Thus, within current pedestrian models, path evaluation is based on calibration from observed data or on sophisticated but deterministic route-choice mechanisms; there is little open-ended behavioural modelling of human-movement patterns. One solution which allows individuals rapid concurrent access to the visual information within an environment is an 'exosomatic visual architecture" where the connections between mutually visible locations within a configuration are prestored in a lookup table. Here we demonstrate that, with the aid of an exosomatic visual architecture, it is possible to develop behavioural models in which movement rules originating from Gibson's principle of affordance are utilised. We apply large numbers of agents programmed with these rules to a built-environment example and show that, by varying parameters such as destination selection, field of view, and steps taken between decision points, it is possible to generate aggregate movement levels very similar to those found in an actual building context

    A 64mW DNN-based Visual Navigation Engine for Autonomous Nano-Drones

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    Fully-autonomous miniaturized robots (e.g., drones), with artificial intelligence (AI) based visual navigation capabilities are extremely challenging drivers of Internet-of-Things edge intelligence capabilities. Visual navigation based on AI approaches, such as deep neural networks (DNNs) are becoming pervasive for standard-size drones, but are considered out of reach for nanodrones with size of a few cm2{}^\mathrm{2}. In this work, we present the first (to the best of our knowledge) demonstration of a navigation engine for autonomous nano-drones capable of closed-loop end-to-end DNN-based visual navigation. To achieve this goal we developed a complete methodology for parallel execution of complex DNNs directly on-bard of resource-constrained milliwatt-scale nodes. Our system is based on GAP8, a novel parallel ultra-low-power computing platform, and a 27 g commercial, open-source CrazyFlie 2.0 nano-quadrotor. As part of our general methodology we discuss the software mapping techniques that enable the state-of-the-art deep convolutional neural network presented in [1] to be fully executed on-board within a strict 6 fps real-time constraint with no compromise in terms of flight results, while all processing is done with only 64 mW on average. Our navigation engine is flexible and can be used to span a wide performance range: at its peak performance corner it achieves 18 fps while still consuming on average just 3.5% of the power envelope of the deployed nano-aircraft.Comment: 15 pages, 13 figures, 5 tables, 2 listings, accepted for publication in the IEEE Internet of Things Journal (IEEE IOTJ
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