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Remote Sensing
  • Article
  • Open Access

17 December 2019

A Generic Approach toward Indoor Navigation and Pathfinding with Robust Marker Tracking

,
and
1
Interactive Media Design Lab, Nara Institute of Science and Technology, Nara 630-0192, Japan
2
Department of Computer Science and IT, University of Malakand, Chakdara 18800, Pakistan
*
Author to whom correspondence should be addressed.

Abstract

Indoor navigation and localization has gained a key attention of the researchers in the recent decades. Various technologies such as WiFi, Bluetooth, Ultra Wideband (UWB), and Radio-frequency identification (RFID) have been used for indoor navigation and localization. However, most of these existing methods often fail in providing a reasonable solution to the key challenges such as implementation cost, accuracy and extendibility. In this paper, we proposed a low-cost, and extendable framework for indoor navigation. We used simple markers printed on the paper, and placed on ceilings of the building. These markers are detected by a smartphone’s camera, and the audio and visual information associated with these markers are used as a user guidance. The system finds shortest path between any two arbitrary nodes for user navigation. In addition, it is extendable having the capability to cover new sections by installing new nodes at any place in the building. The system can be used for guidance of the blind people, tourists and new visitors in an indoor environment. The evaluation results reveal that the proposed system can guide users toward their destination in an efficient and accurate manner.

1. Introduction

Indoor navigation systems are rapidly growing with amazing technologies. Typically, these systems are used for assistance of disabled or aged people, robot path planning, AR gaming, tourist’s guidance, and training [1,2]. Indoor navigation systems are aimed with either infrastructure-dependent systems [3,4] which use sensors embedded in the environment for user tracking or infrastructure-independent systems [5]. Typically, a user navigating in an indoor environment needs two types of information including his/her own position and a path toward his/her specific destination [5]. A recent study [6] identified the following challenges usually considered for navigation and localization of user in large scale environments.
(1)
Accuracy and continuity: The accuracy and continuity of locations are important, especially for visually impaired people. For a real-time guidance, a localization accuracy of about two meters is desired. A higher localization error could mislead a user on a wrong path or cause collision in the environment.
(2)
Scaling and extendibility: A number of previous methods are available for single story and 2D plan environments [7]. However, most of the buildings such as shopping malls, universities, and hospitals have multistory buildings. User localization in such multi-story building is further challenging, for example, localization across floors and during floor transition. Similarly, extending an existing indoor system in a building to the new areas such as adding a new floor or installing new rooms is further challenging, where existing methods often failed.
(3)
Signal strength: Some of the state-of-the-art methods are concerned with signal processing. These methods suffer from signal issues, for example some devices may receive weak signals than others.
(4)
Computational cost and efficiency: The computational cost is another challenging issue, especial for large-scale buildings. Efficient methods are required to accurately localize a user in real time.
(5)
Motion recognition: To recognize a user from the walking style or to detect users’ steps during walking is also a challenging issue. It helps in accurate localization and time calculation to reach a destination. However, incase if the internal sensors missed the steps, it may cause a noticeable localization error.
(6)
Delay Detection: The delay in signal is also a challenging issue in indoor navigation. The delayed data may cause to mislead a user, particularly at decision points such as corridor intersections, stairs, and entrances.
In addition to the aforementioned challenges, other issues include the installation cost (money, time, space, weight, and energy), complexity (software, and hardware) and robustness [8]. To address these issues different methods have been proposed. However, there is no generic system that covers most of these issues. For example, Global Positioning System (GPS) is considered as a de facto standard and ideal solution for outdoor navigation and user tracking [9]. However, in large multi-floor indoor environments, GPS signals become weak, and lose the accuracy and robustness. Similarly, other state-of-the-art systems have also achieved significant achievements in indoor navigation. However, most of these systems have the common limitations including high cost, low accuracy, signals issues, difficult to install and use, specific to a particular building (not generic) and not extendable. For example, infrastructure-dependent systems [3,4] demand for a high cost. Similarly, cascaded deep neural network (CDNN) [10] suffers from computational complexity and minimal accuracy.
A realistic solution is the use of ARToolKit [11] markers i.e., black-and-white images printed on the papers and placed on ceiling traced by a video camera. This method of ARToolKit markers was proposed in a previous work [12] of this project. However, the method [12] was specific for blind users, not extendable, used manual paths planning, and it losses robustness if light is not optimal. In addition, the users have to use laptop which is difficult for a user to carry while navigating in the indoor environment.
To the best of our knowledge, there is no mechanism for user guidance and navigation in indoor environments to provide an optimal solution to the aforementioned issues. Therefore, a robust system that may cover most of these issues is highly demanded.
In this paper, we present a simple, easy-to-use, low-cost, and generic navigation system for navigation in complex indoor environments. The system is based on the ARToolKit [11] markers placed on the ceiling of the building, and recognized with a smartphone’s camera. These markers are associated with location information, audio/textual information, and the connectivity with other markers in the building. The system can be used by blind peoples and new visitors including tourists and guests to find their destination in a new indoor environment. The proposed system works in three different modes. It has the capability to guide a user from a source to destination via a shortest path (guided mode). User can check his/her current position (Free mode). The administrator can extend the number of markers at any place (Admin mode). The proposed system is generic and can be implemented in any building. It has the capability of extensions to new areas such as new floor in the building. The extension is achieved by installing new markers in the environment and building their connection with existing markers. The system was implemented and evaluated in the new academic building of the University of Malakand, Chakdara 18800, Dir Lower, Pakistan. The evaluation results reveal that the proposed system can guide the users toward their destination in an efficient and accurate manner. The system was evaluated with system usability scale (SUS)-questionnaire [13], as well as another simple questionnaire. The subjective results showed a significant achievement in the system usability. The calculated SUS score was 92.0 . The application is freely downloadable from the link: http://www.techsoftmkd.net.
In summary, we have the following contributions.
  • We proposed a smartphone-based indoor navigation system with automatic path generation and user guidance in audio/textual form.
  • The proposed system is efficient, low-cost, accurate, easy-to-install, and easy-to-use.
  • The system is implemented as an extendable android application, which allows the building administrator to manage floor plans, and add or delete new nodes (Fiducial markers) with corresponding audio/textual information. It is generic and can be implemented in any arbitrary indoor environment.
  • We evaluated the proposed system with users using four different paths of navigation in an indoor environment, and found it accurate and efficient.
The rest of the paper is organized as follows. Section 2 presents the basic terms including Augmented Reality, fiducial markers and ARToolKit. Section 3 presents the related work. Section 4 presents our system with different modules in it. Section 5 presents the system evaluation and experimental results. Section 6 provides discussion on the results and concludes the paper with future plan.

