TY - GEN
T1 - A Framework for Bearing-Only Sparse Semantic Self-Localization for Visually Impaired People
AU - Uygur, Irem
AU - Miyagusuku, Renato
AU - Pathak, Sarthak
AU - Moro, Alessandro
AU - Yamashita, Atsushi
AU - Asama, Hajime
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/4/25
Y1 - 2019/4/25
N2 - Self-localization in indoor environments is a critical issue for visually impaired people. Most localization approaches use low-level features and metric information as input. This can result in insufficient output for visually impaired people since humans understand their surroundings from high-level semantic cues. They need to be provided their location with respect to the objects in their surroundings. Thus, in this work, we develop a novel framework that uses semantic information directly for localization, which can also be used to inform the user about his surroundings. The developed framework directly uses sparse semantic information such as the existence of doors, windows, tables, etc. directly within the sensor model and localizes the user within a 2D semantic map. It does not make use of any distance information to each semantic landmark, which is usually quite difficult to obtain. Nor does it require any kind of data association- the objects need not be uniquely identified. Hence, it can be implemented with simple sensors like a camera, with object detection software. For our framework, one of the most popular game engines, Unity was chosen to create a realistic office environment, consisting of necessary office items and an agent with a wide-angle camera representing the user. Experimentally, we show that this semantic localization method is an efficient way to make use of sparse semantic information for locating a person.
AB - Self-localization in indoor environments is a critical issue for visually impaired people. Most localization approaches use low-level features and metric information as input. This can result in insufficient output for visually impaired people since humans understand their surroundings from high-level semantic cues. They need to be provided their location with respect to the objects in their surroundings. Thus, in this work, we develop a novel framework that uses semantic information directly for localization, which can also be used to inform the user about his surroundings. The developed framework directly uses sparse semantic information such as the existence of doors, windows, tables, etc. directly within the sensor model and localizes the user within a 2D semantic map. It does not make use of any distance information to each semantic landmark, which is usually quite difficult to obtain. Nor does it require any kind of data association- the objects need not be uniquely identified. Hence, it can be implemented with simple sensors like a camera, with object detection software. For our framework, one of the most popular game engines, Unity was chosen to create a realistic office environment, consisting of necessary office items and an agent with a wide-angle camera representing the user. Experimentally, we show that this semantic localization method is an efficient way to make use of sparse semantic information for locating a person.
UR - http://www.scopus.com/inward/record.url?scp=85065655670&partnerID=8YFLogxK
U2 - 10.1109/SII.2019.8700370
DO - 10.1109/SII.2019.8700370
M3 - Conference contribution
AN - SCOPUS:85065655670
T3 - Proceedings of the 2019 IEEE/SICE International Symposium on System Integration, SII 2019
SP - 319
EP - 324
BT - Proceedings of the 2019 IEEE/SICE International Symposium on System Integration, SII 2019
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2019 IEEE/SICE International Symposium on System Integration, SII 2019
Y2 - 14 January 2019 through 16 January 2019
ER -