9,823 research outputs found

    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

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    La Géo-Simulation Multi-Agent (GSMA) est un paradigme de modélisation et de simulation de phénomènes dynamiques dans une variété de domaines d'applications tels que le domaine du transport, le domaine des télécommunications, le domaine environnemental, etc. La GSMA est utilisée pour étudier et analyser des phénomènes qui mettent en jeu un grand nombre d'acteurs simulés (implémentés par des agents) qui évoluent et interagissent avec une représentation explicite de l'espace qu'on appelle Environnement Géographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement géographique qui peut être dynamique, complexe et étendu (à grande échelle), un agent doit d'abord disposer d'une représentation détaillée de ce dernier. Les EGV classiques se limitent généralement à une représentation géométrique du monde réel laissant de côté les informations topologiques et sémantiques qui le caractérisent. Ceci a pour conséquence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de réduire les capacités de raisonnement spatial des agents situés. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent à calculer un chemin qui lie deux positions situées dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractéristiques de l'environnement (topologiques et sémantiques), ni celles des agents (types et capacités). Les agents situés ne possèdent donc pas de moyens leur permettant d'acquérir les connaissances nécessaires sur l'environnement virtuel pour pouvoir prendre une décision spatiale informée. Pour répondre à ces limites, nous proposons une nouvelle approche pour générer automatiquement des Environnements Géographiques Virtuels Informés (EGVI) en utilisant les données fournies par les Systèmes d'Information Géographique (SIG) enrichies par des informations sémantiques pour produire des GSMA précises et plus réalistes. De plus, nous présentons un algorithme de planification hiérarchique de chemin qui tire avantage de la description enrichie et optimisée de l'EGVI pour fournir aux agents un chemin qui tient compte à la fois des caractéristiques de leur environnement virtuel et de leurs types et capacités. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise à supporter la prise de décision informée et le raisonnement spatial des agents situés

    Smart Geographic object: Toward a new understanding of GIS Technology in Ubiquitous Computing

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    One of the fundamental aspects of ubiquitous computing is the instrumentation of the real world by smart devices. This instrumentation constitutes an opportunity to rethink the interactions between human beings and their environment on the one hand, and between the components of this environment on the other. In this paper we discuss what this understanding of ubiquitous computing can bring to geographic science and particularly to GIS technology. Our main idea is the instrumentation of the geographic environment through the instrumentation of geographic objects composing it. And then investigate how this instrumentation can meet the current limitations of GIS technology, and offers a new stage of rapprochement between the earth and its abstraction. As result, the current research work proposes a new concept we named Smart Geographic Object SGO. The latter is a convergence point between the smart objects and geographic objects, two concepts appertaining respectively to

    Methodology for the Construction of a Virtual Environment for the Simulation of Critical Processes

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    There is a growing trend in education and training towards the use of online and distance learning courses. This delivery format provides flexibility and accessibility; it is also viewed as a way to provide education in a more effective way to a broader community. Online courses are comfortable, they are built under the missive of “anyone, anywhere, anytime”. Everyone can participate from home or workplace. Online courses can be developed in a variety of ways, for example, using a LMS (Learning Management System), a LCM (Learning Content System), or a Web 2.0 tool (or some mixture). These options, however, show limitations in terms of communication and interaction levels that can be achieved between students. Most learning systems are asynchronous and don't allow an effective real-time interaction, collaboration and cooperation. Whilst they typically have synchronous chats and whiteboards, these capabilities are often sterile and don’t stimulate the appropriate interactions that enhance learning. A rich interaction does not necessarily involve just verbal exchange since there is an huge learning value to be gained from interacting with the learning content in a more visual and practical way. For instance, imagine the learning benefits from collaborating on a 3D construction jointly and in real-time? Imagine watching the impact of soil erosion, or building and walking inside an heart model or a car engine? All this is possible in a 3D immersive virtual world. Students can engage at a distance building content in real-time, collaboratively and interactively. On the net there can be found an array of virtual worlds, however we have chosen Second Life® (SL®) to show how teaching and learning can be enhanced through the use of this platform. Second Life® is immersive, enabling users to interact, communicate and collaborate as if in the real world. SL® is a model of the real world, it shows an accurate physics simulation and it includes a meteorological and gravitational system; as such, anything can be modelled and simulated. Each user in the environment is represented by an avatar with all the features of a human being and avatars can manipulate the environment. Scientific experiments can be held in a very safe and controlled environment, and can be directly conducted by the scientist in charge. Scientific fields such as architecture, history, medicine, biology, sociology, programming, languages learning among many others can all be tested and researched through this virtual world.info:eu-repo/semantics/publishedVersio

    Vertical Color Maps: A Data Independent Alternative to Floor Plan Maps

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    Location sharing in indoor environments is limited by the sparse availability of indoor positioning and lack of geographical building data. Recently, several solutions have begun to implement digital maps for use in indoor space. The map design is often a variant of floor-plan maps. Whereas massive databases and GIS exist for outdoor use, the majority of indoor environments are not yet available in a consistent digital format. This dearth of indoor maps is problematic, as navigating multistorey buildings is known to create greater difficulty in maintaining spatial orientation and developing accurate cognitive maps. The development of standardized, more intuitive indoor maps can address this vexing problem. The authors therefore present an alternative solution to current indoor map design that explores the possibility of using colour to represent the vertical dimension on the map. Importantly, this solution is independent of existing geographical building data. The new design is hypothesized to do a better job than existing solutions of facilitating the integration of indoor spaces. Findings from a human experiment with 251 participants demonstrate that the vertical colour map is a valid alternative to the regular floor-plan map

    Urban Digital Twins for Smart Cities and Citizens:The Case Study of Herrenberg, Germany

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    Cities are complex systems connected to economic, ecological, and demographic conditions and change. They are also characterized by diverging perceptions and interests of citizens and stakeholders. Thus, in the arena of urban planning, we are in need of approaches that are able to cope not only with urban complexity but also allow for participatory and collaborative processes to empower citizens. This to create democratic cities. Connected to the field of smart cities and citizens, we present in this paper, the prototype of an urban digital twin for the 30,000-people town of Herrenberg in Germany. Urban digital twins are sophisticated data models allowing for collaborative processes. The herein presented prototype comprises (1) a 3D model of the built environment, (2) a street network model using the theory and method of space syntax, (3) an urban mobility simulation, (4) a wind flow simulation, and (5) a number of empirical quantitative and qualitative data using volunteered geographic information (VGI). In addition, the urban digital twin was implemented in a visualization platform for virtual reality and was presented to the general public during diverse public participatory processes, as well as in the framework of the "Morgenstadt Werkstatt" (Tomorrow's Cities Workshop). The results of a survey indicated that this method and technology could significantly aid in participatory and collaborative processes. Further understanding of how urban digital twins support urban planners, urban designers, and the general public as a collaboration and communication tool and for decision support allows us to be more intentional when creating smart cities and sustainable cities with the help of digital twins. We conclude the paper with a discussion of the presented results and further research directions
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