2. Preliminaries and Definitions

In this section, we described basic terms including Augmented Reality (AR), and different toolkits used for AR marker tracking.

2.1. Augmented Reality

Augmented Reality (AR) attempts to superimpose virtual information over the real environment to improve its information to viewers. AR is used in many fields such as industrial manufacturing, medical visualization, entertainment, consumer design, education, training, finding direction, object identification, location oriented communication, aircraft localization and pilot assistance, military aircraft navigation, and others [14].

2.2. Fiducial Markers and ARToolKit

Fiducial markers are patterns like images printed on papers tracked by a video camera for pose estimation, virtual overlay, human computer interaction or other purposes. Different toolkits are available for marker tracking such as ARTag [15], ARToolKit [11], AruCo [16,17], and ARToolKitPlus [18]. Figure 1 shows different examples of ARToolKit markers.
Figure 1. Examples of ARToolKit markers [19].
Marker-based tracking is commonly used in AR, where predefined markers are placed in real scene for pose estimation and overlaying the virtual objects [20]. ARToolKit [11] uses markers to translate and rotate virtual objects over the real world environment [21].
ARToolKit is an open source, well-documented and easy-to-use marker tracking system, that is considered among the pioneer’s toolkits for marker-based AR applications. Similarly, other toolkits such as ARTag and ARToolKitPlus were later introduced [22]. The National Research Council of Canada introduced ARTag which is also gaining popularity in the recent AR systems due to its improved performance [23,24]. Most of the toolkits use square-shaped markers, which is easy for pose calculation [25]. However, some marker tracking systems also use other shape of markers instead of a square [26].

