6,043 research outputs found
Recreation, tourism and nature in a changing world : proceedings of the fifth international conference on monitoring and management of visitor flows in recreational and protected areas : Wageningen, the Netherlands, May 30-June 3, 2010
Proceedings of the fifth international conference on monitoring and management of visitor flows in recreational and protected areas : Wageningen, the Netherlands, May 30-June 3, 201
How Do We Move: Modeling Human Movement with System Dynamics
Modeling how human moves in the space is useful for policy-making in
transportation, public safety, and public health. Human movements can be viewed
as a dynamic process that human transits between states (\eg, locations) over
time. In the human world where intelligent agents like humans or vehicles with
human drivers play an important role, the states of agents mostly describe
human activities, and the state transition is influenced by both the human
decisions and physical constraints from the real-world system (\eg, agents need
to spend time to move over a certain distance). Therefore, the modeling of
state transition should include the modeling of the agent's decision process
and the physical system dynamics. In this paper, we propose \ours to model
state transition in human movement from a novel perspective, by learning the
decision model and integrating the system dynamics. \ours learns the human
movement with Generative Adversarial Imitation Learning and integrates the
stochastic constraints from system dynamics in the learning process. To the
best of our knowledge, we are the first to learn to model the state transition
of moving agents with system dynamics. In extensive experiments on real-world
datasets, we demonstrate that the proposed method can generate trajectories
similar to real-world ones, and outperform the state-of-the-art methods in
predicting the next location and generating long-term future trajectories.Comment: Accepted by AAAI 2021, Appendices included. 12 pages, 8 figures. in
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence
(AAAI'21), Feb 202
From digital creations of space to analogous experiences of places :living in second life and acting in Flash Mob
PhD ThesisThis dissertation aims to raise the question of how individuals and groups become
placed – or take up place – in the contemporary environment and to consider what
forms the need for situatedness takes today, by examining the phenomena of the Flash
Mob and Second Life. In a Flash Mob, an email activates a virtual community and
converts it into a physical performance in the city, challenging a new cognition of place,
where place is constituted by the event. On the other hand, Second Life takes the form
of a digitally constructed world, which opens the possibility of a “virtual place” that
enables users to establish connections not only with each other, but also with the
[virtual] environment itself. The two case studies together question place in its
materiality and its symbolism, and it is argued that they act as media to re-code
“groundedness”. Thus we reach a paradoxical conclusion: although the contemporary
world suggests a dynamic and more flexible existence on the earth, the need for
“situatedness” and the demand for “well-grounded claims” remain stronger than ever.
The structure of this research reflects a double set of conditions that, although not new,
have intensified due to the emergence of new technologies: first, the expansion of the
human body beyond its corporeal limits and second, the augmentation of the perceived
world beyond the mere materiality of any kind of environment. Therefore the thesis
studies how, on the one hand, bodies, communities and crowds transform within
digitisation, and, on the other, how the world develops as a consequence of the digital
reconstruction of grounds. It examines the way in which individuals detach from their
“real-world groundedness” by forming bonds-connections to these digitised grounds,
which display – as generators of endless possibilities – a kind of utopian openendedness.
Finally, it explores the phenomenon of “virtualisation” to raise the question
of whether the contemporary world is infused by information and thus augmented in
terms of meanings, connections, and attachments, or is instead made of a series of
projections, transforming reality into an idealised version of itself.Panayiotis Triantafillidis Foundation,The Greek Ministry of Education:
Newcastle University
Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose
The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil.
The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research.
The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling.
To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum
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