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 embodied navigation


Sensing, Social, and Motion Intelligence in Embodied Navigation: A Comprehensive Survey

Xiong, Chaoran, Huang, Yulong, Yu, Fangwen, Chen, Changhao, Wang, Yue, Xia, Songpengchen, Pei, Ling

arXiv.org Artificial Intelligence

Embodied navigation (EN) advances traditional navigation by enabling robots to perform complex egocentric tasks through sensing, social, and motion intelligence. In contrast to classic methodologies that rely on explicit localization and pre-defined maps, EN leverages egocentric perception and human-like interaction strategies. This survey introduces a comprehensive EN formulation structured into five stages: Transition, Observation, Fusion, Reward-policy construction, and Action (TOFRA). The TOFRA framework serves to synthesize the current state of the art, provide a critical review of relevant platforms and evaluation metrics, and identify critical open research challenges. A list of studies is available at https://github.com/Franky-X/Awesome-Embodied-Navigation.


Embodied Navigation at the Art Gallery - Technology Org

#artificialintelligence

Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information.


Embodied Navigation at the Art Gallery

Bigazzi, Roberto, Landi, Federico, Cascianelli, Silvia, Cornia, Marcella, Baraldi, Lorenzo, Cucchiara, Rita

arXiv.org Artificial Intelligence

Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information. This feature is challenging for occupancy-based agents which are usually trained in crowded domestic environments with plenty of occupancy information. Additionally, we annotate the coordinates of the main points of interest inside the museum, such as paintings, statues, and other items. Thanks to this manual process, we deliver a new benchmark for PointGoal navigation inside this new space. Trajectories in this dataset are far more complex and lengthy than existing ground-truth paths for navigation in Gibson and Matterport3D. We carry on extensive experimental evaluation using our new space for evaluation and prove that existing methods hardly adapt to this scenario. As such, we believe that the availability of this 3D model will foster future research and help improve existing solutions.


Out of the Box: Embodied Navigation in the Real World

Bigazzi, Roberto, Landi, Federico, Cornia, Marcella, Cascianelli, Silvia, Baraldi, Lorenzo, Cucchiara, Rita

arXiv.org Artificial Intelligence

The research field of Embodied AI has witnessed substantial progress in visual navigation and exploration thanks to powerful simulating platforms and the availability of 3D data of indoor and photorealistic environments. These two factors have opened the doors to a new generation of intelligent agents capable of achieving nearly perfect PointGoal Navigation. However, such architectures are commonly trained with millions, if not billions, of frames and tested in simulation. Together with great enthusiasm, these results yield a question: how many researchers will effectively benefit from these advances? In this work, we detail how to transfer the knowledge acquired in simulation into the real world. To that end, we describe the architectural discrepancies that damage the Sim2Real adaptation ability of models trained on the Habitat simulator and propose a novel solution tailored towards the deployment in real-world scenarios. We then deploy our models on a LoCoBot, a Low-Cost Robot equipped with a single Intel RealSense camera. Different from previous work, our testing scene is unavailable to the agent in simulation. The environment is also inaccessible to the agent beforehand, so it cannot count on scene-specific semantic priors. In this way, we reproduce a setting in which a research group (potentially from other fields) needs to employ the agent visual navigation capabilities as-a-Service. Our experiments indicate that it is possible to achieve satisfying results when deploying the obtained model in the real world. Our code and models are available at https://github.com/aimagelab/LoCoNav.