4. Our Method

The main goal of this study is to design a system that is easy to deploy, low-cost, and produces accurate results with comparatively less computing power. Figure 3 illustrates a block diagram of the proposed system, in which a user employs the mobile application to interact with the fiducial markers and receives location-based guidance information in auditory form. This information is stored as textual description of the location, which is converted to audio using a text-to-speech module. If a text-to-speech module is not available for a certain language, we store this information as direct audio files, being recorded by the building administrator.
Figure 3. Block diagram of the overall system for user guidance within an indoor environment.
The system has the following key features.
  • We designed a low-cost navigation system that uses simple fiducial markers. The markers are printed on a plain paper, and placed on the ceilings of the building near different places such as offices, stairs, rooms, and corridors (see Figure 4).
    Figure 4. Marker deployment in the corridor of the building.
  • The system automatically generates path by detecting and connecting the fiducial markers with the help of a smartphone camera and creates a graph in the phone by connecting the markers.
  • The system has audio/textual information played/displayed to guide the user upon the recognition of each marker.
  • The user is guided toward a given destination by following a shortest path inside a single or multi-floor building.
  • The system is dynamically extendable. It provides a way to edit an already generated path, and to extend it for incorporating newly deployed markers in the building.
Figure 5 shows different screenshots of the smartphone, describing various modules and modes of the proposed system. In the administrative mode the system requires login information. The administrator can do different activities such as to extend the markers, delete the markers and update the maps. The free mode is for the end-users to access the markers via their smartphone and navigate in the building through the guidance provided by the application. Different modules of the proposed system are described in the following subsections. Some of these modules are concerned with installation, while others are executed at user side.
Figure 5. Different functionalities of the proposed system. Left: Mode selection. Middle: Map selection. Right: Different locations in the building. The user will set his/her destination.

4.1. Algorithm Overview and Marker Placement

We have tested our system at the University of Malakand, Pakistan. However, the proposed system is generic and can be applied in any building. In this regard, we have designed 512 markers. These markers can be used to mark different nodes in the building. The first step is the system installation by the administrator. The administrator will download the markers, print and place at different places.
The markers should be placed in parallel to the user path (see Figure 6). Then all these markers are scanned via our algorithm. Our algorithm allows the administrator to follow the easy instruction and prepare the application for a specific building for the end-users. There are two phases of marker scanning by the administrator. The first scan ensures the inter connectivity among the markers. In the second phase of marker scanning the audio information are given in correspondence to specific locations. These information can be an audio file or a text (to be converted via text-to-speech conversion). Furthermore, the map information are also added in the second scan.
Figure 6. Marker placement in the building. (a): The marker is placed in parallel to the corridor (correct). (b): Wrong placement (not parallel).

4.2. Path Generation and Augmentation

Path generation process is an installation step to make a connection among all the markers installed in the building, and to identify the indoor paths in the building. Path generation works as follows.
ARToolKit markers are prepared and printed on plain paper for sticking them on the ceiling of the building at different locations such as offices, laboratories, stairs, corridors, and restrooms. With our Android application installed on a smartphone, the user (Administrator) scans these markers by traversing throughout the building. The markers are detected one by one and each marker is added as a new node in floor graph. On the detection of a subsequent marker, it is connected to the previous marker. Considering that the algorithm has tracked a previous marker m 1 and it is currently tracking marker m 2 ); the steps for guidance a user along the path are described as follows.
  • θ A n g l e ( C a m e r a y , M a r k e r y )
  • Switch( θ )
    Case: 0 : “Direct straight”
    Case: 90 : “Direct right”
    Case: 180 : “Direct back”
    Case: 270 : “Direct left”
  • End.
Suppose we have detected the first marker m 1 and created its node in the graph. Upon the detection of next marker m 2 , the application checks the angle θ between the y-axis of the camera and the y-axis of the marker. The θ does not need to be in exact line with the aforementioned measurements; instead, we take a range of [ + 45 , 44 ] for calculating direction. For example, connecting new marker in left direction (i.e., 270 ) to the previous marker we consider 225 θ 314 . The marker interconnection is depicted in the Figure 7. Figure 4 shows an image of the corridor with markers being deployed on the ceiling adjacent to each key-point location.
Figure 7. Direction calculation during marker interconnection.
Similarly, the administrator also need to install the auditory and textual information. In this regard, all the installed markers are again traversed via the smartphone’s camera. These audio and textual information are used to guide a user inside the building for navigation and localization. The path augmentation procedure works as follows.
When the application detects a marker, the user is asked to provide the corresponding audio or textual information to be stored in the database. In addition, the distance among a series of markers are also stored. Figure 8 depicts the path generation and augmentation process using a block diagram. The marker database created with path generation algorithm is then augmented with auditory and textual details using the path augmenting procedure.
Figure 8. Path generation and augmentation process.

