Search results for: multi-path
4 Improving Fingerprinting-Based Localization System Using Generative Artificial Intelligence
Authors: Getaneh Berie Tarekegn
Abstract:
A precise localization system is crucial for many artificial intelligence Internet of Things (AI-IoT) applications in the era of smart cities. Their applications include traffic monitoring, emergency alarming, environmental monitoring, location-based advertising, intelligent transportation, and smart health care. The most common method for providing continuous positioning services in outdoor environments is by using a global navigation satellite system (GNSS). Due to nonline-of-sight, multipath, and weather conditions, GNSS systems do not perform well in dense urban, urban, and suburban areas.This paper proposes a generative AI-based positioning scheme for large-scale wireless settings using fingerprinting techniques. In this article, we presented a novel semi-supervised deep convolutional generative adversarial network (S-DCGAN)-based radio map construction method for real-time device localization. We also employed a reliable signal fingerprint feature extraction method with t-distributed stochastic neighbor embedding (t-SNE), which extracts dominant features while eliminating noise from hybrid WLAN and long-term evolution (LTE) fingerprints. The proposed scheme reduced the workload of site surveying required to build the fingerprint database by up to 78.5% and significantly improved positioning accuracy. The results show that the average positioning error of GAILoc is less than 39 cm, and more than 90% of the errors are less than 82 cm. That is, numerical results proved that, in comparison to traditional methods, the proposed SRCLoc method can significantly improve positioning performance and reduce radio map construction costs.Keywords: location-aware services, feature extraction technique, generative adversarial network, long short-term memory, support vector machine
Procedia PDF Downloads 713 A Carrier Phase High Precision Ranging Theory Based on Frequency Hopping
Authors: Jie Xu, Zengshan Tian, Ze Li
Abstract:
Previous indoor ranging or localization systems achieving high accuracy time of flight (ToF) estimation relied on two key points. One is to do strict time and frequency synchronization between the transmitter and receiver to eliminate equipment asynchronous errors such as carrier frequency offset (CFO), but this is difficult to achieve in a practical communication system. The other one is to extend the total bandwidth of the communication because the accuracy of ToF estimation is proportional to the bandwidth, and the larger the total bandwidth, the higher the accuracy of ToF estimation obtained. For example, ultra-wideband (UWB) technology is implemented based on this theory, but high precision ToF estimation is difficult to achieve in common WiFi or Bluetooth systems with lower bandwidth compared to UWB. Therefore, it is meaningful to study how to achieve high-precision ranging with lower bandwidth when the transmitter and receiver are asynchronous. To tackle the above problems, we propose a two-way channel error elimination theory and a frequency hopping-based carrier phase ranging algorithm to achieve high accuracy ranging under asynchronous conditions. The two-way channel error elimination theory uses the symmetry property of the two-way channel to solve the asynchronous phase error caused by the asynchronous transmitter and receiver, and we also study the effect of the two-way channel generation time difference on the phase according to the characteristics of different hardware devices. The frequency hopping-based carrier phase ranging algorithm uses frequency hopping to extend the equivalent bandwidth and incorporates a carrier phase ranging algorithm with multipath resolution to achieve a ranging accuracy comparable to that of UWB at 400 MHz bandwidth in the typical 80 MHz bandwidth of commercial WiFi. Finally, to verify the validity of the algorithm, we implement this theory using a software radio platform, and the actual experimental results show that the method proposed in this paper has a median ranging error of 5.4 cm in the 5 m range, 7 cm in the 10 m range, and 10.8 cm in the 20 m range for a total bandwidth of 80 MHz.Keywords: frequency hopping, phase error elimination, carrier phase, ranging
Procedia PDF Downloads 1222 GAILoc: Improving Fingerprinting-Based Localization System Using Generative Artificial Intelligence
Authors: Getaneh Berie Tarekegn
Abstract:
