25,347,206 research outputs found

    Back Matter 10 (4)

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    State Highlights 4/10/1942

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    This is the student newspaper from Western State High School, the high school that was on the campus of Western Michigan University, then called State Highlights, in 1942

    Volume 10, Number 4 – January 1930

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    Volume 10, Number 4 – January 1930. 38pages including covers and advertisements. Hickey, Carroll, Epiphany Lilly, Daniel M., Soldier of Fortune Meister, Joseph, Flight Hickey, Carroll, On Millet\u27s Painting, \u27The Angelus\u27 Gorman, John P., Alumni Notes Daniels, Ralph S., Editorial Hickey, Carroll, Exchange Quirk, Charles C., Chronicle Carlson, Edward, Guzman Hall Krieger, John E., Athletic

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    A Framework for Megascale Agent Based Model Simulations on Graphics Processing Units

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    Agent-based modeling is a technique for modeling dynamic systems from the bottom up. Individual elements of the system are represented computationally as agents. The system-level behaviors emerge from the micro-level interactions of the agents. Contemporary state-of-the-art agent-based modeling toolkits are essentially discrete-event simulators designed to execute serially on the Central Processing Unit (CPU). They simulate Agent-Based Models (ABMs) by executing agent actions one at a time. In addition to imposing an un-natural execution order, these toolkits have limited scalability. In this article, we investigate data-parallel computer architectures such as Graphics Processing Units (GPUs) to simulate large scale ABMs. We have developed a series of efficient, data parallel algorithms for handling environment updates, various agent interactions, agent death and replication, and gathering statistics. We present three fundamental innovations that provide unprecedented scalability. The first is a novel stochastic memory allocator which enables parallel agent replication in O(1) average time. The second is a technique for resolving precedence constraints for agent actions in parallel. The third is a method that uses specialized graphics hardware, to gather and process statistical measures. These techniques have been implemented on a modern day GPU resulting in a substantial performance increase. We believe that our system is the first ever completely GPU based agent simulation framework. Although GPUs are the focus of our current implementations, our techniques can easily be adapted to other data-parallel architectures. We have benchmarked our framework against contemporary toolkits using two popular ABMs, namely, SugarScape and StupidModel.GPGPU, Agent Based Modeling, Data Parallel Algorithms, Stochastic Simulations

    'I' and 'We' Identities – an Eliasian Perspective on Lesbian and Gay Identities'

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    Lesbian and gay sociology has witnessed a reflexive turn in recent years, which emphasises choice, self-creation and self-determination in the formation of sexual identities. Individuals are involved in, what Giddens (1991) called, a 'project of self' or a 'reflexive biography', which allows them to engage in a dynamic and constantly evolving process of defining and re-defining their self-identity. Identity becomes fluid, fragmented and plastic. In a recent issue of this journal, Brian Heaphy argued that such accounts of lesbian and gay reflexivity are partial and fail to take account of the ways in which structural factors continue to limit one's choice narrative and he proposed a move towards a reflexive sociology, rather than a sociology of reflexivity. This article seeks to develop Heaphy's argument further and suggests that the limitation of theories of reflexivity lies in their inability to adequately account for the continued significance of collectivity, interdependency and human relations in shaping an individual's identity. Drawing on Norbert Elias' figurational sociology, it will be argued that against a reflexive model of identity that privileges individualism, choice and creativity over collectivity and material constraints, there is a pressing need to revisit and re-establish our interdependent relationships with one another.Gay, Lesbian, Elias, Reflexivity, Figurational Sociology, Habitus
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