related work and intro first draft from toni
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@@ -8,10 +8,7 @@ require an extensive offline calibration phase. Therefore, many other systems li
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are using signal strength prediction models like the log-distance model or wall-attenuation-factor model.
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Additionally, the sensors noise is not always Gaussian or satisfies the central limit theorem, what makes the
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usage of Kalman filters problematic \cite{sarkka2013bayesian, Nurminen2014}.
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All this shows, that sensor models differ in many ways and are a subject in itself.
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\commentByFrank{sagt man das so? meinst du: haben ihr eigenes forschungsgebiet?}
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\commentByToni{"Sie sind ein Thema für sich". Glaub schon das man das so sagt. its own theme gibt es noch. find ich aber nicht so fresh}
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A good discussion on different sensor models can be found in \cite{Yang2015}, \cite{Gu2009} or \cite{Khaleghi2013}.
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However, within this work, we use simple models, configured using a handful of parameters and address their inaccuracies by harnessing prior information like the pedestrian's desired destination.
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@@ -19,11 +16,8 @@ Therefore, we are not that interested in the different sensor representations bu
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A widely used and easy method for modelling the movement of a pedestrian, is the prediction of a new position
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by adding an approximated covered distance to the current position. In most cases, a heading serves as
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walking direction. If the connection line \commentByFrank{graph? oder generell?: line-of-sight?} \commentByToni{ganz generell. deshalb nur connection line. line of sight ist ja mehr blickachse oder sichtlinie}
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between the new and the old position intersects a wall, the probability for the new position is set to
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zero \cite{Woodman08-PLF, Blanchert09-IFF, Koeping14-ILU}.
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walking direction. If the connection line between the new and the old position intersects a wall, the probability for the new position is set to zero \cite{Woodman08-PLF, Blanchert09-IFF, Koeping14-ILU}.
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However, as \cite{Nurminen13-PSI} already stated, it "gives more probability to a short step".
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\commentByFrank{waende bevorzugen kurze schritte? wird das klar was hier gemeint ist?}
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An additional drawback of these approaches is that for every transition an intersection-test
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must be executed. This can result in a high computational complexity.
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@@ -58,28 +52,21 @@ By assuming that the floorplan is given beforehand, the occupied cells can be re
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The remaining cells are described by its centre and represent all free spaces in the indoor environment.
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A graph is defined by using the centres as nodes and connecting direct neighbours with edges.
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In order to enable floor changes, some approaches suggest to simply connect the nodes at staircases in a discrete manner \cite{}. However, as mentioned before changing the floor in a discrete does not resemble real-world conditions. Therefore, \cite{} presented a stepwise floor change based on a hexagonal gridded-graph. A similar approach is presented in the here presented approach for a square-shaped grid.
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In order to enable floor changes, some approaches suggest to simply connect the nodes at staircases \cite{Ebner-15, Hilsenbeck2014}.
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However, as mentioned before changing the floor in a discrete manner does not resemble real-world conditions.
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Therefore, \cite{GarciaPuyol2014} presented a stepwise floor change based on a hexagonal gridded-graph.
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We introduce a similar approach for square-shaped grids.
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All this allows a wide range of possibilities for modelling the pedestrian's movement, while only sampling valid locations.
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In virtual environments like video games and simulations, the human motion is often modelled using graphs and path finding techniques.
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Here, the goal is not only to provide a shortest path, but also the least cost path, most natural path or least dangerous path.
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For example \cite{Bandi2000} uses an A* algorithm to search a 3D gridded environment for the shortest path to a goal.
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An additional smoothing procedure is performed to make the path more natural.
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They are considering foot span, body dimensions and obstacle dimensions when determining whether an obstacle is surmountable.
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However, many of those information are difficult to ascertain in real-time or mean additional effort in real-world environments.
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Therefore, more realistic simulation models, mainly for evacuation simulation, are just using a simple shortest path on regular tessellated graphs \cite{Sun2011, tan2014agent}. A more costly, yet promising approach is shown by \cite{Brogan2003}. They use a data set of previous recorded walks to create a model of realistic human walking paths.
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Computer Games
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Evacuation Route Planning
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In computer games like the sims or starcraft, intelligent npc movement is a key factor. hierbei geht es nicht nur um das umlaufen von hindernissen sondern auch um eine möglichst natürliche art der bewegung.
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ansätze die dijkstra einfach zum navigieren nutzen.
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ansätze aus der robotic um einen roboter von a nach b zu schicken
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the idea of using navigational knowledge to simulate the human movement
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Finally, it seems that currently none of the localisation system approaches are using realistic walking paths as additional source of information to provide a more targeted and robust movement. Most common systems are sampling a new state only in regard of the user's heading and speed using one of the above mentioned indoor graphs.
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