4,279 research outputs found

    Evaluating indoor positioning systems in a shopping mall : the lessons learned from the IPIN 2018 competition

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    The Indoor Positioning and Indoor Navigation (IPIN) conference holds an annual competition in which indoor localization systems from different research groups worldwide are evaluated empirically. The objective of this competition is to establish a systematic evaluation methodology with rigorous metrics both for real-time (on-site) and post-processing (off-site) situations, in a realistic environment unfamiliar to the prototype developers. For the IPIN 2018 conference, this competition was held on September 22nd, 2018, in Atlantis, a large shopping mall in Nantes (France). Four competition tracks (two on-site and two off-site) were designed. They consisted of several 1 km routes traversing several floors of the mall. Along these paths, 180 points were topographically surveyed with a 10 cm accuracy, to serve as ground truth landmarks, combining theodolite measurements, differential global navigation satellite system (GNSS) and 3D scanner systems. 34 teams effectively competed. The accuracy score corresponds to the third quartile (75th percentile) of an error metric that combines the horizontal positioning error and the floor detection. The best results for the on-site tracks showed an accuracy score of 11.70 m (Track 1) and 5.50 m (Track 2), while the best results for the off-site tracks showed an accuracy score of 0.90 m (Track 3) and 1.30 m (Track 4). These results showed that it is possible to obtain high accuracy indoor positioning solutions in large, realistic environments using wearable light-weight sensors without deploying any beacon. This paper describes the organization work of the tracks, analyzes the methodology used to quantify the results, reviews the lessons learned from the competition and discusses its future

    Visualization of Very Large High-Dimensional Data Sets as Minimum Spanning Trees

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    The chemical sciences are producing an unprecedented amount of large, high-dimensional data sets containing chemical structures and associated properties. However, there are currently no algorithms to visualize such data while preserving both global and local features with a sufficient level of detail to allow for human inspection and interpretation. Here, we propose a solution to this problem with a new data visualization method, TMAP, capable of representing data sets of up to millions of data points and arbitrary high dimensionality as a two-dimensional tree (http://tmap.gdb.tools). Visualizations based on TMAP are better suited than t-SNE or UMAP for the exploration and interpretation of large data sets due to their tree-like nature, increased local and global neighborhood and structure preservation, and the transparency of the methods the algorithm is based on. We apply TMAP to the most used chemistry data sets including databases of molecules such as ChEMBL, FDB17, the Natural Products Atlas, DSSTox, as well as to the MoleculeNet benchmark collection of data sets. We also show its broad applicability with further examples from biology, particle physics, and literature.Comment: 33 pages, 14 figures, 1 table, supplementary information include

    Low-Quality Fingerprint Classification

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    Traditsioonilised sõrmejälgede tuvastamise süsteemid kasutavad otsuste tegemisel minutiae punktide informatsiooni. Nagu selgub paljude varasemate tööde põhjal, ei ole sõrmejälgede pildid mitte alati piisava kvaliteediga, et neid saaks kasutada automaatsetes sõrmejäljetuvastuse süsteemides. Selle takistuse ületamiseks keskendub magistritöö väga madala kvaliteediga sõrmejälgede piltide tuvastusele – sellistel piltidel on mitmed üldteada moonutused, nagu kuivus, märgus, füüsiline vigastatus, punktide olemasolu ja hägusus. Töö eesmärk on välja töötada efektiivne ja kõrge täpsusega sügaval närvivõrgul põhinev algoritm, mis tunneb sõrmejälje ära selliselt madala kvaliteediga pildilt. Eksperimentaalsed katsed sügavõppepõhise meetodiga näitavad kõrget tulemuslikkust ja robustsust, olles rakendatud praktikast kogutud madala kvaliteediga sõrmejälgede andmebaasil. VGG16 baseeruv sügavõppe närvivõrk saavutas kõrgeima tulemuslikkuse kuivade (93%) ja madalaima tulemuslikkuse häguste (84%) piltide klassifitseerimisel.Fingerprint recognition systems mainly use minutiae points information. As shown in many previous research works, fingerprint images do not always have good quality to be used by automatic fingerprint recognition systems. To tackle this challenge, in this thesis, we are focusing on very low-quality fingerprint images, which contain several well-known distortions such as dryness, wetness, physical damage, presence of dots, and blurriness. We develop an efficient, with high accuracy, deep neural network algorithm, which recognizes such low-quality fingerprints. The experimental results have been conducted on real low-quality fingerprint database, and the achieved results show the high performance and robustness of the introduced deep network technique. The VGG16 based deep network achieves the highest performance of 93% for dry and the lowest of 84% for blurred fingerprint classes

    The BioDICE Taverna plugin for clustering and visualization of biological data: a workflow for molecular compounds exploration

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    Background: In many experimental pipelines, clustering of multidimensional biological datasets is used to detect hidden structures in unlabelled input data. Taverna is a popular workflow management system that is used to design and execute scientific workflows and aid in silico experimentation. The availability of fast unsupervised methods for clustering and visualization in the Taverna platform is important to support a data-driven scientific discovery in complex and explorative bioinformatics applications. Results: This work presents a Taverna plugin, the Biological Data Interactive Clustering Explorer (BioDICE), that performs clustering of high-dimensional biological data and provides a nonlinear, topology preserving projection for the visualization of the input data and their similarities. The core algorithm in the BioDICE plugin is Fast Learning Self Organizing Map (FLSOM), which is an improved variant of the Self Organizing Map (SOM) algorithm. The plugin generates an interactive 2D map that allows the visual exploration of multidimensional data and the identification of groups of similar objects. The effectiveness of the plugin is demonstrated on a case study related to chemical compounds. Conclusions: The number and variety of available tools and its extensibility have made Taverna a popular choice for the development of scientific data workflows. This work presents a novel plugin, BioDICE, which adds a data-driven knowledge discovery component to Taverna. BioDICE provides an effective and powerful clustering tool, which can be adopted for the explorative analysis of biological datasets

    Ballistics Image Processing and Analysis for Firearm Identification

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    Firearm identification is an intensive and time-consuming process that requires physical interpretation of forensic ballistics evidence. Especially as the level of violent crime involving firearms escalates, the number of firearms to be identified accumulates dramatically. The demand for an automatic firearm identification system arises. This chapter proposes a new, analytic system for automatic firearm identification based on the cartridge and projectile specimens. Not only do we present an approach for capturing and storing the surface image of the spent projectiles at high resolution using line-scan imaging technique for the projectiles database, but we also present a novel and effective FFT-based analysis technique for analyzing and identifying the projectiles

    Implementation of Cognitive Mapping Algorithm for Robot Navigation System

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    Abstract—Mobile robot is a construction of robot that is equipped with wheel to move around its environment in finishing its specific task. Robot will be given some algorithm for certain task. In this project, we are going to build the cognitive mapping algorithm that can be implemented to the mobile robot. This mobile robot will be given some inputs which are horizontal and vertical value and start and goal point and a task which is to move from start point to goal point. Some obstacles are also located in the arena and the mobile robot must be able to avoid any given obstacles to reach the goal point. After doing all implementation, finally, some comparison between robot mapping and robot edge follower will be done to observe the differences between these algorithms in term of time and path needed
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