11,190 research outputs found

    The Visual Social Distancing Problem

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    One of the main and most effective measures to contain the recent viral outbreak is the maintenance of the so-called Social Distancing (SD). To comply with this constraint, workplaces, public institutions, transports and schools will likely adopt restrictions over the minimum inter-personal distance between people. Given this actual scenario, it is crucial to massively measure the compliance to such physical constraint in our life, in order to figure out the reasons of the possible breaks of such distance limitations, and understand if this implies a possible threat given the scene context. All of this, complying with privacy policies and making the measurement acceptable. To this end, we introduce the Visual Social Distancing (VSD) problem, defined as the automatic estimation of the inter-personal distance from an image, and the characterization of the related people aggregations. VSD is pivotal for a non-invasive analysis to whether people comply with the SD restriction, and to provide statistics about the level of safety of specific areas whenever this constraint is violated. We then discuss how VSD relates with previous literature in Social Signal Processing and indicate which existing Computer Vision methods can be used to manage such problem. We conclude with future challenges related to the effectiveness of VSD systems, ethical implications and future application scenarios.Comment: 9 pages, 5 figures. All the authors equally contributed to this manuscript and they are listed by alphabetical order. Under submissio

    Space and Time Constrained Task Scheduling for Crowd Simulation

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    Crowd simulation, through the generation of realistic pedestrian ows and densities, has a great potential as a validation tool for urban planning or design of public buildings. In macroscopic simulations approaches, agents are modelled such as their behaviour mimics human's one in similar situations. As a consequence, realistic macroscopic phenomena are expected to emerge from the sum of all agents decisions. When performing an intended activity, people decisions and behaviour mainly consist in scheduling tasks that compose this activity, planning paths between locations where these tasks should be performed, navigating along the planned paths and performing the scheduled tasks. In this paper, we focus on the task scheduling process. This task scheduling process aims at selecting where, when and in which order several tasks, representing the intended activity, should be performed. The proposed model handles spatial and temporal constraints relating to the environment and to the agent itself. Personal preferences, characterizing the agent, are also taken into account. Produced task schedules are optimized on the long term and exhibit adequate choices of locations and times with respect to the agent intended activity and its environment. We conducted an experiment that shows that our algorithm produces task schedules which are representative of human's ones. Once computed, these task schedules are relaxed and used to drive a microscopic crowd simulation in which observable ows of pedestrians emerge from the scheduled individual activities. Such simulations are easy to produce and do not require the use of a complex decisional model.La simulation de foule, à travers la génération de flux et de densités de piétons réalistes, possède un grand potentiel en tant qu'outil de validation d'aménagements urbains. Les approches microscopiques visent à modéliser des agents virtuels dont le comportement imite celui d'humains se trouvant dans des situations similaires. En conséquence, l'apparition de phénomènes macroscopiques doit résulter de la somme des décisions des agents. Les décisions et comportements des personnes effectuant une activité consistent principalement à ordonnancer les tâches qui constituent cette dernière, planifier des chemins entre les lieux où les tâches doivent être effectuées, naviguer le long de ces chemins et effectuer ces tâches. Dans cet article, nous nous focalisons sur le processus d'ordonnancement de tâches. Ce processus vise à sélectionner où, quand et dans quel ordre des tâches, représentant une activité désirée, doivent être effectuées. Le modèle proposé gère les contraintes temporelles et spatiales associées à l'environnement et à l'agent lui-même ainsi que les préférences personnelles qui caractérisent l'agent. Les ordonnancements de tâches calculés sont optimisés sur la durée et démontrent des choix de lieux et d'horaires en adéquation avec l'activité de l'agent et son environnement. Nous avons effectué une expérience qui a démontré que notre algorithme produit des ordonnancements de tâches représentatifs de ceux effectuées par des humains. Après une phase de relaxation des contraintes temporelles associées à l'ordonnancement, ce dernier est utilisé pour diriger un modèle microscopique de simulation de foule. Des flots et densités de piétons réalistes émergent des activités individuelles. Ces simulations sont aisées à produire et ne nécessitent pas d'utiliser de modèle décisionnel complexe, permettant ainsi de peupler rapidement et de manière réaliste des environnements complexes

    Fusion of Head and Full-Body Detectors for Multi-Object Tracking

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    In order to track all persons in a scene, the tracking-by-detection paradigm has proven to be a very effective approach. Yet, relying solely on a single detector is also a major limitation, as useful image information might be ignored. Consequently, this work demonstrates how to fuse two detectors into a tracking system. To obtain the trajectories, we propose to formulate tracking as a weighted graph labeling problem, resulting in a binary quadratic program. As such problems are NP-hard, the solution can only be approximated. Based on the Frank-Wolfe algorithm, we present a new solver that is crucial to handle such difficult problems. Evaluation on pedestrian tracking is provided for multiple scenarios, showing superior results over single detector tracking and standard QP-solvers. Finally, our tracker ranks 2nd on the MOT16 benchmark and 1st on the new MOT17 benchmark, outperforming over 90 trackers.Comment: 10 pages, 4 figures; Winner of the MOT17 challenge; CVPRW 201

    Human Motion Trajectory Prediction: A Survey

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    With growing numbers of intelligent autonomous systems in human environments, the ability of such systems to perceive, understand and anticipate human behavior becomes increasingly important. Specifically, predicting future positions of dynamic agents and planning considering such predictions are key tasks for self-driving vehicles, service robots and advanced surveillance systems. This paper provides a survey of human motion trajectory prediction. We review, analyze and structure a large selection of work from different communities and propose a taxonomy that categorizes existing methods based on the motion modeling approach and level of contextual information used. We provide an overview of the existing datasets and performance metrics. We discuss limitations of the state of the art and outline directions for further research.Comment: Submitted to the International Journal of Robotics Research (IJRR), 37 page

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    Authoring virtual crowds: a survey

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    Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic,natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment(e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providingtheir capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is acomplex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to deliveringintuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowdsimulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation andvisualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influencethat the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical userinterfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for futureresearch that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.This work has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska Curie grant agreement No 860768 (CLIPE project). This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement No 739578 and the Government of the Republic of Cyprus through the Deputy Ministry of Research, Innovation and Digital PolicyPeer ReviewedPostprint (author's final draft
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