4.3. Path Extension

Path extension is usually needed when we have generated and augmented all the markers in a building, and we need to add new markers to cover further additional areas in the building. These new markers are added to the existing floor graph with the path extension algorithm.
Here the administrator has to execute the path extension module. This module allows the administrator to scan an existing marker as a starting point, where the he/she wants to add the new marker(s); followed by a list of new markers. Finally, the administrator has to complete the extension by adding a second existing marker from previously installed markers if the new markers are installed inside in the marker loop. Alternatively, he/she should press complete extensions if the new markers are at the end of previously installed markers.
As given in Figure 9a, we deployed new markers in the building, depicted as circles with gray shades. With the path extension interface of the android application, we select the marker (id: 7) and move towards the new marker (id: 8). In this manner, we move along the new path and scan each of the marker to connect it to the existing path.
Figure 9. The extension mechanism. (a) Deploying new markers in the building. (b) Extending path-1 to include the new markers.

4.4. User Guidance

Guiding a user inside a building is the main objective of this research. User guidance procedure works as follows.
The user selects a destination from a list (see Figure 5). User is directed toward the first nearest marker m 1 . Based on the connectivity of marker nodes in the floor graph, the application determines the shortest path to the destination starting from m 1 using Dijkstra’s shortest path algorithm [54]. On this path, for the next marker m 2 , the application uses the marker connection information (Figure 7) to guide the user. With detection of each marker the application gives audio/textual information to guide the user until he/she reaches his/her final destination. The application announces new information as a user guidance dynamically with detection of each marker placed in the calculated path. Figure 10 shows the guidance/directions given after detecting each markers in the path while traveling from one node to another one. The application may fail to detect the marker if there is no enough light in the environment [55]. To solve this issue, the smartphone’s lighting-torch is automatically switched on when the light goes down than the optimal threshold. The lower threshold for light intensity is 55 F C , that was identified in our previous study [55].
Figure 10. Guidance direction calculation at each marker when detected by camera.

5. Experimental Study and Results

We have selected the first and second floor of the Academic Block building, located in University of Malakand, Pakistan for demonstration and testing of the system. We deployed ARToolKit markers along the corridors on the ceilings adjacent to key points like classrooms, offices, and stairs. Figure 11 shows east side portion of the second floor of the building (i.e., The Department of Computer Science). The west side of the second floor has also a similar structure. Similarly, the first floor also has a similar design like the second floor.
Figure 11. The indoor environment for the experiments. Top: Second floor. Bottom: First floor. The four paths selected for experiments are highlighted with colors. Light green color represents path 1, dark green color represents path 2, brown color represents path 3, and the red color represents path 4.
We selected four different paths in the building for testing the proposed algorithms. There were five stairs at various locations from first floor to the second floor of the building. Table 1 provides the details of the four selected paths. The selected paths are shown in Figure 11 and Figure 12. These paths are described as follows.
Table 1. Details of selected paths.
Figure 12. Layout of the selected paths for the experiments.
Path-1:
This path goes across the corridor of first floor from one of the office (ID: 7) up to a classroom (ID: 22) on the same floor.
Path-2:
It starts at a classroom (ID: 24) on the first floor and reaches an office (ID: 75) on the second floor across stairs (ID: 72-73).
Path-3:
It starts at a classroom (ID: 25) on the first floor and follows to a classroom (ID: 34) on the second floor across stairs (ID: 46-42)
Path-4:
It starts at a classroom (ID: 25) to a hall (ID: 75) on the second floor across stairs (ID: 51-55).

