11,208 research outputs found

    Guidelines for assessing pedestrian evacuation software applications

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    This paper serves to clearly identify and explain criteria to consider when evaluating the suitability of a pedestrian evacuation software application to assess the evacuation process of a building. Guidelines in the form of nine topic areas identify different modelling approaches adopted, as well as features / functionality provided by applications designed specifically for simulating the egress of pedestrians from inside a building. The paper concludes with a synopsis of these guidelines, identifying key questions (by topic area) to found an evaluation

    Substitutional reality:using the physical environment to design virtual reality experiences

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    Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences

    Joint Ultra-wideband and Signal Strength-based Through-building Tracking for Tactical Operations

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    Accurate device free localization (DFL) based on received signal strength (RSS) measurements requires placement of radio transceivers on all sides of the target area. Accuracy degrades dramatically if sensors do not surround the area. However, law enforcement officers sometimes face situations where it is not possible or practical to place sensors on all sides of the target room or building. For example, for an armed subject barricaded in a motel room, police may be able to place sensors in adjacent rooms, but not in front of the room, where the subject would see them. In this paper, we show that using two ultra-wideband (UWB) impulse radios, in addition to multiple RSS sensors, improves the localization accuracy, particularly on the axis where no sensors are placed (which we call the x-axis). We introduce three methods for combining the RSS and UWB data. By using UWB radios together with RSS sensors, it is still possible to localize a person through walls even when the devices are placed only on two sides of the target area. Including the data from the UWB radios can reduce the localization area of uncertainty by more than 60%.Comment: 9 pages, conference submissio

    From isovists to visibility graphs: a methodology for the analysis of architectural space

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    An isovist, or viewshed, is the area in a spatial environment directly visible from a location within the space. Here we show how a set of isovists can be used to generate a graph of mutual visibility between locations. We demonstrate that this graph can also be constructed without reference to isovists and that we are in fact invoking the more general concept of a visibility graph. Using the visibility graph, we can extend both isovist and current graph-based analyses of architectural space to form a new methodology for the investigation of configurational relationships. The measurement of local and global characteristics of the graph, for each vertex or for the system as a whole, is of interest from an architectural perspective, allowing us to describe a configuration with reference to accessibility and visibility, to compare from location to location within a system, and to compare systems with different geometries. Finally we show that visibility graph properties may be closely related to manifestations of spatial perception, such as way-finding, movement, and space use

    There's No Place Like Home: Dwelling and Being at Home in Digital Games

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    This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in the game studies discourse. To counter this lack, this chapter draws upon philosophical work on space by Casey, Martin Heidegger, Yi-Fu Tuan and Christian Norberg-Schulz, using these as a conceptual lens to identify spatial structures and practices in digital games that diverge from the hermetic mode. Attention is paid to games that invite pausing and lingering in place, games where the player's relation to place is structured around practices of building, the phenomenology of home and dwelling in games, and familiarity and identity as experiential characteristics of being at home. Minecraft and Animal Crossing: New Leaf are examined in detail as case studies, though the chapter also refers to examples from other games

    Heuristic search methods and cellular automata modelling for layout design

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Spatial layout design must consider not only ease of movement for pedestrians under normal conditions, but also their safety in panic situations, such as an emergency evacuation in a theatre, stadium or hospital. Using pedestrian simulation statistics, the movement of crowds can be used to study the consequences of different spatial layouts. Previous works either create an optimal spatial arrangement or an optimal pedestrian circulation. They do not automatically optimise both problems simultaneously. Thus, the idea behind the research in this thesis is to achieve a vital architectural design goal by automatically producing an optimal spatial layout that will enable smooth pedestrian flow. The automated process developed here allows the rapid identification of layouts for large, complex, spatial layout problems. This is achieved by using Cellular Automata (CA) to model pedestrian simulation so that pedestrian flow can be explored at a microscopic level and designing a fitness function for heuristic search that maximises these pedestrian flow statistics in the CA simulation. An analysis of pedestrian flow statistics generated from feasible novel design solutions generated using the heuristic search techniques (hill climbing, simulated annealing and genetic algorithm style operators) is conducted. The statistics that are obtained from the pedestrian simulation is used to measure and analyse pedestrian flow behaviour. The analysis from the statistical results also provides the indication of the quality of the spatial layout design generated. The technique has shown promising results in finding acceptable solutions to this problem when incorporated with the pedestrian simulator when demonstrated on simulated and real-world layouts with real pedestrian data.This study was funded by the University Science of Malaysia and Kementerian Pengajian Tinggi Malaysia
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