114 lines
11 KiB
TeX
114 lines
11 KiB
TeX
\section{Related Work}
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\label{sec:relatedWork}
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We consider indoor localization to be a time-sequential, non-linear and non-Gaussian state estimation problem.
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Such problems are often solved using Bayesian filters, which update a state estimation recursively
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with every new incoming measurement.
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A powerful group of methods to obtain numerical results for this approach are particle filter.
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In context of indoor localization, particle filter approximate a probability distribution describing the pedestrian's possible whereabouts by using a set of weighted random samples (particles).
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Here, new particles are drawn according to some importance distribution, often represented by the state transition, which models the dynamics of the system.
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%\todo{statt dynamics of the system vlt: the pedestrian's movement?}
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Those particles are then weighted by the state evaluation given different sensor measurements.
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A resampling step is deployed to prevent that only a small number of particles have a significant weight \cite{chen2003bayesian}.
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Most localization approaches differ mainly in how the transition and evaluation steps are implemented and the sensors are incorporated \cite{Liao2003, Solin2016, jaworski2017real, Hilsenbeck2014}.
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%\todo{hier ist irgendwie ein harter cut zu dem nächsten satz}
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%Additionally, within this paper we present a method, which is designed to run solely on a commercial smartphone.
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%In its most basic form, the state transition is given by.. einfach distanz und heading.. intersection with walls usw.
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%\todo{nochmal mit frank klären was wir jetzt GENAU machen.}
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The system's dynamics describe a pedestrian's potential movement within the building.
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This can be formulated as the question \emph{``Given the pedestrian's current position and heading are known, where could he be after a certain amount of time?''}.
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Obviously, the answer to this question depends on the pedestrian's walking behavior, any nearby architecture and thus the building's floor plan.
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%
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Assuming the pedestrian to walk almost straight towards his current heading with a known, constant walking speed, the most basic form of state transition simply rejects all movements, where the line-of-sight between current position and potential destination is blocked by an obstacle \cite{Woodman08-PLF, Blanchart09}.
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%
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Despite its simplicity, this approach suffers from several drawbacks.
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The intersection-test can be costly, depending on the number of used particles and the complexity of the building.
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Furthermore, it is limited mainly to 2D transitions within the plane.
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Smooth 3D transitions, like walking stairs, would require much more complex intersection tests \cite{Afyouni2012}.
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To overcome both limitations, the building's floor plan can be used to derive a graph-based structure, like voronoi diagrams or fixed-distance grids, moving all costly intersection tests into a one-time offline phase \cite{Ebner-16, Hilsenbeck2014}.
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Hereafter, graph-based random walks along the created data-structure can be used as a fast transition approximation.
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Smooth transitions in 3D space can be achieved by generating nodes and edges along stairs and elevators.
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Furthermore, the nodes can be used to store additional information, like their distance towards a pedestrian's desired destination.
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Such information can be included during the transitions step, \eg{} increasing the likelihood of all potential movements that approach this destination \cite{Ebner-16}.
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However, the graph-based approach also imposes some potential issues. When using a gridded graph, the spacing between adjacent
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nodes directly represents the transition's accuracy. Likewise, the amount of required memory to represent the floor plan
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scales about quadratically with this spacing. Even though nodes/edges are only created for actually walkable areas (like a sparse cube),
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large buildings require millions of nodes and might not fit into memory at once.
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Furthermore, (large) outdoor regions between adjacent buildings require unnecessarily large amounts
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of memory to be modeled \cite{Afyouni2012}. While voronoi diagrams have the ability to mitigate this issue to some degree,
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they usually suffer from reduced accuracy for large open spaces, as many implementations only use the edges to estimate potential movements \cite{Hilsenbeck2014}.
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We therefore present a novel technique based on continuous walks along a navigation mesh.
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Like the graph, the mesh, consisting of triangles sharing adjacent edges,
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is created once during an offline phase, based on the building's 3D floor plan.
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Using large triangles reduces the memory footprint dramatically (a few megabytes for large buildings)
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while still increasing the quality (triangle-edges directly adhere to architectural-edges) and allows
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for truly continuous transitions along the surface spanned by all triangles.
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%eval - wifi, fingerprinting
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The outcomes of the state evaluation process depend highly on the used sensors.
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Most smartphone-based systems are using received signal strength indications (RSSI) given by \docWIFI{} or Bluetooth as a source for absolute positioning information.
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At this, one can mainly distinguish between fingerprinting and signal strength prediction model based solutions \cite{Ebner-17}.
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Indoor localization using \docWIFI{} fingerprints was first addressed by \cite{radar}.
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During a one-time offline-phase, a multitude of reference measurements are conducted.
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During the online-phase the pedestrian's location is then inferred by comparing those prior measurements against live readings.
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Based on this pioneering work, many further improvements where made within this field of research \cite{PropagationModelling, ProbabilisticWlan, meng11}.
