12,113 research outputs found
Towards agent-based crowd simulation in airports using games technology
We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating
navigation behaviour
The Immune System: the ultimate fractionated cyber-physical system
In this little vision paper we analyze the human immune system from a
computer science point of view with the aim of understanding the architecture
and features that allow robust, effective behavior to emerge from local sensing
and actions. We then recall the notion of fractionated cyber-physical systems,
and compare and contrast this to the immune system. We conclude with some
challenges.Comment: In Proceedings Festschrift for Dave Schmidt, arXiv:1309.455
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
Optimal crowd editing
International audienceSimulating realistic crowd behaviors is a challenging problem in computer graphics. Yet, several satisfying simulation models exhibiting natural pedestrians or group emerging behaviors exist. Choosing among these model generally depends on the considered crowd density or the topology of the environment. Conversely, achieving a user-desired kinematic or dynamic pattern at a given instant of the simulation reveals to be much more tedious. In this paper, a novel generic control methodology is proposed to solve this crowd editing issue. Our method relies on an adjoint formulation of the underlying optimization procedure. It is independent to a certain extent of the choice of the simulation model, and is designed to handle several forms of constraints. A variety of examples attesting the benefits of our approach are proposed, along with quantitative performance measures
Revisiting the theoretical basis of agent-based models for pedestrian dynamics
Robust agent-based models for pedestrian dynamics, which can predict the
motion of pedestrians in various situations without specific adjustment of the
model or its parameters, are highly desirable. But the modeller's task is
challenging, in part because it mingles different types of processes (cognitive
and mechanical ones) and different levels of description (global path planning
and local navigation). We argue that the articulations between these processes
or levels are not given sufficient attention in many current modelling
frameworks and that this deficiency hampers the effectiveness of these models.
Conversely, if a decision-making layer and a mechanical one are adequately
distinguished, the former controlling the desired velocity that enters the
latter, and if local navigation is not guided solely by intermediate way-points
towards the target, but by broader spatial information (e.g., a floor field),
then greater robustness can be achieved. This is illustrated with the ANDA
model, recently proposed based on such considerations, which was found to
reproduce a remarkably wide range of crowd scenarios with a single set of
intrinsic parameters.Comment: arXiv admin note: substantial text overlap with arXiv:2309.1279
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
SYSTEM OF DIGITAL TRANSFORMATION INDICATORS IN TRANSPORT SECTOR
The review of existing approaches to determining the systems that describe both the processes of economic sectors digitalisation and the ITS introduction in transport sector has underpinned the development and presentation of this approach to determining the digital transformation indicators in transport sector. Current stage of digital technology development is calling for defining and grouping the blocks, systems, subsystems filling them with appropriate indicators. The approach proposed defines the functional architecture of the digital transformations comprised of 3 blocks, 5 key systems of indicators and 18 subsystems representing both modern and envisaged transformation processes for digitalisation in transport with the view of ensuring their success in the future. This Article establishes and selects transport sector digital transformation indicators enabling the monitoring of transformation developments, holding assessments of digital transformations in progress that would constitute a basis for decision-making on ensuring the success for digital transformations in the transport industry.The review of existing approaches to determining the systems that describe both the processes of economic sectors digitalisation and the ITS introduction in transport sector has underpinned the development and presentation of this approach to determining the digital transformation indicators in transport sector. Current stage of digital technology development is calling for defining and grouping the blocks, systems, subsystems filling them with appropriate indicators. The approach proposed defines the functional architecture of the digital transformations comprised of 3 blocks, 5 key systems of indicators and 18 subsystems representing both modern and envisaged transformation processes for digitalisation in transport with the view of ensuring their success in the future. This Article establishes and selects transport sector digital transformation indicators enabling the monitoring of transformation developments, holding assessments of digital transformations in progress that would constitute a basis for decision-making on ensuring the success for digital transformations in the transport industry
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