115,981 research outputs found

    Regulating For-Hire Autonomous Vehicles for An Equitable Multimodal Transportation Network

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    This paper assesses the equity impacts of for-hire autonomous vehicles (AVs) and investigates regulatory policies that promote spatial and social equity in future autonomous mobility ecosystems. To this end, we consider a multimodal transportation network, where a ride-hailing platform operates a fleet of AVs to offer mobility-on-demand services in competition with a public transit agency that offers transit services on a transportation network. A game-theoretic model is developed to characterize the intimate interactions between the ride-hailing platform, the transit agency, and multiclass passengers with distinct income levels. An algorithm is proposed to compute the Nash equilibrium of the game and conduct an ex-post evaluation of the performance of the obtained solution. Based on the proposed framework, we evaluate the spatial and social equity in transport accessibility using the Theil index, and find that although the proliferation of for-hire AVs in the ride-hailing network improves overall accessibility, the benefits are not fairly distributed among distinct locations or population groups, implying that the deployment of AVs will enlarge the existing spatial and social inequity gaps in the transportation network if no regulatory intervention is in place. To address this concern, we investigate two regulatory policies that can improve transport equity: (a) a minimum service-level requirement on ride-hailing services, which improves the spatial equity in the transport network; (b) a subsidy on transit services by taxing ride-hailing services, which promotes the use of public transit and improves the spatial and social equity of the transport network. We show that the minimum service-level requirement entails a trade-off: as a higher minimum service level is imposed, the spatial inequity reduces, but the social inequity will be exacerbated. On the other hand ..

    Evolutionary models and the normative significance of stability

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    Many have expected that understanding the evolution of norms should, in some way, bear on our first-order normative outlook: How norms evolve should shape which norms we accept. But recent philosophy has not done much to shore up this expectation. Most existing discussions of evolution and norms either jump headlong into the is/ought gap or else target meta-ethical issues, such as the objectivity of norms. My aim in this paper is to sketch a different way in which evolutionary considerations can feed into normative thinking—focusing on stability. I will discuss two forms of argument that utilize information about social stability drawn from evolutionary models, and employs it to assess claims in political philosophy. One such argument treats stability as feature of social states that may be taken into account alongside other features. The other uses stability as a constraint on the realization of social ideals, via a version of the ought-implies-can maxim. These forms of argument are not new; indeed they have a history going back at least to early modern philosophy. But their marriage with evolutionary information is relatively recent, has a significantly novel character, and has received little attention in recent moral and political philosophy

    Virtual Reality Games for Motor Rehabilitation

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    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 product’s 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

    A short curriculum of the robotics and technology of computer lab

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    Our research Lab is directed by Prof. Anton Civit. It is an interdisciplinary group of 23 researchers that carry out their teaching and researching labor at the Escuela Politécnica Superior (Higher Polytechnic School) and the Escuela de Ingeniería Informática (Computer Engineering School). The main research fields are: a) Industrial and mobile Robotics, b) Neuro-inspired processing using electronic spikes, c) Embedded and real-time systems, d) Parallel and massive processing computer architecture, d) Information Technologies for rehabilitation, handicapped and elder people, e) Web accessibility and usability In this paper, the Lab history is presented and its main publications and research projects over the last few years are summarized.Nuestro grupo de investigación está liderado por el profesor Civit. Somos un grupo multidisciplinar de 23 investigadores que realizan su labor docente e investigadora en la Escuela Politécnica Superior y en Escuela de Ingeniería Informática. Las principales líneas de investigaciones son: a) Robótica industrial y móvil. b) Procesamiento neuro-inspirado basado en pulsos electrónicos. c) Sistemas empotrados y de tiempo real. d) Arquitecturas paralelas y de procesamiento masivo. e) Tecnología de la información aplicada a la discapacidad, rehabilitación y a las personas mayores. f) Usabilidad y accesibilidad Web. En este artículo se reseña la historia del grupo y se resumen las principales publicaciones y proyectos que ha conseguido en los últimos años

    Product Placement and the Effects of Persuasion Knowledge

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    This study examines the effect of persuasion knowledge and cognitive busyness on attitude toward a brand embedded in a popular movie. Product placement is filling an increasingly important role in marketing strategy as conventional techniques have been rendered ineffective by their own ubiquity. Cognitive busyness was hypothesized to cause a product placement message to be processed on a superficial, peripheral level. If joined with persuasion knowledge, the subject’s lack of ability to devote resources to critically evaluate the message would activate compartmentalized knowledge of products and brands increasing the ease of this information’s mental accessibility and thus aid the formation of favorable brand attitudes. A controlled laboratory experiment reveals that when viewers watch the movie in a natural setting, viewers with persuasion knowledge exhibit lower attitude toward the placed brand than viewers without persuasion knowledge. However, such backlash brand-damaging effects are absent, if not reversed, when viewers watch the movie in a cognitively busy setting

    A Unified Framework for Multi-Agent Agreement

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    Multi-Agent Agreement problems (MAP) - the ability of a population of agents to search out and converge on a common state - are central issues in many multi-agent settings, from distributed sensor networks, to meeting scheduling, to development of norms, conventions, and language. While much work has been done on particular agreement problems, no unifying framework exists for comparing MAPs that vary in, e.g., strategy space complexity, inter-agent accessibility, and solution type, and understanding their relative complexities. We present such a unification, the Distributed Optimal Agreement Framework, and show how it captures a wide variety of agreement problems. To demonstrate DOA and its power, we apply it to two well-known MAPs: convention evolution and language convergence. We demonstrate the insights DOA provides toward improving known approaches to these problems. Using a careful comparative analysis of a range of MAPs and solution approaches via the DOA framework, we identify a single critical differentiating factor: how accurately an agent can discern other agent.s states. To demonstrate how variance in this factor influences solution tractability and complexity we show its effect on the convergence time and quality of Particle Swarm Optimization approach to a generalized MAP

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding
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