57 research outputs found

    Vehicle trajectory prediction and generation using LSTM models and GANs

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    Vehicles’ trajectory prediction is a topic with growing interest in recent years, as there are applications in several domains ranging from autonomous driving to traffic congestion prediction and urban planning. Predicting trajectories starting from Floating Car Data (FCD) is a complex task that comes with different challenges, namely Vehicle to Infrastructure (V2I) interaction, Vehicle to Vehicle (V2V) interaction, multimodality, and generalizability. These challenges, especially, have not been completely explored by state-of-the-art works. In particular, multimodality and generalizability have been neglected the most, and this work attempts to fill this gap by proposing and defining new datasets, metrics, and methods to help understand and predict vehicle trajectories. We propose and compare Deep Learning models based on Long Short-Term Memory and Generative Adversarial Network architectures; in particular, our GAN-3 model can be used to generate multiple predictions in multimodal scenarios. These approaches are evaluated with our newly proposed error metrics N-ADE and N-FDE, which normalize some biases in the standard Average Displacement Error (ADE) and Final Displacement Error (FDE) metrics. Experiments have been conducted using newly collected datasets in four large Italian cities (Rome, Milan, Naples, and Turin), considering different trajectory lengths to analyze error growth over a larger number of time-steps. The results prove that, although LSTM-based models are superior in unimodal scenarios, generative models perform best in those where the effects of multimodality are higher. Space-time and geographical analysis are performed, to prove the suitability of the proposed methodology for real cases and management services

    Deep understanding of shopper behaviours and interactions using RGB-D vision

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    AbstractIn retail environments, understanding how shoppers move about in a store's spaces and interact with products is very valuable. While the retail environment has several favourable characteristics that support computer vision, such as reasonable lighting, the large number and diversity of products sold, as well as the potential ambiguity of shoppers' movements, mean that accurately measuring shopper behaviour is still challenging. Over the past years, machine-learning and feature-based tools for people counting as well as interactions analytic and re-identification were developed with the aim of learning shopper skills based on occlusion-free RGB-D cameras in a top-view configuration. However, after moving into the era of multimedia big data, machine-learning approaches evolved into deep learning approaches, which are a more powerful and efficient way of dealing with the complexities of human behaviour. In this paper, a novel VRAI deep learning application that uses three convolutional neural networks to count the number of people passing or stopping in the camera area, perform top-view re-identification and measure shopper–shelf interactions from a single RGB-D video flow with near real-time performances has been introduced. The framework is evaluated on the following three new datasets that are publicly available: TVHeads for people counting, HaDa for shopper–shelf interactions and TVPR2 for people re-identification. The experimental results show that the proposed methods significantly outperform all competitive state-of-the-art methods (accuracy of 99.5% on people counting, 92.6% on interaction classification and 74.5% on re-id), bringing to different and significative insights for implicit and extensive shopper behaviour analysis for marketing applications

    Mo.Se.: Segmentación de mosaico de imágenes basado en aprendizaje profundo en cascada

