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Evaluation of Non-photorealistic 3D Urban Models for Mobile Device Navigation.
Visualisation techniques, human perception and the built environment
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 âengageâ 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
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
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 cm. 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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