scholarly journals An Indoor Location-Based Positioning System Using Stereo Vision with the Drone Camera

2018 ◽  
Vol 2018 ◽  
pp. 1-13 ◽  
Author(s):  
Young-Hoon Jin ◽  
Kwang-Woo Ko ◽  
Won-Hyung Lee

Stereo vision is used to reconstruct 3D information of the space by estimating the depth value from the simulation of human eyes. Spatial restoration can be used as a means of location estimation in an indoor area, which is impossible to accomplish using the relative location estimation technology, GPS. By mapping the real world in virtual space, it is feasible to clear the boundary between real space and virtual space. This paper presents a method to control the drone indoors through a positioning system using Structure from Motion algorithm (SfM). SfM calculates the relative relationship between cameras based on images to be acquired from various locations and obtains disparity to enable restoration of 3D space. First, the 3D virtual space is reconstructed using several photographs taken from an indoor environment. Second, the real-time drone position is determined by comparing the 3D virtual space camera with the image displayed on the drone camera. In this case, if the direction of the virtual camera used for 3D virtual space construction is the same as the amount of yaw rotation of the drone, it is possible to quickly find the same position as the image seen in the real drone camera in the virtual space. As a result, if the scale of the actual camera image and the virtual camera image is 1 : 1 matched, then it is possible to know that the drone is in the position of the virtual camera. The proposed indoor location-based drone controlling method can be applied to various drone applications such as group flight in an indoor environment because of its ability to fly the drone without the use of the traditional remote-control and flight trajectory programming.

2021 ◽  
Vol 84 (1) ◽  
pp. 97-105
Author(s):  
S. Kavetha ◽  
A. S. Ja'afar ◽  
M. Z. A. Aziz ◽  
A. A. M. Isa ◽  
M. S. Johal ◽  
...  

LoRa is identified as Long-Range low power network technology for Low Power Wide Area Network (LPWAN) usage. Nowadays, Global Positioning System (GPS) is an important system which is used for location and navigation predominantly used in outdoor but less accurate in indoor environment. Most of LoRa technology have been used on the internet-of-things (ioT) but very few use it as localization system. In this project, a GPS-less solution is proposed where LoRa Positioning System was developed which consists of LoRa transmitter, LoRa transceiver and LoRa receiver. The system has been developed by collecting the RSSI which is then used for the distance estimation. Next, Kalman filter with certain model has been implemented to overcome the effect of multipath fading especially for indoor environment and the trilateration technique is applied to estimate the location of the user. Both distribution estimation results for Line-Of-Sight (LOS) and Non-Line-Of-Sight (NLOS) condition were analyzed. Then, the comparison RMSE achievement is analyzed between the trilateration and with the Kalman Filter. GPS position also were collected as comparison to the LoRa based positioning. Lastly, the Cumulative Density Function (CDF) shows 90% of the localization algorithm error for LOS is lower than 0.82 meters while for NLOS is 1.17 meters.


Author(s):  
Ulrich Gehmann ◽  
Martin Reiche

In this article the authors are going to explore a fundamental problem of modern spaces, and modern spatiality in general: their virtualization and final annihilation by augmenting them. There are two major domains where this happened and still happens: inside real space, and inside the virtual spaces of so-called location-based games. In both cases of its real and virtual appearance, space becomes efficient and therefore loses its uniqueness and identity, with concomitant effects on the user’s very own perception of reality. The authors will concentrate upon the case of gaming; here, augmentation re-shapes the perception of the real object in space (which is not originally part of the game) by making it an active element of the game, i.e. it utilizes the object (and furthermore the surrounding space) and thus frees it of its original meaning and utility. Furthermore, it gets incorporated into the artificial (virtual) space and acquires two new properties: it becomes interactive and as a result, interchangeable. The perception of reality thus gets augmented at the same time as it gets reduced to the bare minimum of information needed to reach the goal of the game. The authors will be providing a set of rules to address these phenomena in a generic manner.


2020 ◽  
Vol 33 ◽  
pp. 03001
Author(s):  
Kayoko Yamamoto

At the time of the Heavy Rain Disaster in Western Japan in July, 2018, it was possible to gather and accumulate a variety of disaster information using the function of social media mapping included in our spatiotemporal information system. Considering these circumstances and taking up the above social media mapping, the present study described the issues related to the development and utilization of digital infrastructures as one of the measures for disaster prevention and reduction. As the results of the present study, it is possible to rescue and support victims, and cause excessive information and confusion, due to the close relationship between the real and virtual space in the super smart society of Japan. Additionally, it is essential to effectively utilize the information included in the virtual space at the time of disaster. Specifically, it is an important issue to make use of the information on social media for rescue in the real space. Furthermore, it is necessary to take the measures for the people vulnerable to disaster who require the disaster information most. For this, it is necessary to prepare a variety of ICT in addition to oral communication.


