1,833 research outputs found

    Billboard Detection in the Wild

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    A Foveated Approach to Automated Billboard Detection

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    Overview of Environment Perception for Intelligent Vehicles

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    This paper presents a comprehensive literature review on environment perception for intelligent vehicles. The state-of-the-art algorithms and modeling methods for intelligent vehicles are given, with a summary of their pros and cons. A special attention is paid to methods for lane and road detection, traffic sign recognition, vehicle tracking, behavior analysis, and scene understanding. In addition, we provide information about datasets, common performance analysis, and perspectives on future research directions in this area

    Smart bus stop: people counting in a multi-view camera environment

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    As paragens de autocarros nos dias de hoje tem de estar cada vez mais ao serviço dos utentes, esta dissertação explora as ideias fundamentais sobre o que deve ser uma paragem de autocarro inteligente, reunindo num texto os conceitos mais utilizados e as mais recentes tecnologias sobre este tópico. Os fundamentos do que é uma paragem de autocarro inteligente são explorados, bem como a arquitetura de todo o sistema, não só a paragem propriamente dita. Ao analisar a bibliografia já existentes compreende-se que a paragem de autocarro não é uma entidade totalmente independente, pois esta está dependente de informação vinda de variadíssimas fontes. Assim sendo, a paragem de autocarro inteligente será um subsistema de um sistema muito mais complexo, composto pela própria paragem, pelo autocarro e por uma central. Em que a comunicação flui entre estes de forma a manter toda a informação do sistema atualizada em tempo real. O autocarro recolherá informação, como quantos passageiros tem abordo e a sua localização geográfica por exemplo. A central receberá toda a informação de todos os autocarros existentes assim como de todas as paragens de autocarro existentes. Por sua vez a paragem de autocarro, recolherá dados também, tais como quantas pessoas estão na paragem, temperatura, humidade, emissões de dióxido de carbono, ruido, entre outros. A paragem de autocarro deverá contar com um conjunto de interfaces de comunicação, tais como Bluetooth e/ou NFC, hi-fi e RFID ou Beacons, para que possam ser feitas comunicações com os utilizadores, com os autocarros e com a central. Deverá ter também ecrãs interativos que poderão ser acedidos usando gestos e/ou toque e/ou voz para que se possam efetuar as ações pretendidas. A informação não será apenas transmitida nos ecrãs interativos, será transmitida também através de som. A informação contida na paragem pode ser de todo o tipo, desde as rotas, horários, posição atual do próximo autocarro, assim como o número do mesmo, publicidade animada, etc. A paragem conta também com outras funcionalidades como conectores onde se possam carregar dispositivos móveis, aquecimento, iluminação controlada face à afluência de utilizadores e horário, um sistema de armazenamento de energia pois deverá contar com fontes de energia renováveis para que possa ser o mais autossustentável possível, e obviamente câmeras de vigilância para segurança dos utilizadores. Sendo o principal objetivo deste trabalho, o desenvolvimento de um algoritmo capaz de contar quantas pessoas se encontram na paragem de autocarro, através do processamento das imagens vindas de várias câmaras, o foco principal é explorar as tecnologias de visão computacional e como