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    [EN] Mosaic is an ancient type of art used to create decorative images or patterns combining small components. A digital version of a mosaic can be useful for archaeologists, scholars and restorers who are interested in studying, comparing and preserving mosaics. Nowadays, archaeologists base their studies mainly on manual operation and visual observation that, although still fundamental, should be supported by an automatized procedure of information extraction. In this context, this research explains improvements which can change the manual and time-consuming procedure of mosaic tesserae drawing. More specifically, this paper analyses the advantages of using Mo.Se. (Mosaic Segmentation), an algorithm that exploits deep learning and image segmentation techniques; the methodology combines U-Net 3 Network with the Watershed algorithm. The final purpose is to define a workflow which establishes the steps to perform a robust segmentation and obtain a digital (vector) representation of a mosaic. The detailed approach is presented, and theoretical justifications are provided, building various connections with other models, thus making the workflow both theoretically valuable and practically scalable for medium or large datasets. The automatic segmentation process was tested with the high-resolution orthoimage of an ancient mosaic by following a close-range photogrammetry procedure. Our approach has been tested in the pavement of St. Stephen's Church in Umm ar-Rasas, a Jordan archaeological site, located 30 km southeast of the city of Madaba (Jordan). Experimental results show that this generalized framework yields good performances, obtaining higher accuracy compared with other state-of-the-art approaches. Mo.Se. has been validated using publicly available datasets as a benchmark, demonstrating that the combination of learning-based methods with procedural ones enhances segmentation performance in terms of overall accuracy, which is almost 10% higher. This study’s ambitious aim is to provide archaeologists with a tool which accelerates their work of automatically extracting ancient geometric mosaics.Highlights:A Mo.Se. (Mosaic Segmentation) algorithm is described with the purpose to perform robust image segmentation to automatically detect tesserae in ancient mosaics.This research aims to overcome manual and time-consuming procedure of tesserae segmentation by proposing an approach that uses deep learning and image processing techniques, obtaining a digital replica of a mosaic.Extensive experiments show that the proposed framework outperforms state-of-the-art methods with higher accuracy, even compared with publicly available datasets.[ES] El mosaico es un tipo de arte antiguo utilizado para crear imágenes decorativas o patrones de pequeños componentes. Una versión digital de un mosaico puede ser útil a los arqueólogos, estudiosos y restauradores que están interesados en el estudio, la comparación y la preservación de los mosaicos. Hoy en día, los arqueólogos basan sus estudios principalmente en la operación manual y la observación visual que, aunque sigue siendo fundamental, debe ser apoyada con la ayuda de un procedimiento automatizado de extracción de la información. En este contexto, esta investigación tiene la intención de superar el procedimiento manual y lento del dibujo de teselas en mosaico proponiendo Mo.Se. (Mosaic Segmentation), un algoritmo que explota técnicas de aprendizaje profundo y segmentación de imagen; específicamente, la metodología combina la red U-Net 3 con el algoritmo Watershed. El propósito final es definir un flujo de trabajo que establezca los pasos para realizar una segmentación robusta y obtener una representación digital (vectorial) de un mosaico. Se presenta el procedimiento detallado y se proporcionan justificaciones teóricas, construyendo varias conexiones con otros modelos, haciendo que el flujo de trabajo sea teóricamente valioso y prácticamente escalable en conjuntos de datos medianos o grandes. El proceso de segmentación automática se probó con la ortoimagen de alta resolución de un mosaico antiguo, siguiendo un procedimiento de fotogrametría de objeto cercano. Nuestro enfoque se ha probado en el pavimento de la Iglesia de San Esteban en Umm ar-Rasas, un sitio arqueológico de Jordania, ubicado a 30 km al sureste de la ciudad de Madaba (Jordania). Los resultados experimentales muestran que este marco generalizado produce buenos rendimientos, obteniendo una mayor precisión en comparación con otros enfoques de vanguardia. Mo.Se. se ha validado utilizando conjuntos de datos disponibles públicamente como punto de referencia, lo que demuestra que la combinación de métodos basadosen el aprendizaje con métodos procedimentales mejora el rendimiento de la segmentación en casi un 10% en términos de exactitud en general. El ambicioso objetivo de este estudio es proporcionar a los arqueólogos una herramienta que acelere su trabajo de extracción automática de mosaicos geométricos antiguos.This work was partially found within the framework of the project Innovative technologies and training activities for the conservation and enhancement of the archaeological site of Umm er-Rasas (Jordan) funded by Ministero degli Affari Esteri e della Cooperazione Internazionale. The authors would like to express their gratitude to the ISPC CNR and in particular to Dott. Roberto Gabrielli (project leader) and Alessandra Albiero for providing the dataset.Felicetti, A.; Paolanti, M.; Zingaretti, P.; Pierdicca, R.; Malinverni, ES. (2021). Mo.Se.: Mosaic image segmentation based on deep cascading learning. Virtual Archaeology Review. 12(24):25-38. https://doi.org/10.4995/var.2021.14179OJS25381224Bartoli, A., Fenu, G., Medvet, E., Pellegrino, F. A., & Timeus, N. (2016, November). Segmentation of Mosaic Images Based on Deformable Models Using Genetic Algorithms. In International Conference on Smart Objects and Technologies for Social Good (pp. 233-242). Springer, Cham. https://doi.org/10.1007/978-3-319-61949-1_25Battiato, S., Di Blasi, G., Farinella, G. M., & Gallo, G. (2007, December). Digital mosaic frameworks‐an overview. In computer graphics forum (Vol. 26, No. 4, pp. 794-812). Oxford, UK: Blackwell Publishing Ltd. https://doi.org/10.1111/j.1467-8659.2007.01021.xBeucher, S., & Lantuéjoul, C. (1979). Use of watersheds in contour detection. International workshop on image processing: Real-time edge and motion detection/estimation. Rennes, France.Benyoussef, L., & Derrode, S. (2011). Analysis of ancient mosaic images for dedicated applications. Digital Imaging for Cultural Heritage Preservation: Analysis, Restoration, and Reconstruction of Ancient Artworks, 385.Bonfigli, R., Felicetti, A., Principi, E., Fagiani, M., Squartini, S., & Piazza, F. (2018). Denoising autoencoders for non-intrusive load monitoring: improvements and comparative evaluation. Energy and Buildings, 158. https://doi.org/10.1016/j.enbuild.2017.11.054Bordoni, L., & Mele, F. (Eds.). (2016). Artificial intelligence for cultural heritage. Cambridge Scholars Publishing.Bourke, P. (2014, December). Novel imaging of heritage objects and sites. In 2014 International Conference on Virtual Systems & Multimedia (VSMM) (pp. 25-30). IEEE. 10.1109/VSMM.2014.7136666Çiçek, Ö., Abdulkadir, A., Lienkamp, S. S., Brox, T., & Ronneberger, O. (2016, October). 3D U-Net: learning dense volumetric segmentation from sparse annotation. 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Mohamed V, Maroc.Falk, T., Mai, D., Bensch, R., Çiçek, Ö., Abdulkadir, A., Marrakchi, Y., Böhm, A., Deubner, J., Jäckel, Z., Seiwald, K., & Dovzhenko, A. (2019). U-Net: deep learning for cell counting, detection, and morphometry. Nature methods, 16(1), 67-70. https://doi.org/10.1038/s41592-018-0261-2Felicetti, A., Albiero, A., Gabrielli, R., Pierdicca, R., Paolanti, M., Zingaretti, P., & Malinverni, E. S. (2018). Automatic Mosaic Digitalization: a Deep Learning approach to tessera segmentation. In METROARCHEO, IEEE International Conference on Metrology for Archaeology and Cultural Heritage. Cassino. https://doi.org/10.1109/MetroArchaeo43810.2018.13606Fenu, G., Jain, N., Medvet, E., Pellegrino, F. A., & Namer, M. P. (2015, March). On the Assessment of Segmentation Methods for Images of Mosaics. In VISAPP (3) (pp. 130-137). https://doi.org/10.13140/RG.2.1.3025.6489Fenu, G., Medvet, E., Panfilo, D., & Pellegrino, F. A. (2020). Mosaic Images Segmentation using U-net. 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    Comparing Machine and Deep Learning Methods for Large 3D Heritage Semantic Segmentation