A precise localization system is crucial for many artificial intelligence Internet of Things (AI-IoT) applications in the era of smart cities. Their applications include traffic monitoring, emergency alarming, environmental monitoring, location-based advertising, intelligent transportation, and smart health care. The most common method for providing continuous positioning services in outdoor environments is by using a global navigation satellite system (GNSS). Due to nonline-of-sight, multipath, and weather conditions, GNSS systems do not perform well in dense urban, urban, and suburban areas.This paper proposes a generative AI-based positioning scheme for large-scale wireless settings using fingerprinting techniques. In this article, we presented a novel semi-supervised deep convolutional generative adversarial network (S-DCGAN)-based radio map construction method for real-time device localization. We also employed a reliable signal fingerprint feature extraction method with t-distributed stochastic neighbor embedding (t-SNE), which extracts dominant features while eliminating noise from hybrid WLAN and long-term evolution (LTE) fingerprints. The proposed scheme reduced the workload of site surveying required to build the fingerprint database by up to 78.5% and significantly improved positioning accuracy. The results show that the average positioning error of GAILoc is less than 39 cm, and more than 90% of the errors are less than 82 cm. That is, numerical results proved that, in comparison to traditional methods, the proposed SRCLoc method can significantly improve positioning performance and reduce radio map construction costs.Keywords: location-aware services, feature extraction technique, generative adversarial network, long short-term memory, support vector machine
Procedia PDF Downloads 751 From Avatars to Humans: A Hybrid World Theory and Human Computer Interaction Experimentations with Virtual Reality Technologies
Authors: Juan Pablo Bertuzzi, Mauro Chiarella
Abstract:
Employing a communication studies perspective and a socio-technological approach, this paper introduces a theoretical framework for understanding the concept of hybrid world; the avatarization phenomena; and the communicational archetype of co-hybridization. This analysis intends to make a contribution to future design of virtual reality experimental applications. Ultimately, this paper presents an ongoing research project that proposes the study of human-avatar interactions in digital educational environments, as well as an innovative reflection on inner digital communication. The aforementioned project presents the analysis of human-avatar interactions, through the development of an interactive experience in virtual reality. The goal is to generate an innovative communicational dimension that could reinforce the hypotheses presented throughout this paper. Being thought for its initial application in educational environments, the analysis and results of this research are dependent and have been prepared in regard of a meticulous planning of: the conception of a 3D digital platform; the interactive game objects; the AI or computer avatars; the human representation as hybrid avatars; and lastly, the potential of immersion, ergonomics and control diversity that can provide the virtual reality system and the game engine that were chosen. The project is divided in two main axes: The first part is the structural one, as it is mandatory for the construction of an original prototype. The 3D model is inspired by the physical space that belongs to an academic institution. The incorporation of smart objects, avatars, game mechanics, game objects, and a dialogue system will be part of the prototype. These elements have all the objective of gamifying the educational environment. To generate a continuous participation and a large amount of interactions, the digital world will be navigable both, in a conventional device and in a virtual reality system. This decision is made, practically, to facilitate the communication between students and teachers; and strategically, because it will help to a faster population of the digital environment. The second part is concentrated to content production and further data analysis. The challenge is to offer a scenario’s diversity that compels users to interact and to question their digital embodiment. The multipath narrative content that is being applied is focused on the subjects covered in this paper. Furthermore, the experience with virtual reality devices proposes users to experiment in a mixture of a seemingly infinite digital world and a small physical area of movement. This combination will lead the narrative content and it will be crucial in order to restrict user’s interactions. The main point is to stimulate and to grow in the user the need of his hybrid avatar’s help. By building an inner communication between user’s physicality and user’s digital extension, the interactions will serve as a self-guide through the gameworld. This is the first attempt to make explicit the avatarization phenomena and to further analyze the communicational archetype of co-hybridization. The challenge of the upcoming years will be to take advantage from these forms of generalized avatarization, in order to create awareness and establish innovative forms of hybridization.Keywords: avatar, hybrid worlds, socio-technology, virtual reality
Procedia PDF Downloads 142