Yan Feng

h-index9
2papers
596citations

2 Papers

2.0CVOct 16, 2024Code
Sparse Prototype Network for Explainable Pedestrian Behavior Prediction

Yan Feng, Alexander Carballo, Kazuya Takeda

Predicting pedestrian behavior is challenging yet crucial for applications such as autonomous driving and smart city. Recent deep learning models have achieved remarkable performance in making accurate predictions, but they fail to provide explanations of their inner workings. One reason for this problem is the multi-modal inputs. To bridge this gap, we present Sparse Prototype Network (SPN), an explainable method designed to simultaneously predict a pedestrian's future action, trajectory, and pose. SPN leverages an intermediate prototype bottleneck layer to provide sample-based explanations for its predictions. The prototypes are modality-independent, meaning that they can correspond to any modality from the input. Therefore, SPN can extend to arbitrary combinations of modalities. Regularized by mono-semanticity and clustering constraints, the prototypes learn consistent and human-understandable features and achieve state-of-the-art performance on action, trajectory and pose prediction on TITAN and PIE. Finally, we propose a metric named Top-K Mono-semanticity Scale to quantitatively evaluate the explainability. Qualitative results show the positive correlation between sparsity and explainability. Code available at https://github.com/Equinoxxxxx/SPN.

6.4HCMar 2, 2021
Development of a VR tool to study pedestrian route and exit choice behaviour in a multi-story building

Yan Feng, Dorine Duives, Serge Hoogendoorn

Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to investigate pedestrian route and exit choice in a multi-story building. This tool supports free navigation and collects pedestrian walking trajectories, head movements and gaze points automatically. An experiment was conducted to evaluate the VR tool from objective standpoints (i.e., pedestrian behaviour) and subjective standpoints (i.e., the feeling of presence, system usability, simulation sickness). The results show that the VR tool allows for accurate collection of pedestrian behavioural data in the complex building. Moreover, the results of the questionnaire report high realism of the virtual environment, high immersive feeling, high usability, and low simulator sickness. This paper contributes by showcasing an innovative approach of applying VR technologies to study pedestrian behaviour in complex and realistic environments.