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    In recent years semantic segmentation of 3D point clouds has been an argument that involves different fields of application. Cultural heritage scenarios have become the subject of this study mainly thanks to the development of photogrammetry and laser scanning techniques. Classification algorithms based on machine and deep learning methods allow to process huge amounts of data as 3D point clouds. In this context, the aim of this paper is to make a comparison between machine and deep learning methods for large 3D cultural heritage classification. Then, considering the best performances of both techniques, it proposes an architecture named DGCNN-Mod+3Dfeat that combines the positive aspects and advantages of these two methodologies for semantic segmentation of cultural heritage point clouds. To demonstrate the validity of our idea, several experiments from the ArCH benchmark are reported and commented

    Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study

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    none5Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interac- tive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmenta- tion, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.openPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, MarinaPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, Marin

    ScoolAR: An Educational Platform to Improve Students' Learning Through Virtual Reality

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    Augmented Reality (AR) and Virtual Reality (VR) applications has been investigated in several domains. As such, their application in educational settings has witnessed to a growing interest by the research community. Teachers can be assisted by AR/VR, in a way that students can strength the learning outcomes, gained during the classroom lecture. However, despite their potential has been widely assessed, there still exists a bottleneck preventing a widespread adoption in the education domain: the lack of easy to use platforms enabling teachers and students to become producers of AR/VR experiences. This paper fills this gap, by proposing a novel platform named ScoolAR, developed for didactic purposes. ScoolAR allows to create AR/VR applications without any programming skills. Up to now, there is no evidence in the state-of-art of a didactic tool that allows to create AR/VR applications without programming skills. From such premises, ScoolAR has been developed to overcome these limitations and to enable an autonomous content creation system and thus boosting more engagement and awareness in the exploitation of AR and VR applications in everyday educational scenarios. Beside describing the architectural framework of the proposed platform, this paper presents the results of experiments conducted in a real didactic scenario. Considering two group of students, the first group was assisted with the ScoolAR framework, the second one conducted the study phase with frontal lecture. The test performed proved that the first group outperformed the second one on all metrics of evaluation. Thus, the combined effort between common didactic activities and technological innovation permits to achieve superior results in terms of both knowledge and competences, especially for those disciplines (e.g. Cultural Heritage and History of Architecture and more) where the transversal learning is fundamental

    Identifying the use of a park based on clusters of visitors\u27 movements from mobile phone data