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However, despite a very high accuracy up to \SI{1}{\meter}, classic fingerprinting approaches suffer from tremendous setup- and maintenance times.
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\add{For this reason, some alternative approaches were presented to speed up the offline-phase.
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In \cite{Guimaraes16} the positions of recorded references are interpolated between the start and end of some reference path, based on the pedestrians gait cycle.
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Unrecorded positions are then obtained using the flood fill algorithm.
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However, for old buildings with many nooks and crannies this might cause problems as the RSSI can differ highly within a few meter, especially in the entrance area of thick-walled rooms.
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This could open the need for more advanced map interpolation methods or a higher number and density of reference paths to walk.
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Another often considered alternative is using robots instead of human workforce \cite{he2016wi, yeh2009indoor}}, still this seems not to be a valid option for old buildings with limited accessibility for robots due to uneven grounds and small stairs.
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%wifi, signal strength
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Signal strength prediction models are a well-established field of research to determine signal strengths for arbitrary locations by using an estimation model instead of real measurements.
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While many of them are intended for outdoor and line-of-sight purposes \cite{PredictingRFCoverage, empiricalPathLossModel}, they are often applied to indoor use-cases as well \cite{Ebner-17, farid2013recent}.
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Besides their solid performance in many different localization solutions, a complex scenario requires an equally complex signal strength prediction model.
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As described in section 1, historical buildings represent such a scenario and thus the model has to take many different constraints into account.
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An example is the wall-attenuation-factor model \cite{PathLossPredictionModelsForIndoor}.
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It introduces an additional parameter to the well-known log-distance model \cite{IntroductionToRadio}, which considers obstacles between (line-of-sight) the access point (AP) and the location in question by attenuating the signal with a constant value.
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Depending on the use-case, this value describes the number and type of walls, ceilings, floors etc. between both positions.
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For obstacles, this requires an intersection-test of each obstacle with the line-of-sight, which is costly for larger buildings.
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Thus \cite{Ebner-17} suggests to only consider floors/ceilings, which can be calculated without intersection checks and allows for real-time use-cases running on smartphones.
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%wifi optimization
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To further reduce the setup-time, \cite{WithoutThePain} introduces an approach that works without any prior knowledge.
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They use a genetic optimization algorithm to estimate the parameters for a signal strength prediction, including access point positions, and the pedestrian's locations during the walk.
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The estimated parameters can be refined using additional walks.
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Within this work we present a similar optimization approach for estimating the AP's location in 3D.
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However, instead of taking multiple measuring walks, the locations are optimized based only on some reference measurements, further decreasing the setup-time.
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Additionally, we will show that such an optimization scheme can partly compensate for the above abolished intersection-tests.
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%immpf
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Besides well chosen probabilistic models, the system's performance is also highly affected by handling problems which are based on the nature of \add{a} particle filter.
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They are often caused by restrictive assumptions about the dynamic system, like seen from the aforementioned problem of sample impoverishment.
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The authors of \cite{Sun2013} handled the problem by using an adaptive number of particles instead of a fixed one.
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The key idea is to choose a small number of samples if the distribution is focused on a small part of the state space and a large number of particles if the distribution is much more spread out and requires a higher diversity of samples.
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The problem of sample impoverishment is then addressed by adapting the number of particles dependent upon the system's current uncertainty.
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%\commentByFrank{ich glaube encountered ist das falsche wort. du willst doch auf 'es wird gefixed' raus, oder? addressed? mitigated?}
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In practice, sample impoverishment is often a problem of environmental restrictions and system dynamics.
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Therefore, the method above fails, since it is not able to propagate new particles into the state space due to environmental restrictions e.g. walls or ceilings.
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In \cite{Fetzer-17} we deployed an interacting multiple model particle filter (IMMPF) to solve sample impoverishment in such restrictive scenarios.
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We combine two particle filter using a non-trivial Markov switching process, depending upon the Kullback-Leibler divergence between both.
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However, deploying an IMMPF is in many cases not necessary and produces additional processing overhead.
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Thus, a much simpler, but heuristic method is presented within this paper.
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%estimation
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Finally, as the name recursive state estimation says, it requires to find the most probable state within the state space, to provide the "best estimate" of the underlying problem.
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In the discrete manner of a particle representation this is often done by providing a single value, also known as sample statistic, to serve as a best guess \cite{bar2004estimation}.
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Examples are the weighted-average over all particles or the particle with the highest weight \cite{blanco2009phd}.
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However, in complex scenarios like a multimodal representation of the posterior, such methods fail to provide an accurate statement about the most probable state.
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Thus, in \cite{Bullmann-18} we present a \del{rapid computation} \add{approximation} scheme of kernel density estimates (KDE).
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Recovering the probability density function using an efficient KDE algorithm yields a promising approach to solve the state estimation problem in a more profound way.
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