We present a technique that uses images, videos and sensor data taken from first-person point-of-view devices to perform egocentric field-of-view (FOV) localization. We define egocentric FOV localization as capturing the visual information from a person's field-of-view in a given environment and transferring this information onto a reference corpus of images and videos of the same space, hence determining what a person is attending to. Our method matches images and video taken from the first-person perspective with the reference corpus and refines the results using the first-person's head orientation information obtained using the device sensors. We demonstrate single and multi-user egocentric FOV localization in different indoor and outdoor environments with applications in augmented reality, event understanding and studying social interactions.
Accurate indoor localization has been an area of active research @cite_19 . Indoor localization can leverage GSM @cite_29 , active badges @cite_10 , 802.11b wireless ethernet @cite_2 , bluetooth and WAP @cite_11 , listeners and beacons @cite_22 , radiofrequency @cite_0 technologies and SLAM @cite_17 .
@cite_22 @cite_29 @cite_17 @cite_0 @cite_19 @cite_2 @cite_10 @cite_11
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This paper presents the design, implementation, and evaluation of Cricket , a location-support system for in-building, mobile, location-dependent applications. It allows applications running on mobile and static nodes to learn their physical location by using listeners that hear and analyze information from beacons spread throughout the building. Cricket is the result of several design goals, including user privacy, decentralized administration, network heterogeneity, and low cost. Rather than explicitly tracking user location, Cricket helps devices learn where they are and lets them decide whom to advertise this information to; it does not rely on any centralized management or control and there is no explicit coordination between beacons; it provides information to devices regardless of their type of network connectivity; and each Cricket device is made from off-the-shelf components and costs less than U.S. $10. We describe the randomized algorithm used by beacons to transmit information, the use of concurrent radio and ultrasonic signals to infer distance, the listener inference algorithms to overcome multipath and interference, and practical beacon configuration and positioning techniques that improve accuracy. Our experience with Cricket shows that several location-dependent applications such as in-building active maps and device control can be developed with little effort or manual configuration. Accurate indoor localization has long been an objective of the ubiquitous computing research community, and numerous indoor localization solutions based on 802.11, Bluetooth, ultrasound and infrared technologies have been proposed. This paper presents the first accurate GSM indoor localization system that achieves median accuracy of 5 meters in large multi-floor buildings. The key idea that makes accurate GSM-based indoor localization possible is the use of wide signal-strength fingerprints. In addition to the 6-strongest cells traditionally used in the GSM standard, the wide fingerprint includes readings from additional cells that are strong enough to be detected, but too weak to be used for efficient communication. Experiments conducted on three multi-floor buildings show that our system achieves accuracy comparable to an 802.11-based implementation, and can accurately differentiate between floors in both wooden and steel-reinforced concrete structures. The application of the extended Kaman filter to the problem of mobile robot navigation in a known environment is presented. An algorithm for, model-based localization that relies on the concept of a geometric beacon, a naturally occurring environment feature that can be reliably observed in successive sensor measurements and can be accurately described in terms of a concise geometric parameterization, is developed. The algorithm is based on an extended Kalman filter that utilizes matches between observed geometric beacons and an a priori map of beacon locations. Two implementations of this navigation algorithm, both of which use sonar, are described. The first implementation uses a simple vehicle with point kinematics equipped with a single rotating sonar. The second implementation uses a 'Robuter' mobile robot and six static sonar transducers to provide localization information while the vehicle moves at typical speeds of 30 cm s. > The proliferation of mobile computing devices and local-area wireless networks has fostered a growing interest in location-aware systems and services. In this paper we present RADAR, a radio-frequency (RF)-based system for locating and tracking users inside buildings. RADAR operates by recording and processing signal strength information at multiple base stations positioned to provide overlapping coverage in the area of interest. It combines empirical measurements with signal propagation modeling to determine user location and thereby enable location-aware services and applications. We present experimental results that demonstrate the ability of RADAR to estimate user location with a high degree of accuracy. A key subproblem in the construction of location-aware systems is the determination of the position of a mobile device. This article describes the design, implementation and analysis of a system for determining position inside a building from measured RF signal strengths of packets on an IEEE 802.11b wireless Ethernet network. Previous approaches to location-awareness with RF signals have been severely hampered by non-Gaussian signals, noise, and complex correlations due to multi-path effects, interference and absorption. The design of our system begins with the observation that determining position from complex, noisy and non-Gaussian signals is a well-studied problem in the field of robotics. Using only off-the-shelf hardware, we achieve robust position estimation to within a meter in our experimental context and after adequate training of our system. We can also coarsely determine our orientation and can track our position as we move. Our results show that we can localize a stationary device to within 1.5 meters over 80 of the time and track a moving device to within 1 meter over 50 of the time. Both localization and tracking run in real-time. By applying recent advances in probabilistic inference of position and sensor fusion from noisy signals, we show that the RF emissions from base stations as measured by off-the-shelf wireless Ethernet cards are sufficiently rich in information to permit a mobile device to reliably track its location. A novel system for the location of people in an office environment is described. Members of staff wear badges that transmit signals providing information about their location to a centralized location service, through a network of sensors. The paper also examines alternative location techniques, system design issues and applications, particularly relating to telephone call routing. Location systems raise concerns about the privacy of an individual and these issues are also addressed. Advertising on mobile devices has large potential due to the very personal and intimate nature of the devices and high targeting possibilities. We introduce a novel B-MAD system for delivering permission-based location-aware mobile advertisements to mobile phones using Bluetooth positioning and Wireless Application Protocol (WAP) Push. We present a thorough quantitative evaluation of the system in a laboratory environment and qualitative user evaluation in form of a field trial in the real environment of use. Experimental results show that the system provides a viable solution for realizing permission-based mobile advertising.