5.1. Guidance Test

We evaluated the system with experiments by ten different users (with age between 22 years to 38 years) navigating along four different paths, as shown in Figure 12. Unfortunately, we did not find blind users. Therefore, to decrease the familiarity with the indoor building and its floor map, we covered up users’ eyes with a black cloth. Figure 13 shows a user navigating in the building during our experiments. All the users used the system for navigating on the four paths (Figure 12). During the experiments we counted the time taken, number of marker missed, and number of false detections. Figure 14 shows the average time taken in guidance along each selected path. Detail of user guidance evaluation on each path is given in Table 2.
Figure 13. A user navigating in the building using the proposed system. The eyes are covered with a black cloth so that the user cannot see anything and the navigation became fully dependent on the proposed system.
Figure 14. Average time taken in guidance along all the paths.
Table 2. Detail of user guidance evaluation on each path.

5.2. Evaluation and Results

During the system assessment, we evaluated various factors like (a) time to reach the destination from the starting key point, (b) whether a marker was missed from detection along the path, and (c) whether a marker was misinterpreted by the algorithm during identification.
Figure 14 shows the time average time taken along each path, whereas Table 2 shows the statistical results noted during the experiments. Regarding miss detection of markers, none of the markers was left from detection while the users moved with normal gaze along the paths. User-2 faced two times false detection during a run on Path-1, where the marker was not clearly identified, thus the direction was not correctly calculated. It happened due to low light on that specific marker while the smartphone was in normal range of light so the smartphone was failed to switch-on the torch for light. Subjective analyses: In order to analyze the users’ opinions about the proposed system, we conducted a subjective study. In this regard, we used standard method of system evaluation called system usability scale (SUS) [13]. SUS gives a single value that represents the overall usability of the system. It uses ten statements (see Table 3) about the system usability, answered by the users with numeric values from 1 to 5; where 1 indicates strongly disagree and 5 indicates strongly agree. In addition, we also used another simple questionnaire containing five more general questions.
Table 3. Subjective results collected from ten users using SUS questionnaire [13]. The total of the average scores is 36.8 and SUS score is 36.8 × 2.5 = 92.0 .
Table 3 shows the results collected using the ten statements of the SUS questionnaire [13]. For odd number statements the score is calculated as the scale value minus one, whereas for even statements it is calculated as 5 minus the scale value. Each row in Table 3 presents the opinions of all ten user about one particular statement. For example, in response to statement 1, nine users rated as 5 and one user voted it as 4; therefore, the average score is calculated as: [ ( ( 5 1 ) × 9 ) + ( ( 4 1 ) × 1 ) ] / 10 = 3.9 . Similarly, for statement 2, seven users voted 1 and three user voted 2, therefore the average value is calculated as: [ ( ( 5 1 ) × 7 ) + ( ( 5 2 ) × 3 ) ] / 10 = 3.7 . Here, the number 10 represents the total number of users, which is used for average calculation. In this manner, the total of the average scores was 36.8 and SUS score was 36.8 × 2.5 = 92.0 .
In addition, we asked five simple questions about different aspects including system reliability, user satisfaction, usability, response time, and free navigation. The participants were asked to rate these factors as poor, satisfactory, good, very good, and excellent based on their experience in the experiments. We asked the following questions from each user. The results are shown in Table 4 and Figure 15.
Table 4. Subjective results collected from the users after the experiments using a simple questionnaire.
Figure 15. Results collected from the users after performing the experiments.
Q. 1:
How much do you rate the system reliability?
Q. 2:
How much are you satisfied with the guidance information to get your destination?
Q. 3:
How much do you rate that the proposed system is easy to use?
Q. 4:
How much do you rate the response time?
Q. 5:
How much do you feel free while navigating with the proposed system?

