73,172 research outputs found
Visual navigation with a time-independent varying reference
International audienceIn this paper, we present a controller for visual navigation, which utilizes a time-independent varying reference in the feedback law. The navigation framework relies on a monocular camera, and the path is represented as a series of key images. The varying reference is determined using a vector field, derived from the previous and next key images. Results in a simulated environment, as well as on a real robot, show the advantages of the varying reference, with respect tone, in the image, as well as in the 3D state space
Observability, Identifiability and Sensitivity of Vision-Aided Navigation
We analyze the observability of motion estimates from the fusion of visual
and inertial sensors. Because the model contains unknown parameters, such as
sensor biases, the problem is usually cast as a mixed identification/filtering,
and the resulting observability analysis provides a necessary condition for any
algorithm to converge to a unique point estimate. Unfortunately, most models
treat sensor bias rates as noise, independent of other states including biases
themselves, an assumption that is patently violated in practice. When this
assumption is lifted, the resulting model is not observable, and therefore past
analyses cannot be used to conclude that the set of states that are
indistinguishable from the measurements is a singleton. In other words, the
resulting model is not observable. We therefore re-cast the analysis as one of
sensitivity: Rather than attempting to prove that the indistinguishable set is
a singleton, which is not the case, we derive bounds on its volume, as a
function of characteristics of the input and its sufficient excitation. This
provides an explicit characterization of the indistinguishable set that can be
used for analysis and validation purposes
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Wayfinding and Glaucoma: A Virtual Reality Experiment.
PurposeWayfinding, the process of determining and following a route between an origin and a destination, is an integral part of everyday tasks. The purpose of this study was to investigate the impact of glaucomatous visual field loss on wayfinding behavior using an immersive virtual reality (VR) environment.MethodsThis cross-sectional study included 31 glaucomatous patients and 20 healthy subjects without evidence of overall cognitive impairment. Wayfinding experiments were modeled after the Morris water maze navigation task and conducted in an immersive VR environment. Two rooms were built varying only in the complexity of the visual scene in order to promote allocentric-based (room A, with multiple visual cues) versus egocentric-based (room B, with single visual cue) spatial representations of the environment. Wayfinding tasks in each room consisted of revisiting previously visible targets that subsequently became invisible.ResultsFor room A, glaucoma patients spent on average 35.0 seconds to perform the wayfinding task, whereas healthy subjects spent an average of 24.4 seconds (P = 0.001). For room B, no statistically significant difference was seen on average time to complete the task (26.2 seconds versus 23.4 seconds, respectively; P = 0.514). For room A, each 1-dB worse binocular mean sensitivity was associated with 3.4% (P = 0.001) increase in time to complete the task.ConclusionsGlaucoma patients performed significantly worse on allocentric-based wayfinding tasks conducted in a VR environment, suggesting visual field loss may affect the construction of spatial cognitive maps relevant to successful wayfinding. VR environments may represent a useful approach for assessing functional vision endpoints for clinical trials of emerging therapies in ophthalmology
Deep Drone Racing: From Simulation to Reality with Domain Randomization
Dynamically changing environments, unreliable state estimation, and operation
under severe resource constraints are fundamental challenges that limit the
deployment of small autonomous drones. We address these challenges in the
context of autonomous, vision-based drone racing in dynamic environments. A
racing drone must traverse a track with possibly moving gates at high speed. We
enable this functionality by combining the performance of a state-of-the-art
planning and control system with the perceptual awareness of a convolutional
neural network (CNN). The resulting modular system is both platform- and
domain-independent: it is trained in simulation and deployed on a physical
quadrotor without any fine-tuning. The abundance of simulated data, generated
via domain randomization, makes our system robust to changes of illumination
and gate appearance. To the best of our knowledge, our approach is the first to
demonstrate zero-shot sim-to-real transfer on the task of agile drone flight.
We extensively test the precision and robustness of our system, both in
simulation and on a physical platform, and show significant improvements over
the state of the art.Comment: Accepted as a Regular Paper to the IEEE Transactions on Robotics
Journal. arXiv admin note: substantial text overlap with arXiv:1806.0854
In-Network View Synthesis for Interactive Multiview Video Systems
To enable Interactive multiview video systems with a minimum view-switching
delay, multiple camera views are sent to the users, which are used as reference
images to synthesize additional virtual views via depth-image-based rendering.
In practice, bandwidth constraints may however restrict the number of reference
views sent to clients per time unit, which may in turn limit the quality of the
synthesized viewpoints. We argue that the reference view selection should
ideally be performed close to the users, and we study the problem of in-network
reference view synthesis such that the navigation quality is maximized at the
clients. We consider a distributed cloud network architecture where data stored
in a main cloud is delivered to end users with the help of cloudlets, i.e.,
resource-rich proxies close to the users. In order to satisfy last-hop
bandwidth constraints from the cloudlet to the users, a cloudlet re-samples
viewpoints of the 3D scene into a discrete set of views (combination of
received camera views and virtual views synthesized) to be used as reference
for the synthesis of additional virtual views at the client. This in-network
synthesis leads to better viewpoint sampling given a bandwidth constraint
compared to simple selection of camera views, but it may however carry a
distortion penalty in the cloudlet-synthesized reference views. We therefore
cast a new reference view selection problem where the best subset of views is
defined as the one minimizing the distortion over a view navigation window
defined by the user under some transmission bandwidth constraints. We show that
the view selection problem is NP-hard, and propose an effective polynomial time
algorithm using dynamic programming to solve the optimization problem.
Simulation results finally confirm the performance gain offered by virtual view
synthesis in the network
Bridging the gap: building better tools for game development
The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard
A Low Cost UWB Based Solution for Direct Georeferencing UAV Photogrammetry
Thanks to their flexibility and availability at reduced costs, Unmanned Aerial Vehicles (UAVs) have been recently used on a wide range of applications and conditions. Among these, they can play an important role in monitoring critical events (e.g., disaster monitoring) when the presence of humans close to the scene shall be avoided for safety reasons, in precision farming and surveying. Despite the very large number of possible applications, their usage is mainly limited by the availability of the Global Navigation Satellite System (GNSS) in the considered environment: indeed, GNSS is of fundamental importance in order to reduce positioning error derived by the drift of (low-cost) Micro-Electro-Mechanical Systems (MEMS) internal sensors. In order to make the usage of UAVs possible even in critical environments (when GNSS is not available or not reliable, e.g., close to mountains or in city centers, close to high buildings), this paper considers the use of a low cost Ultra Wide-Band (UWB) system as the positioning method. Furthermore, assuming the use of a calibrated camera, UWB positioning is exploited to achieve metric reconstruction on a local coordinate system. Once the georeferenced position of at least three points (e.g., positions of three UWB devices) is known, then georeferencing can be obtained, as well. The proposed approach is validated on a specific case study, the reconstruction of the façade of a university building. Average error on 90 check points distributed over the building façade, obtained by georeferencing by means of the georeferenced positions of four UWB devices at fixed positions, is 0.29 m. For comparison, the average error obtained by using four ground control points is 0.18 m
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