estas podem ser utilizadas dentro do conceito da paragem de autocarro inteligente. Uma vez que o mundo da visão computacional evoluiu muito nos últimos anos e as suas aplicações são quase ilimitadas, dai a sua implementação nas mais diversas áreas, como reconstrução de cenários, deteção de eventos, monitorização de vídeo, reconhecimento de objetos, estimativa de movimento, restauração de imagem, etc. Ao combinar os diferentes algoritmos das diferentes aplicações, podem ser criadas ferramentas mais poderosas. Assim sendo o algoritmo desenvolvido utiliza redes neuronais convulsionais para detetar todas as pessoas de uma imagem, devolvendo uma região de interesse. Essa região de interesse é processada em busca de caras e caso estas existam essa informação é guardada no perfil da pessoa. Isto é possível através da utilização de reconhecimento facial, que utiliza um algoritmo de Deep Learning (DL). Essa região de interesse também é convertida para uma escala de cinzentos e posteriormente para uma matriz, essa matriz será também guardada no perfil do utilizador. Está informação é necessária para que se possa treinar um modelo que utiliza algoritmos de aprendizagem de máquina (Support Vector Machine - SVM). Os algoritmos de DL e SVM são necessários para que se possa fazer a identificação dos utilizadores a cada imagem e para que se possa cruzar os vários perfis vindos das várias origens, para que possa eliminar os perfis repetidos. Com isto a mesma pessoa é contada as vezes que apareça nas imagens, em função do número de câmeras existentes na paragem. Assim sendo é preciso eliminar essas repetições de forma a ter um número de pessoas correto. Num ambiente controlado o algoritmo proposto tem uma taxa de sucesso elevada, praticamente sem falhas, mas quando testado no ambiente para o qual foi desenhado já não é bem assim, ou porque numa paragem de autocarro as pessoas estão em contante movimento ou porque ficam na frente umas das outras e não é possível visualizá-las a todas. Mesmo com muitas câmeras colocadas no local, acabam sempre por haver pontos mortos, devido à estrutura da paragem ou até mesmo devido ao meio, por exemplo árvores ou um carro mal-estacionado, etc.Bus stops nowadays have to be increasingly at the user’s service, this thesis explores the fundamentals ideas of what a Smart Bus Stop should be and bring all together into one concept using today’s technologies. Although the fundamentals of a Smart Bus Stop (SBS) are explored, the primary focus here is to explore computer vision technology and how they can be used inside the Smart Bus Stop concept. The world of computer vision has evolved a lot in recent years and its applications are almost limitless, so they have been incorporated into many different areas like scene reconstruction, event detection, video tracking, object recognition, motion estimation, image restoration, etc. When combining the different algorithms of the different applications more powerful tools can be created. This work uses a Convolutional Neural Network (CNN) based algorithm to detect people in a multi video feeds. It also counts the number of persons in the SBS, using facial recognition, using with Deep Learning algorithm, and Support Vector Machine algorithm. It is important to stress, these last two are used to keep track of the user and also to remove the repeated profiles gathered in the different video sources, since the SBS is in a multi-camera environment. Combining these technologies was possible to count how many people were in the SBS. In laboratory the propose algorithm presents an extremely high success rate, when applied to real bus stops que success rate decreases due to blind spots for instance

