198 research outputs found

    Geomorphic Processes above Timberline in the Spanish Pyrenees

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    14 páginasPeer reviewe

    Morphology of small-scale submarine mass movement events across the northwest United Kingdom

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    A review of multibeam echo sounder (MBES) survey data from five locations around the United Kingdom northwest coast has led to the identification of a total of 14 separate subaqueous mass movement scars and deposits within the fjords (sea lochs) and coastal inlets of mainland Scotland, and the channels between the islands of the Inner Hebrides. In these areas, Quaternary sediment deposition was dominated by glacial and glaciomarine processes. Analysis of the morphometric parameters of each submarine mass movement has revealed that they fall into four distinct groups of subaqueous landslides; Singular Slumps, Singular Translational, Multiple Single-Type, and Complex (translational & rotational) failures. The Singular Slump Group includes discrete, individual subaqueous slumps that exhibit no evidence of modification through the merging of several scars. The Singular Translational Group comprise a single slide that displays characteristics associated with a single translational (planar) failure with no merging of multiple events. The Multiple Single-Type Group incorporates scars and deposits that displayed morphometric features consistent with the amalgamation of several failure events of the same type (e.g. debris flows or slumps). Finally, the Complex (translational & rotational) Group comprises landslides that exhibited complex styles of failures, including both translational and rotational mechanisms controlling the same slide. The submarine mass movements that comprise this dataset are then discussed in relation to global fjordic and glaciomarine nearshore settings, and slope failure trigger mechanisms associated with these environments are described with tentative links to individual submarine landslides from the database, where appropriate. It is acknowledged that additional MBES data are needed not only to expand this database, but also in order to create a more statistically robust study. However, this initial study provides the basis for a much wider investigation of subaqueous mass movements and correlations between their morphometric parameters

    Modelling of building interiors with mobile phone sensor data

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    Creating as-built plans of building interiors is a challenging task. In this paper we present a semi-automatic modelling system for creating residential building interior plans and their integration with existing map data to produce building models. Taking a set of imprecise measurements made with an interactive mobile phone room mapping application, the system performs spatial adjustments in accordance with soft and hard constraints imposed on the building plan geometry. The approach uses an optimisation model that exploits a high accuracy building outline, such as can be found in topographic map data, and the building topology to improve the quality of interior measurements and generate a standardised output. We test our system on building plans of five residential homes. Our evaluation shows that the approach enables construction of accurate interior plans from imprecise measurements. The experiments report an average accuracy of 0.24 m, close to the 0.20 m recommended by the CityGML LoD4 specificatio

    Navigating Through Virtual Worlds: From Single Characters to Large Crowds

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    With the rise and success of digital games over the past few decades, path planning algorithms have become an important aspect in modern game development for all types of genres. Indirectly-controlled playable characters as well as non-player characters have to find their way through the game's environment to reach their goal destinations. Modern gaming hardware and new algorithms enable the simulation of large crowds with thousands of individual characters. Still, the task of generating feasible and believable paths in a time- and storage-efficient way is a big challenge in this emerging and exciting research field. In this chapter, the authors describe classical algorithms and data structures, as well as recent approaches that enable the simulation of new and immersive features related to path planning and crowd simulation in modern games. The authors discuss the pros and cons of such algorithms, give an overview of current research questions and show why graph-based methods will soon be replaced by novel approaches that work on a surface-based representation of the environment

    TOWARDS GENERATING SEMANTICALLY-RICH INDOORGML DATA FROM ARCHITECTURAL PLANS

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    Recent years has seen an increase in the work done on indoor data mapping and modeling. The standard data models provide different ways to store and access the indoor data but the way it is done is specific to the domain in which they are used. Although models like IFC, CityGML and IndoorGML provides rich functionality, the widespread availability of indoor data is not in these formats. This paper presents a step by step methodology to convert indoor building data of existing buildings, represented in architectural drawings into a topologically consistent and semantically rich indoor spatial model. The workflow presented consists of extracting relevant geometric entities from CAD drawings, assessing their topological relationships, using it to derive semantic information of spaces and making the data available in the form of IndoorGML. Since the current IndoorGML features lack the capability to store relevant semantic information, a semantic extension to IndoorGML is also proposed. The extraction of primitive spatial elements in rectilinear buildings like walls and doors are considered for the work presented in this paper. Development of a toolkit which implements this methodology in a seamless manner is work in progress and would incorporate extraction of complex spatial elements like staircases, ramps, curvilinear walls and windows, which is out of scope of the current work presented in this paper

    Modelling potential movement in constrained travel environments using rough space-time prisms

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    The widespread adoption of location-aware technologies (LATs) has afforded analysts new opportunities for efficiently collecting trajectory data of moving individuals. These technologies enable measuring trajectories as a finite sample set of time-stamped locations. The uncertainty related to both finite sampling and measurement errors makes it often difficult to reconstruct and represent a trajectory followed by an individual in space-time. Time geography offers an interesting framework to deal with the potential path of an individual in between two sample locations. Although this potential path may be easily delineated for travels along networks, this will be less straightforward for more nonnetwork-constrained environments. Current models, however, have mostly concentrated on network environments on the one hand and do not account for the spatiotemporal uncertainties of input data on the other hand. This article simultaneously addresses both issues by developing a novel methodology to capture potential movement between uncertain space-time points in obstacle-constrained travel environments
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