2013 ◽  
Vol 380-384 ◽  
pp. 2499-2505 ◽  
Author(s):  
Ping Chen ◽  
Yu Bin Xu ◽  
Liang Chen ◽  
Zhi An Deng

The increasing demand for indoor location based services has motivated the development of various indoor positioning methods. Among them, fingerprinting based positioning system in wireless local area network (WLAN) has been paid more attentions due to its cost effectiveness and relatively high accuracy. This paper investigates various optimization techniques for WLAN fingerprinting positioning comprehensively. The fingerprinting positioning comprises five major steps: Radio Map construction, location clustering, feature extraction, location estimation and tracking. The optimization techniques in these five steps are discussed and finally the future trends are presented.


2021 ◽  
Vol 5 (4) ◽  
pp. p151
Author(s):  
Shuhui Peng

At the end of the Qing Dynasty, Liu E’s “Lao Can’s Travels” showed obvious spatial structure in both content and ideological level, and its space writing showed the characteristics of “endorsement” for the writer’s psychology. Therefore, exploring the space structure of “Lao Can’s Travels” is an important perspective for understanding the text of the novel. The space structure of the novel can be divided into three levels: The first is the real space, including the landscape space such as Shandong Wufu, the peach blossom mountain cave and other living spaces; the second is the virtual space including the dream space and the hell space; the third is the author’s psychology shown through the protagonist’s behavior and consciousness space. In addition, the effect of the spatial structure itself also makes the novel open to readers and expands the interactivity of the novel.


Author(s):  
Taemin Lee ◽  
Changhun Jung ◽  
Kyungtaek Lee ◽  
Sanghyun Seo

AbstractAs augmented reality technologies develop, real-time interactions between objects present in the real world and virtual space are required. Generally, recognition and location estimation in augmented reality are carried out using tracking techniques, typically markers. However, using markers creates spatial constraints in simultaneous tracking of space and objects. Therefore, we propose a system that enables camera tracking in the real world and visualizes virtual visual information through the recognition and positioning of objects. We scanned the space using an RGB-D camera. A three-dimensional (3D) dense point cloud map is created using point clouds generated through video images. Among the generated point cloud information, objects are detected and retrieved based on the pre-learned data. Finally, using the predicted pose of the detected objects, other information may be augmented. Our system estimates object recognition and 3D pose based on simple camera information, enabling the viewing of virtual visual information based on object location.


Sensors ◽  
2020 ◽  
Vol 20 (17) ◽  
pp. 4742
Author(s):  
Jesus D. Ceron ◽  
Felix Kluge ◽  
Arne Küderle ◽  
Bjoern M. Eskofier ◽  
Diego M. López

Indoor location estimation is crucial to provide context-based assistance in home environments. In this study, a method for simultaneous indoor pedestrian localization and house mapping is proposed and evaluated. The method fuses a person’s movement data from an Inertial Measurement Unit (IMU) with proximity and activity-related data from Bluetooth Low-Energy (BLE) beacons deployed in the indoor environment. The person’s and beacons’ localization is performed simultaneously using a combination of particle and Kalman Filters. We evaluated the method using data from eight participants who performed different activities in an indoor environment. As a result, the average participant’s localization error was 1.05 ± 0.44 m, and the average beacons’ localization error was 0.82 ± 0.24 m. The proposed method is able to construct a map of the indoor environment by localizing the BLE beacons and simultaneously locating the person. The results obtained demonstrate that the proposed method could point to a promising roadmap towards the development of simultaneous localization and home mapping system based only on one IMU and a few BLE beacons. To the best of our knowledge, this is the first method that includes the beacons’ data movement as activity-related events in a method for pedestrian Simultaneous Localization and Mapping (SLAM).


Author(s):  
Rhowel M. Dellosa ◽  
Arnel C. Fajardo ◽  
Ruji P. Medina

<span>The fingerprinting localization technique is the most commonly used localization technique of the indoor positioning system. It is used by several technologies for short and long range position estimation like wireless fidelity and radio frequency. There are several schemes used to estimate a location for the indoor environment but the drawbacks resulted in complexity issues. These drawbacks have negative effects on location estimation. In order to address these drawbacks, this work attempted to explore the fingerprinting localization technique for location estimation of the indoor environment that focuses on position estimation. Results showed that the simplicity of the design of position estimation without compromising the functionality of the operations was observed with 100% accuracy on position estimation.</span>


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