    Soft Biometric Analysis: MultiPerson and RealTime Pedestrian Attribute Recognition in Crowded Urban Environments

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    Traditionally, recognition systems were only based on human hard biometrics. However, the ubiquitous CCTV cameras have raised the desire to analyze human biometrics from far distances, without people attendance in the acquisition process. Highresolution face closeshots are rarely available at far distances such that facebased systems cannot provide reliable results in surveillance applications. Human soft biometrics such as body and clothing attributes are believed to be more effective in analyzing human data collected by security cameras. This thesis contributes to the human soft biometric analysis in uncontrolled environments and mainly focuses on two tasks: Pedestrian Attribute Recognition (PAR) and person reidentification (reid). We first review the literature of both tasks and highlight the history of advancements, recent developments, and the existing benchmarks. PAR and person reid difficulties are due to significant distances between intraclass samples, which originate from variations in several factors such as body pose, illumination, background, occlusion, and data resolution. Recent stateoftheart approaches present endtoend models that can extract discriminative and comprehensive feature representations from people. The correlation between different regions of the body and dealing with limited learning data is also the objective of many recent works. Moreover, class imbalance and correlation between human attributes are specific challenges associated with the PAR problem. We collect a large surveillance dataset to train a novel gender recognition model suitable for uncontrolled environments. We propose a deep residual network that extracts several posewise patches from samples and obtains a comprehensive feature representation. In the next step, we develop a model for multiple attribute recognition at once. Considering the correlation between human semantic attributes and class imbalance, we respectively use a multitask model and a weighted loss function. We also propose a multiplication layer on top of the backbone features extraction layers to exclude the background features from the final representation of samples and draw the attention of the model to the foreground area. We address the problem of person reid by implicitly defining the receptive fields of deep learning classification frameworks. The receptive fields of deep learning models determine the most significant regions of the input data for providing correct decisions. Therefore, we synthesize a set of learning data in which the destructive regions (e.g., background) in each pair of instances are interchanged. A segmentation module determines destructive and useful regions in each sample, and the label of synthesized instances are inherited from the sample that shared the useful regions in the synthesized image. The synthesized learning data are then used in the learning phase and help the model rapidly learn that the identity and background regions are not correlated. Meanwhile, the proposed solution could be seen as a data augmentation approach that fully preserves the label information and is compatible with other data augmentation techniques. When reid methods are learned in scenarios where the target person appears with identical garments in the gallery, the visual appearance of clothes is given the most importance in the final feature representation. Clothbased representations are not reliable in the longterm reid settings as people may change their clothes. Therefore, developing solutions that ignore clothing cues and focus on identityrelevant features are in demand. We transform the original data such that the identityrelevant information of people (e.g., face and body shape) are removed, while the identityunrelated cues (i.e., color and texture of clothes) remain unchanged. A learned model on the synthesized dataset predicts the identityunrelated cues (shortterm features). Therefore, we train a second model coupled with the first model and learns the embeddings of the original data such that the similarity between the embeddings of the original and synthesized data is minimized. This way, the second model predicts based on the identityrelated (longterm) representation of people. To evaluate the performance of the proposed models, we use PAR and person reid datasets, namely BIODI, PETA, RAP, Market1501, MSMTV2, PRCC, LTCC, and MIT and compared our experimental results with stateoftheart methods in the field. In conclusion, the data collected from surveillance cameras have low resolution, such that the extraction of hard biometric features is not possible, and facebased approaches produce poor results. In contrast, soft biometrics are robust to variations in data quality. So, we propose approaches both for PAR and person reid to learn discriminative features from each instance and evaluate our proposed solutions on several publicly available benchmarks.This thesis was prepared at the University of Beria Interior, IT Instituto de Telecomunicações, Soft Computing and Image Analysis Laboratory (SOCIA Lab), Covilhã Delegation, and was submitted to the University of Beira Interior for defense in a public examination session

    CCTV Technology Handbook

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    This CCTV Technology Handbook provides emergency responders, law enforcement security managers, and other security specialists with a reference to aid in planning, designing, and purchasing a CCTV system. This handbook includes a description of the capabilities and limitations of CCTV components used in security applications