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    Planning urban parks is a burdensome task, requiring knowledge of countless variables that are impossible to consider all at the same time. One of these variables is the set of people who use the parks. Despite information and communication technologies being a valuable source of data, a standardized method which enables landscape planners to use such information to design urban parks is still broadly missing. The objective of this study is to design an approach that can identify how an urban green park is used by its visitors in order to provide planners and the managing authorities with a standardized method. The investigation was conducted by exploiting tracking data from an existing mobile application developed for Cardeto Park, an urban green area in the heart of the old town of Ancona, Italy. A trajectory clustering algorithm is used to infer the most common trajectories of visitors, exploiting global positioning system and sensor-based tracks. The data used are made publicly available in an open dataset, which is the first one based on real data in this field. On the basis of these user-generated data, the proposed data-driven approach can determine the mission of the park by processing visitors\u27 trajectories whilst using a mobile application specifically designed for this purpose. The reliability of the clustering method has also been confirmed by an additional statistical analysis. This investigation reveals other important user behavioral patterns or trends

    Deep learning for semantic segmentation of 3D point cloud.

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    Cultural Heritage is a testimony of past human activity, and, as such, its objects exhibit great variety in their nature, size and complexity; from small artefacts and museum items to cultural landscapes, from historical building and ancient monuments to city centers and archaeological sites. Cultural Heritage around the globe suffers from wars, natural disasters and human negligence. The importance of digital documentation is well recognized and there is an increasing pressure to document our heritage both nationally and internationally. For this reason, the three-dimensional scanning and modeling of sites and artifacts of cultural heritage have remarkably increased in recent years. The semantic segmentation of point clouds is an essential step of the entire pipeline; in fact, it allows to decompose complex architectures in single elements, which are then enriched with meaningful information within Building Information Modelling software. Notwithstanding, this step is very time consuming and completely entrusted on the manual work of domain experts, far from being automatized. This work describes a method to label and cluster automatically a point cloud based on a supervised Deep Learning approach, using a state-of-the-art Neural Network called PointNet++. Despite other methods are known, we have choose PointNet++ as it reached significant results for classifying and segmenting 3D point clouds. PointNet++ has been tested and improved, by training the network with annotated point clouds coming from a real survey and to evaluate how performance changes according to the input training data. It can result of great interest for the research community dealing with the point cloud semantic segmentation, since it makes public a labelled dataset of CH elements for further tests

    Fall detection for elderly-people monitoring using learned features and recurrent neural networks

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    AbstractElderly care is becoming a relevant issue with the increase of population ageing. Fall injuries, with their impact on social and healthcare cost, represent one of the biggest concerns over the years. Researchers are focusing their attention on several fall-detection algorithms. In this paper, we present a deep-learning solution for automatic fall detection from RGB videos. The proposed approach achieved a mean recall of 0.916, prompting the possibility of translating this approach in the actual monitoring practice. Moreover to enable the scientific community making research on the topic the dataset used for our experiments will be released. This could enhance elderly people safety and quality of life, attenuating risks during elderly activities of daily living with reduced healthcare costs as a final result

    The role of ICTs and public-private cooperation for cultural heritage tourism. The case of Smart Marca / Il ruolo delle ICT e della cooperazione pubblico-privati per il turismo culturale. Il caso di Smart Marca

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    This paper analyzes the opportunities related to public-private cooperation for the implementation of information communication technologies (ICTs) to promote cultural heritage tourism. After a literature review on the role of cooperation between private and public sectors and the most relevant information communication technologies (ICTs) for the promotion of cultural heritage, the analysis moves to travel apps, by illustrating features, main trends and some applications of this technology to cultural heritage and tourism. In the second part, the connection between tourism, cultural heritage and digital technologies is analyzed through the description of Smart Marca app, which, starting from the cooperation between local public and private entities, exploited ICTs to promote cultural tourism in Fermo area (Marche Region, Italy).  Il contributo analizza le potenzialità della cooperazione pubblico-privata nella progettazione e realizzazione di nuove tecnologie dell’informazione (ICT) per la promozione del turismo del patrimonio culturale. Dopo una rassegna della letteratura dedicata al ruolo della collaborazione tra pubblico e privato e delle ICT per la promozione del patrimonio culturale e lo sviluppo turistico di un territorio, l’articolo focalizza l’attenzione sulle applicazioni mobili di viaggio, illustrandone trend e caratteristiche, nonché alcuni esempi di applicazione di questa tecnologia al patrimonio culturale e al turismo. Nella seconda parte, la connessione tra turismo, patrimonio culturale e ICT viene analizzata attraverso la descrizione dell’app Smart Marca, che, a partire dalla cooperazione tra enti pubblici e attori privati, ha utilizzato le nuove tecnologie per promuovere il turismo culturale nel territorio fermano (Regione Marche, Italia)
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