66,409 research outputs found

    Inflow process of pedestrians to a confined space

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    To better design safe and comfortable urban spaces, understanding the nature of human crowd movement is important. However, precise interactions among pedestrians are difficult to measure in the presence of their complex decision-making processes and many related factors. While extensive studies on pedestrian flow through bottlenecks and corridors have been conducted, the dominant mode of interaction in these scenarios may not be relevant in different scenarios. Here, we attempt to decipher the factors that affect human reactions to other individuals from a different perspective. We conducted experiments employing the inflow process in which pedestrians successively enter a confined area (like an elevator) and look for a temporary position. In this process, pedestrians have a wider range of options regarding their motion than in the classical scenarios; therefore, other factors might become relevant. The preference of location is visualized by pedestrian density profiles obtained from recorded pedestrian trajectories. Non-trivial patterns of space acquisition, e.g., an apparent preference for positions near corners, were observed. This indicates the relevance of psychological and anticipative factors beyond the private sphere, which have not been deeply discussed so far in the literature on pedestrian dynamics. From the results, four major factors, which we call flow avoidance, distance cost, angle cost, and boundary preference, were suggested. We confirmed that a description of decision-making based on these factors can give a rise to realistic preference patterns, using a simple mathematical model. Our findings provide new perspectives and a baseline for considering the optimization of design and safety in crowded public areas and public transport carriers.Comment: 23 pages, 6 figure

    A large-scale real-life crowd steering experiment via arrow-like stimuli

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    We introduce "Moving Light": an unprecedented real-life crowd steering experiment that involved about 140.000 participants among the visitors of the Glow 2017 Light Festival (Eindhoven, NL). Moving Light targets one outstanding question of paramount societal and technological importance: "can we seamlessly and systematically influence routing decisions in pedestrian crowds?" Establishing effective crowd steering methods is extremely relevant in the context of crowd management, e.g. when it comes to keeping floor usage within safety limits (e.g. during public events with high attendance) or at designated comfort levels (e.g. in leisure areas). In the Moving Light setup, visitors walking in a corridor face a choice between two symmetric exits defined by a large central obstacle. Stimuli, such as arrows, alternate at random and perturb the symmetry of the environment to bias choices. While visitors move in the experiment, they are tracked with high space and time resolution, such that the efficiency of each stimulus at steering individual routing decisions can be accurately evaluated a posteriori. In this contribution, we first describe the measurement concept in the Moving Light experiment and then we investigate quantitatively the steering capability of arrow indications.Comment: 8 page

    A Location-Sentiment-Aware Recommender System for Both Home-Town and Out-of-Town Users

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    Spatial item recommendation has become an important means to help people discover interesting locations, especially when people pay a visit to unfamiliar regions. Some current researches are focusing on modelling individual and collective geographical preferences for spatial item recommendation based on users' check-in records, but they fail to explore the phenomenon of user interest drift across geographical regions, i.e., users would show different interests when they travel to different regions. Besides, they ignore the influence of public comments for subsequent users' check-in behaviors. Specifically, it is intuitive that users would refuse to check in to a spatial item whose historical reviews seem negative overall, even though it might fit their interests. Therefore, it is necessary to recommend the right item to the right user at the right location. In this paper, we propose a latent probabilistic generative model called LSARS to mimic the decision-making process of users' check-in activities both in home-town and out-of-town scenarios by adapting to user interest drift and crowd sentiments, which can learn location-aware and sentiment-aware individual interests from the contents of spatial items and user reviews. Due to the sparsity of user activities in out-of-town regions, LSARS is further designed to incorporate the public preferences learned from local users' check-in behaviors. Finally, we deploy LSARS into two practical application scenes: spatial item recommendation and target user discovery. Extensive experiments on two large-scale location-based social networks (LBSNs) datasets show that LSARS achieves better performance than existing state-of-the-art methods.Comment: Accepted by KDD 201

    Crowdsourced Live Streaming over the Cloud

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    Empowered by today's rich tools for media generation and distribution, and the convenient Internet access, crowdsourced streaming generalizes the single-source streaming paradigm by including massive contributors for a video channel. It calls a joint optimization along the path from crowdsourcers, through streaming servers, to the end-users to minimize the overall latency. The dynamics of the video sources, together with the globalized request demands and the high computation demand from each sourcer, make crowdsourced live streaming challenging even with powerful support from modern cloud computing. In this paper, we present a generic framework that facilitates a cost-effective cloud service for crowdsourced live streaming. Through adaptively leasing, the cloud servers can be provisioned in a fine granularity to accommodate geo-distributed video crowdsourcers. We present an optimal solution to deal with service migration among cloud instances of diverse lease prices. It also addresses the location impact to the streaming quality. To understand the performance of the proposed strategies in the realworld, we have built a prototype system running over the planetlab and the Amazon/Microsoft Cloud. Our extensive experiments demonstrate that the effectiveness of our solution in terms of deployment cost and streaming quality

    Agent-based pedestrian modelling

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    When the focus of interest in geographical systems is at the very fine scale, at the level of streets and buildings for example, movement becomes central to simulations of how spatial activities are used and develop. Recent advances in computing power and the acquisition of fine scale digital data now mean that we are able to attempt to understand and predict such phenomena with the focus in spatial modelling changing to dynamic simulations of the individual and collective behaviour of individual decision-making at such scales. In this Chapter, we develop ideas about how such phenomena can be modelled showing first how randomness and geometry are all important to local movement and how ordered spatial structures emerge from such actions. We focus on developing these ideas for pedestrians showing how random walks constrained by geometry but aided by what agents can see, determine how individuals respond to locational patterns. We illustrate these ideas with three types of example: first for local scale street scenes where congestion and flocking is all important, second for coarser scale shopping centres such as malls where economic preference interferes much more with local geometry, and finally for semi-organised street festivals where management and control by police and related authorities is integral to the way crowds move
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