2,479 research outputs found
Insights from computational modelling and simulation towards promoting public health among African countries
One of the problems associated with some African countries is the increasing trend of
road mortality as a result of road fatalities. This has been a major concern. The negative
impacts of these on public health cannot be underestimated. An issue of concern is the
high record of casualties being recorded on an annual basis as a result of over-speeding,
overtaking at dangerous bends, alcohol influence and non-chalant attitude of drivers to
driving. The aim of this research is to explore and adapt the knowledge of finite state
algorithm, modeling and simulation to design and implement a novel prototype of an
advanced traffic light system towards promoting public health among African countries.
Here, we specify and built a model of an advanced wireless traffic control system, which
will help complement existing traffic control systems among African countries. This
prototype is named Advanced Wireless Traffic Control System (WPDTCS). We developed
this model using an event-driven programming approach. The technical details of the
model were based on knowledge adapted from the Finite State Automation Transition
algorithm. It is expected that the AWTCS will promote the evolution of teaching in
modeling, simulation, public safety by offering trainees an advanced pedagogical
product. It will also permit to strengthen the collaboration of knowledge from the fields
of Computer Science, Public health, and Electrical Engineering.
Keywords: public health, public safety, modelling , simulation, pr
Fast Color Quantization Using Weighted Sort-Means Clustering
Color quantization is an important operation with numerous applications in
graphics and image processing. Most quantization methods are essentially based
on data clustering algorithms. However, despite its popularity as a general
purpose clustering algorithm, k-means has not received much respect in the
color quantization literature because of its high computational requirements
and sensitivity to initialization. In this paper, a fast color quantization
method based on k-means is presented. The method involves several modifications
to the conventional (batch) k-means algorithm including data reduction, sample
weighting, and the use of triangle inequality to speed up the nearest neighbor
search. Experiments on a diverse set of images demonstrate that, with the
proposed modifications, k-means becomes very competitive with state-of-the-art
color quantization methods in terms of both effectiveness and efficiency.Comment: 30 pages, 2 figures, 4 table
On the definition of non-player character behaviour for real-time simulated virtual environments.
Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence
techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games'
virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in
game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been
significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be
vastly improved by the addition of a programming language.
This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the
definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single
unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games
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