Browsing by Author "Yu, Lap-Fai"
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Item type:Item, Automatic Optimization of Wayfinding Design(2018-09-01) ;Huang, Haikun ;Lin, Ni-Ching ;Barrett, Lorenzo ;Springer, DarianWang, Hsueh-ChengWayfinding signs play an important role in guiding users to navigate in a virtual environment and in helping pedestrians to find their ways in a real-world architectural site. Conventionally, the wayfinding design of a virtual environment is created manually, so as the wayfinding design of a real-world architectural site. The many possible navigation scenarios, as well as the interplay between signs and human navigation, can make the manual design process overwhelming and non-trivial. As a result, creating a wayfinding design for a typical layout can take months to several years. In this paper, we introduce the Way to Go! approach for automatically generating a wayfinding design for a given layout. The designer simply has to specify some navigation scenarios; our approach will automatically generate an optimized wayfinding design with signs properly placed considering human agents' visibility and possibility of making mistakes during a navigation. We demonstrate the effectiveness of our approach in generating wayfinding designs for different layouts such as a train station, a downtown and a canyon. We evaluate our results by comparing different wayfinding designs and show that our optimized wayfinding design can guide pedestrians to their destinations effectively and efficiently. Our approach can also help the designer visualize the accessibility of a destination from different locations, and correct any "blind zone" with additional signs.Item type:Item, Deep Trail-Following Robotic Guide Dog in Pedestrian Environments for People who are Blind and Visually Impaired - Learning from Virtual and Real Worlds(2018-01-01) ;Chuang, Tzu-Kuan ;Lin, Ni-Ching ;Chen, Jih-Shi ;Hung, Chen-HaoHuang, Yi-WeiNavigation in pedestrian environments is critical to enabling independent mobility for the blind and visually impaired (BVI) in their daily lives. White canes have been commonly used to obtain contact feedback for following walls, curbs, or man-made trails, whereas guide dogs can assist in avoiding physical contact with obstacles or other pedestrians. However, the infrastructures of tactile trails or guide dogs are expensive to maintain. Inspired by the autonomous lane following of self-driving cars, we wished to combine the capabilities of existing navigation solutions for BVI users. We proposed an autonomous, trail-following robotic guide dog that would be robust to variances of background textures, illuminations, and interclass trail variations. A deep convolutional neural network (CNN) is trained from both the virtual and real-world environments. Our work included major contributions: 1) conducting experiments to verify that the performance of our models trained in virtual worlds was comparable to that of models trained in the real world; 2) conducting user studies with 10 blind users to verify that the proposed robotic guide dog could effectively assist them in reliably following man-made trails.Item type:Item, Lost in Style: Gaze-driven Adaptive Aid for VR Navigation(2019-01-01) ;Alghofaili, Rawan ;Sawahata, Yasuhito ;Huang, Haikun ;Wang, Hsueh-ChengShiratori, TakaakiA key challenge for virtual reality level designers is striking a balance between maintaining the immersiveness of VR and providing users with on-screen aids after designing a virtual experience. These aids are often necessary for wayfinding in virtual environments with complex paths. We introduce a novel adaptive aid that maintains the effectiveness of traditional aids, while equipping designers and users with the controls of how often help is displayed. Our adaptive aid uses gaze patterns in predicting user's need for navigation aid in VR and displays mini-maps or arrows accordingly. Using a dataset of gaze angle sequences of users navigating a VR environment and markers of when users requested aid, we trained an LSTM to classify user's gaze sequences as needing navigation help and display an aid. We validated the efficacy of the adaptive aid for wayfinding compared to other commonly-used wayfinding aids.Item type:Item, Pose-Aware Placement of Objects with Semantic Labels - Brandname-based Affordance Prediction and Cooperative Dual-Arm Active Manipulation(2019-01-01) ;Su, Yung-Shan ;Lu, Shao-Huang ;Ser, Po-Sheng ;Hsu, Wei-TingLai, Wei-ChengThe Amazon Picking Challenge and the Amazon Robotics Challenge have shown significant progress in object picking from a cluttered scene, yet object placement remains challenging. It is useful to have pose-aware placement based on human and machine readable pieces on an object. For example, the brandname of an object placed on a shelf should be facing the human customers. The robotic vision challenges in the object placement task: a) the semantics and geometry of the object to be placed need to be analysed jointly; b) and the occlusions among objects in a cluttered scene could make it hard for proper understanding and manipulation. To overcome these challenges, we develop a pose-aware placement approach by spotting the semantic labels (e.g., brandnames) of objects in a cluttered tote and then carrying out a sequence of actions to place the objects on a shelf or on a conveyor with desired poses. Our major contributions include 1) providing an open benchmark dataset of objects and brandnames with multi-view segmentation for training and evaluations; 2) carrying out comprehensive evaluations for our brandname-based fully convolutional network (FCN) that can predict the affordance and grasp to achieve pose-aware placement, whose success rates decrease along with clutters; 3) showing that active manipulation with two cooperative manipulators and grippers can effectively handle the occlusion of brandnames. We analyzed the success rates and discussed the failure cases to provide insights for future applications.