updated tex. sensors done.
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@@ -1,10 +1,10 @@
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\section{Transition Model}
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\label{sec:trans}
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To sample only transitions $p(\mStateVec_{t} \mid \mStateVec_{t-1})$ that are actually feasible
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To sample only transitions that are actually feasible
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within the environment, we utilize a \SI{20}{\centimeter}-gridded graph
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$G = (V,E)$, $v_{x,y,z} \in V$, $e_{v_{x,y,z}}^{v_{x',y',z'}} \in E$
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derived from the buildings floorplan as described in \cite{ipin2015}.
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derived from the buildings floorplan as described in section \ref{sec:relatedWork}.
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However, we add improved $z$-transitions by also modelling realistic
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stairwells using nodes and edges as can be seen in fig. \ref{fig:gridStairs}.
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@@ -21,6 +21,7 @@
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The corresponding vertices are determined using intersections of the segments with the bounding-box
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for each vertex.
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\commentByToni{Der Teil wird mir gar nicht klar irgendwie. Kann mir vor allem den letzten Satz nicht vorstellen.}
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\commentByFrank{mention?: clean z-transitions, remove x/y nodes by adding bounding boxes}
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To reduce the system's memory footprint, we search for the largest connected region within the graph and
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@@ -29,29 +30,26 @@
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\newcommand{\gHead}{\theta}
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\newcommand{\gDist}{d}
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Walking the grid is now possible by moving along adjacent nodes into a given walking-direction
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until a desired distance is reached \cite{ipin2015}.
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until a desired distance $\gDist$ is reached \cite{Ebner-15}.
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In order to use meaningful headings $\gHead$ and distances $\gDist$
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(matching the pedestrian's real heading and walking speed) for each transition,
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we use the current sensor-readings $\mObsVec_{t}$ for hinted instead of truly random adjustments.
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During a walk, each edge has an assigned probability $p(e)$ which depends on a chosen implementation.
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Usually, this probability describes aspects like a comparison of the edge's angle $\angle e$ with the
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current heading $\gHead$. However, it is also possible to incorporate additional prior knowledge to favor
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some vertices/edges
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\commentByFrank{im system-teil anmerken: $\mObsVec_t^{\mObsSteps} \in \N$}
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\begin{align}
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%
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\begin{align}
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\mStateVec_{t}^{\mStateHeading} = \gHead &= \mStateVec_{t-1}^{\mStateHeading} + \mObsVec_t^{\mObsHeading} + \mathcal{N}(0, \sigma_{\gHead}^2) \\
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\gDist &= \mObsVec_t^{\mObsSteps} \cdot \SI{0.7}{\meter} + \mathcal{N}(0, \sigma_{\gDist}^2)
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\end{align}
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%
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During a walk, each edge has an assigned probability $p(e)$ which depends on a chosen implementation.
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Usually, this probability describes aspects like a comparison of the edge's angle $\angle e$ with the
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current heading $\gHead$. However, it is also possible to incorporate additional prior knowledge to favor
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some vertices/edges.
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For comparison purpose we define a simple weighting method that assigns a probability to each edge
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based on the deviation from the currently estimated heading $\gHead$:
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\commentByFrank{das erste $=$ ist komisch. bessere option?}
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\commentByToni{Find ich jetzt nicht tragisch. Eher notwendig fuers Verstaendnis.}
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\begin{equation}
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p(e) = p(e \mid \gHead) = N(\angle e \mid \gHead, \sigma_\text{dev}^2).
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\label{eq:transSimple}
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@@ -61,20 +59,18 @@
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\section{TITLE?}
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\section{Navigation Knowledge}
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Assuming navigation, the pedestrian wants to reach a well-known destination and represents additional
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prior knowledge. Most probabily, the pedestrian will stick to the path presented by
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a navigation system. However, some deviations like chatting to someone or taking another router
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cannot be strictly ruled out. We will therefor describe a system that is able to deal with such variants
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as well as present an algorithm to calculate realistic routes based on aforemention grid.
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prior knowledge. Most probably, the pedestrian will stick to the path presented by
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a navigation system. However, some deviations like chatting to someone or taking another route
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cannot be strictly ruled out. We will therefore describe a system that is able to deal with such variants
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as well as present an algorithm to calculate realistic routes based on the aforementioned grid.
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Simply running a shortest-path algorithm as Dijkstra or A* \todo{cite} using the previously created floorplan
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would oviously lead to non-realistic paths sticking to the walls and walking many diagonals. In order
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to calculate paths the resemble pedestrian walking behaviour we thus need some adjustments to the
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route calculation.
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As discussed in section \ref{sec:relatedWork}, simply running a shortest-path algorithm as Dijkstra or A* using the previously created graph would obviously lead to non-realistic paths sticking to the walls and walking many diagonals.
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In order to calculate paths the resemble pedestrian walking behavior we thus need some adjustments to the route calculation.
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\subsection{wall avoidance}
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\subsection{Wall Avoidance}
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\label{sec:wallAvoidance}
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As already mentioned, shortest-path calculation usually sticks close to walls to reduce the path's length.
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@@ -102,7 +98,7 @@
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\subsection{door detection}
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\subsection{Door Detection}
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\label{sec:doorDetection}
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Doors are usually anchored between two (thin) walls and have a normed width. Examining only a limited region
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@@ -144,7 +140,7 @@
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\subsection{path estimation}
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\subsection{Path Estimation}
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\label{sec:pathEstimation}
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Based on aforementioned assumptions, the final importance for each node is
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