6. Discussion and Conclusions

Typically, the main objective of an indoor navigation and localization system is to robustly and accurately localize the users in the indoor environment, and to guide them from source to destination in an efficient and easy manner. In our experiments, we asked the users to navigate through four different paths. The robustness of the system is ensured by controlling miss-detections and false detections of the markers. Similarly, the efficiency can be measured via counting the time to reach a destination. Subjective analysis helps to evaluate other qualitative features of the system.
Table 2 shows the results of our experiments. Ten users performed the experiments by navigating through four different paths. There were only two markers miss-detected in all the experiments. The results were with 3.1 % of false-detection (2 out of 64 markers were false identified) and 0 % miss-detections. Similarly, the time taken by each user for each path was also satisfactory. The results revealed that the proposed methodology is efficient, robust and accurate. The user satisfaction, system usability, ease of use and freedom in mobility were evaluated subjectively by interviewing the users with a questionnaire.
Table 4 shows the results of the subjective analysis. It shows that 90 % of the users rated the proposed system reliability as excellent and 10 % as very good. The participants were asked about their satisfaction while relying on the proposed system and the guidance provided for indoor navigation. The results show that 70 % rated the user satisfaction as excellent, 20 % as very good, and 10 % as good. Similarly, the usability was also rated as very good ( 20 % ) and excellent ( 80 % ), and the response time was rated as good ( 20 % ), very good ( 20 % ) and excellent ( 60 % ). Similarly, the freedom in mobility was rated as satisfactory ( 30 % ), good ( 10 % ), very good ( 20 % ) and excellent ( 40 % ).
Similarly, the system was evaluated with SUS questionnaire, which showed the overall usability of the system. SUS yielded a value of 92.0 . We are not aware of any existing indoor systems which has been evaluated with SUS, however, generally the value 92.0 indicates a significant achievement in the usability. The overall results indicate the significance of the proposed method and its ease of use. The system was evaluated by a sample of participant. Changing the users may yield somehow different results.

6.1. Limitations and Future Work

  • In our system, the user holds the smartphone in his/her hand, which is still not easy while navigating in the environment. Figure 16 shows a common and easy way of smartphone’s placement use in an existing method [56]. We are planning in future to handle this issue.
    Figure 16. An easy way of smartphone’s placement and its orientation [56].
  • The marker placement is still difficult and it may affect the beauty of the building. To address this issue we are planning to use hidden markers or tracking natural images.
  • In our experiments, we did not find visually impaired participant. Furthermore, we did not implement any existing system for possible comparison of the results.
  • One limitation of our work is that it directs the users in four directions including forward, backward, left, right. It requires a structured indoor environment. The marker placement is required to be parallel to the corresponding paths (see Figure 6). In future, we are planning to solve this issue. In addition, we are also planning to use the concept of hidden markers.

6.2. Conclusions

We proposed a novel approach towards assisting a user in indoor navigation and localization. The proposed solution consists of an automated system that can efficiently identify and generate paths inside a large building. Its deployment costs are very low, as compared to solutions provided by other researchers. Fiducial markers are printed on plain paper and pasted on the corridor ceilings. These markers are detected with a smartphone camera with the help of an android application. Audio/textual information are associated with all the installed markers. The guidance module lets the users to reach a destination over the shortest path in a single or multi-story building. Testing the system with real users and evaluating the data proved that the overall navigation system is an efficient, accurate, and an easy-to-use solution.

Author Contributions

S.U. initiated the main idea, S.N. implemented the software. D.K. wrote the paper. All the authors designed the experimental plan. S.U. and S.N. conducted the experiments, collected the results and reviewed the paper. S.U. supervised the project. All the authors finalized the paper.

Funding

This project is partially funded by IGNITE National Technology Fund (Formally known as ICT R&D Fund), Ministry of Information Technology, Government of Pakistan ( I C T R D F / T R & D / 2014 / 12 ).

Acknowledgments

We are thankful to the participants of the experiments. We are also thankful to the anonymous reviewers for their valuable comments.

Conflicts of Interest

The authors declare no conflict of interest.

Abbreviations

The following abbreviations are used in this manuscript:
UWBUltra wideband
RFIDRadio-frequency identification
IRInfrared
ARAugmented Reality
RSSReceived signal strength
VLCvisible light communications
OOKOn-and-off keying
LEDLight emitting diode
GPSGlobal positioning system
CDNNCascaded deep neural network
SUSSystem usability scale
NFCNear field communication

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