21,889 research outputs found

    Adaptive performance optimization for large-scale traffic control systems

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    In this paper, we study the problem of optimizing (fine-tuning) the design parameters of large-scale traffic control systems that are composed of distinct and mutually interacting modules. This problem usually requires a considerable amount of human effort and time to devote to the successful deployment and operation of traffic control systems due to the lack of an automated well-established systematic approach. We investigate the adaptive fine-tuning algorithm for determining the set of design parameters of two distinct mutually interacting modules of the traffic-responsive urban control (TUC) strategy, i.e., split and cycle, for the large-scale urban road network of the city of Chania, Greece. Simulation results are presented, demonstrating that the network performance in terms of the daily mean speed, which is attained by the proposed adaptive optimization methodology, is significantly better than the original TUC system in the case in which the aforementioned design parameters are manually fine-tuned to virtual perfection by the system operators

    From Social Simulation to Integrative System Design

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    As the recent financial crisis showed, today there is a strong need to gain "ecological perspective" of all relevant interactions in socio-economic-techno-environmental systems. For this, we suggested to set-up a network of Centers for integrative systems design, which shall be able to run all potentially relevant scenarios, identify causality chains, explore feedback and cascading effects for a number of model variants, and determine the reliability of their implications (given the validity of the underlying models). They will be able to detect possible negative side effect of policy decisions, before they occur. The Centers belonging to this network of Integrative Systems Design Centers would be focused on a particular field, but they would be part of an attempt to eventually cover all relevant areas of society and economy and integrate them within a "Living Earth Simulator". The results of all research activities of such Centers would be turned into informative input for political Decision Arenas. For example, Crisis Observatories (for financial instabilities, shortages of resources, environmental change, conflict, spreading of diseases, etc.) would be connected with such Decision Arenas for the purpose of visualization, in order to make complex interdependencies understandable to scientists, decision-makers, and the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c

    Material Thermal Inputs of Iowa Materials for MEPDG, 2011

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    The thermal properties of concrete materials, such as coeffi cient of thermal expansion (CTE), thermal conductivity, and heat capacity, are required by the MEPDG program as the material inputs for pavement design. However, a limited amount of test data is available on the thermal properties of concrete in Iowa. The default values provided by the MEPDG program may not be suitable for Iowa concrete, since aggregate characteristics have signifi cant infl uence on concrete thermal properties

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    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

    Serious Games: A playful approach to reduce usage barriers of innovative public transport systems

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    These days, automation, digitalization and mobile application are driving forces in the development of innovations in public transportation. Interactive digital approaches like serious games are a promising way to introduce new mobility services to the public in a contemporary manner. The trend towards a flexibilization of life- and workstyles entails a growing demand for individualized and more flexible forms of personal mobility. People no longer want to adapt their need for mobility to fixed schedules of public transport. The emergence of new mobility services that are based on reservation and payment via mobile devices, for example Car2Go (carsharing), CallaBike (bikesharing), Uber (ride sharing) or BlaBlaCar (carpooling), proves the need for demand driven mobility services. A growing flexibility can be expected to be accompanied by an increase in the inherent complexity of mobility services. This results in an increasing relevance of users’ information requirements that have to be incorporated in mobility services to enable planning and projection of routes and arrivals. An insufficient provision of information about how to use the mobility service or the absence of a transparent and understandable information environment could create usage barriers that cause a refusal of the mobility service. New mobility systems need to be systematically introduced to the prospective users. To improve users’ conceptual understanding of a new demand responsive transport system a serious game is developed by the authors. A serious game is characterized by an explicit educational purpose. The objective behind the serious game is to provide information about the operating concept of a demand responsive bus in a playful way. The underlying concept of the mobility service is introduced to the player as well as possible use cases and system constraints. To enhance knowledge about the new bus system players are put in the position of a public traffic planner. Players have the mission to plan and operate a bus system that satisfies customer needs on the one hand and meets the goal of an efficient and environmental friendly operation on the other hand. It is hypothesized that the serious game improves the conceptual understanding of the mobility service, reduces usage barriers and increases the intention to use the new bus system

    Ono: an open platform for social robotics

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    In recent times, the focal point of research in robotics has shifted from industrial ro- bots toward robots that interact with humans in an intuitive and safe manner. This evolution has resulted in the subfield of social robotics, which pertains to robots that function in a human environment and that can communicate with humans in an int- uitive way, e.g. with facial expressions. Social robots have the potential to impact many different aspects of our lives, but one particularly promising application is the use of robots in therapy, such as the treatment of children with autism. Unfortunately, many of the existing social robots are neither suited for practical use in therapy nor for large scale studies, mainly because they are expensive, one-of-a-kind robots that are hard to modify to suit a specific need. We created Ono, a social robotics platform, to tackle these issues. Ono is composed entirely from off-the-shelf components and cheap materials, and can be built at a local FabLab at the fraction of the cost of other robots. Ono is also entirely open source and the modular design further encourages modification and reuse of parts of the platform
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