    Interactive advertising displays

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    Interactive public displays are the latest development in the field of out-of-home advertising. Throughout history characteristic shapes for billboards evolved such as flat rectangular displays, long displays or cylindrical advertising columns. This work presents novel interactive display designs that are based on these historical role models and allow passers-by to interact with them in a natural, touchless manner. It further pursues a vision where interactive public displays become more active themselves and actively influence passer-by behavior in order to increase their effectiveness, better attract attention and improve public interaction in front of them. First, to overcome the challenge that passers-by often do not expect public displays to be interactive and thus pay no attention to them, this work presents a solution called unaware initial interaction that surprises passers-by and communicates interactivity by giving visual feedback to their initial movements. To be effective, the visual feedback has to be designed considering the specific display shapes, their requirements to contents and the typical approaching trajectories. Second, to overcome the challenge that larger groups of passers-by often crowd together in front of wide public displays or do not take optimal positions for interaction, this work presents a solution to subtly and actively guide users by dynamic and interactive visual cues on the screen in order to better distribute them. To explore these concepts and following an initial analysis of the out-of-home domain and of typical display qualities, interactive counterparts to the classical display shapes are designed such as interactive advertising columns, long banner displays and life-size screens. Then interactive contents and visual feedbacks are designed which implement the presented interactivity concepts, and audience behavior around them is analyzed in several long-term field studies in public space. Finally the observed passer-by and user behavior and the effectiveness of the display and content designs are discussed and takeaways given that are useful for practitioners and researchers in the field of public interaction with out-of-home displays.Interaktive öffentliche Displays sind die neueste Entwicklung im Bereich der Außenwerbung. Im Laufe der Geschichte bildeten sich charakteristische Formen für Werbetafeln heraus wie flache rechteckige Displays, lange Displays oder zylindrische Werbesäulen. Die vorliegende Arbeit stellt neuartige Designs für Displays vor, die auf diesen historischen Vorbildern aufbauen und den Passanten erlauben, mit ihnen auf eine natürliche, berührungslose Art und Weise zu interagieren. Darüber hinaus verfolgt sie eine Vision, in der interaktive öffentliche Displays aktiver werden und entsprechend das Passantenverhalten beeinflussen, um ihre Wirksamkeit zu erhöhen, mehr Aufmerksamkeit auf sich zu ziehen und die öffentliche Interaktion mit ihnen zu verbessern. Zunächst stellt diese Arbeit eine als Unbewusste Initialinteraktion bezeichnete Lösung vor, welche die Passanten überrascht und mittels visuellem Feedback auf ihre anfänglichen Bewegungen Interaktivität übermittelt, um die Herausforderung zu bewältigen, dass Passanten oft nicht erwarten, dass öffentliche Displays interaktiv sind und sie ihnen somit keine Aufmerksamkeit schenken. Um effektiv zu sein, muss das visuelle Feedback dabei so gestaltet werden, dass es die spezifischen Displayformen, ihre Anforderungen an die dargestellten Inhalte und ihre typischen Annäherungswege berücksichtigt. Zweitens stellt sie eine Lösung vor, bei der die Nutzer auf subtile Weise und durch auf dem Bildschirm dargestellte dynamische und interaktive visuelle Reize aktiv geführt werden, um sie besser vor dem Display zu verteilen, um die Herausforderung zu bewältigen, dass größere Gruppen von Passanten sich oft vor breiten öffentlichen Displays zusammendrängen oder keine optimalen Positionen für die Interaktion einnehmen. Zur Erforschung dieser Konzepte werden im Anschluss an eine einführende Analyse von Außenwerbedisplays und ihrer typischen Eigenschaften interaktive Entsprechungen der klassischen Displayformen entwickelt wie interaktive Litfaßsäulen, lange Bannerdisplays und Life-size Screens. Weiter werden für diese Displays interaktive Inhalte und visuelle Feedbacks entwickelt, welche die vorgestellten Interaktivitätskonzepte umsetzen und das Verhalten des anwesenden Publikums in mehreren Langzeit-Feldstudien im öffentlichen Raum untersucht. Schließlich werden das beobachtete Passanten- und Nutzerverhalten und die Effektivität der entwickelten Display-Designs und Inhalte bewertet und nützliche Empfehlungen für Praktiker und Forscher auf dem Gebiet der öffentlichen Interaktion mit Außenwerbedisplays gegeben

    A Survey of Positioning Systems Using Visible LED Lights

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    © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.As Global Positioning System (GPS) cannot provide satisfying performance in indoor environments, indoor positioning technology, which utilizes indoor wireless signals instead of GPS signals, has grown rapidly in recent years. Meanwhile, visible light communication (VLC) using light devices such as light emitting diodes (LEDs) has been deemed to be a promising candidate in the heterogeneous wireless networks that may collaborate with radio frequencies (RF) wireless networks. In particular, light-fidelity has a great potential for deployment in future indoor environments because of its high throughput and security advantages. This paper provides a comprehensive study of a novel positioning technology based on visible white LED lights, which has attracted much attention from both academia and industry. The essential characteristics and principles of this system are deeply discussed, and relevant positioning algorithms and designs are classified and elaborated. This paper undertakes a thorough investigation into current LED-based indoor positioning systems and compares their performance through many aspects, such as test environment, accuracy, and cost. It presents indoor hybrid positioning systems among VLC and other systems (e.g., inertial sensors and RF systems). We also review and classify outdoor VLC positioning applications for the first time. Finally, this paper surveys major advances as well as open issues, challenges, and future research directions in VLC positioning systems.Peer reviewe

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi
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