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Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine
Quantifying the number of occupants in an indoor space is useful for a wide variety of applications. Attempts have been made at solving the task using passive infrared (PIR) motion sensor data together with supervised learning methods. Collecting a large labeled dataset containing both PIR motion se...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8662402/ https://www.ncbi.nlm.nih.gov/pubmed/34884081 http://dx.doi.org/10.3390/s21238078 |
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author | Stefansson, Petter Karlsson, Fredrik Persson, Magnus Olsson, Carl Magnus |
author_facet | Stefansson, Petter Karlsson, Fredrik Persson, Magnus Olsson, Carl Magnus |
author_sort | Stefansson, Petter |
collection | PubMed |
description | Quantifying the number of occupants in an indoor space is useful for a wide variety of applications. Attempts have been made at solving the task using passive infrared (PIR) motion sensor data together with supervised learning methods. Collecting a large labeled dataset containing both PIR motion sensor data and ground truth people count is however time-consuming, often requiring one hour of observation for each hour of data gathered. In this paper, a method is proposed for generating such data synthetically. A simulator is developed in the Unity game engine capable of producing synthetic PIR motion sensor data by detecting simulated occupants. The accuracy of the simulator is tested by replicating a real-world meeting room inside the simulator and conducting an experiment where a set of choreographed movements are performed in the simulated environment as well as the real room. In 34 out of 50 tested situations, the output from the simulated PIR sensors is comparable to the output from the real-world PIR sensors. The developed simulator is also used to study how a PIR sensor’s output changes depending on where in a room a motion is carried out. Through this, the relationship between sensor output and spatial position of a motion is discovered to be highly non-linear, which highlights some of the difficulties associated with mapping PIR data to occupancy count. |
format | Online Article Text |
id | pubmed-8662402 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-86624022021-12-11 Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine Stefansson, Petter Karlsson, Fredrik Persson, Magnus Olsson, Carl Magnus Sensors (Basel) Article Quantifying the number of occupants in an indoor space is useful for a wide variety of applications. Attempts have been made at solving the task using passive infrared (PIR) motion sensor data together with supervised learning methods. Collecting a large labeled dataset containing both PIR motion sensor data and ground truth people count is however time-consuming, often requiring one hour of observation for each hour of data gathered. In this paper, a method is proposed for generating such data synthetically. A simulator is developed in the Unity game engine capable of producing synthetic PIR motion sensor data by detecting simulated occupants. The accuracy of the simulator is tested by replicating a real-world meeting room inside the simulator and conducting an experiment where a set of choreographed movements are performed in the simulated environment as well as the real room. In 34 out of 50 tested situations, the output from the simulated PIR sensors is comparable to the output from the real-world PIR sensors. The developed simulator is also used to study how a PIR sensor’s output changes depending on where in a room a motion is carried out. Through this, the relationship between sensor output and spatial position of a motion is discovered to be highly non-linear, which highlights some of the difficulties associated with mapping PIR data to occupancy count. MDPI 2021-12-02 /pmc/articles/PMC8662402/ /pubmed/34884081 http://dx.doi.org/10.3390/s21238078 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Stefansson, Petter Karlsson, Fredrik Persson, Magnus Olsson, Carl Magnus Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title | Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title_full | Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title_fullStr | Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title_full_unstemmed | Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title_short | Synthetic Generation of Passive Infrared Motion Sensor Data Using a Game Engine |
title_sort | synthetic generation of passive infrared motion sensor data using a game engine |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8662402/ https://www.ncbi.nlm.nih.gov/pubmed/34884081 http://dx.doi.org/10.3390/s21238078 |
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