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About this paper

Taku Yamazaki, Kaito Watanabe, Tatsuya Kase, Kenta Hasegawa, Koki Saida, Takumi Miyoshi

A unified 3D mobile crowdsensing architecture combines LiDAR-equipped consumer devices, gamified and wearable data collection, Geohash-based storage, point-cloud registration, and web visualization for maintaining urban digital twins. Campus studies show that gamification improves reported enjoyment and accomplishment, while filtering reduces passive-sensing data from 1,033,942 to 202,334 points; registration remains reliable with moderate missing data but degrades as observations become sparser.

Key insights

  • Gamification links user incentives to sensing coverage: participants reported higher enjoyment and accomplishment and showed a stated preference for scanning uncolored or opposing-team areas.
  • Passive wearable sensing can collect route-scale spatial data without deliberate user interaction, but confidence/depth filtering is essential because unreliable points and metadata substantially increase storage requirements.
  • Spatial partitioning makes registration more tractable by restricting alignment to relevant regions, although registration performance falls when too much of a newly captured point cloud is missing.

Summary by alphaXiv.

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