574 research outputs found

    A Research Platform for Autonomous Vehicles Technologies Research in the Insurance Sector

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    This article belongs to the Special Issue Intelligent Transportation SystemsThis work presents a novel platform for autonomous vehicle technologies research for the insurance sector. The platform has been collaboratively developed by the insurance company MAPFRE-CESVIMAP, Universidad Carlos III de Madrid and INSIA of the Universidad Politécnica de Madrid. The high-level architecture and several autonomous vehicle technologies developed using the framework of this collaboration are introduced and described in this work. Computer vision technologies for environment perception, V2X communication capabilities, enhanced localization, human–machine interaction and self awareness are among the technologies which have been developed and tested. Some use cases that validate the technologies presented in the platform are also presented; these use cases include public demonstrations, tests of the technologies and international competitions for self-driving technologies.Research was supported by the Spanish Government through the CICYT projects (TRA2016-78886-C3-1-R and RTI2018-096036-B-C21) and the Comunidad de Madrid through SEGVAUTO-4.0-CM (P2018/EMT-4362) and PEAVAUTO-CM-UC3M

    Designing for the dichotomy of immersion in location based games

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    The interaction design of mixed reality location based games typically focuses upon the digital content of the mobile screen, as this is characteristically the primary navigational tool players use to traverse the game space. This emphasis on the digital over the physical means the opportunity for player immersion in mixed reality games is often limited to the single (digital) dimension. This research seeks to redress this imbalance, which is caused, in part, by the requirement for the player?s attention to be systematically switched between the two worlds, defined in this research as the ?Dichotomy of Immersion?. Using different design strategies we propose minimising the reliance of the player upon the mobile screen by encouraging greater observation of their physical surroundings. Using a ?research through design? approach for the mixed reality game PAC-LAN: Zombie Apocalypse, we illustrate design strategies for increasing immersion in location based games, which we believe will aid designers in enabling players to more readily engage with the physical context of the game and thus facilitate richer game experiences

    A multi-agent system approach in evaluating human spatio-temporal vulnerability to seismic risk using social attachment

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    International audienceSocial attachment theory states that individuals seek the proximity of attachment figures (e.g. family members, friends, colleagues, familiar places or objects) when faced with threat. During disasters, this means that family members may seek each other before evacuating, gather personal property before heading to familiar exits and places, or follow groups/crowds, etc. This hard-wired human tendency should be considered in the assessment of risk and the creation of disaster management plans. Doing so may result in more realistic evacuation procedures and may minimise the number of casualties and injuries. In this context, a dynamic spatio-temporal analysis of seismic risk is presented using SOLACE, a multi-agent model of pedestrian behaviour based on social attachment theory implemented using the Belief-Desire-Intention approach. The model focuses on the influence of human, social, physical and temporal factors on successful evacuation. Human factors considered include perception and mobility defined by age. Social factors are defined by attachment bonds, social groups, population distribution, and cultural norms. Physical factors refer to the location of the epicentre of the earthquake, spatial distribution/layout and attributes of environmental objects such as buildings, roads, barriers (cars), placement of safe areas, evacuation routes, and the resulting debris/damage from the earthquake. Experiments tested the influence of time of the day, presence of disabled persons and earthquake intensity. Initial results show that factors that influence arrivals in safe areas include (a) human factors (age, disability, speed), (b) pre-evacuation behaviours, (c) perception distance (social attachment, time of day), (d) social interaction during evacuation, and (e) physical and spatial aspects, such as limitations imposed by debris (damage), and the distance to safe areas. To validate the results, scenarios will be designed with stakeholders, who will also take part in the definition of a serious game. The recommendation of this research is that both social and physical aspects should be considered when defining vulnerability in the analysis of risk

    Improving the Quality of Citizen Contributed Geodata through Their Historical Contributions:The Case of the Road Network in OpenStreetMap

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    OpenStreetMap (OSM) has proven to serve as a promising free global encyclopedia of maps with an increasing popularity across different user communities and research bodies. One of the unique characteristics of OSM has been the availability of the full history of users’ contributions, which can leverage our quality control mechanisms through exploiting the history of contributions. Since this aspect of contributions (i.e., historical contributions) has been neglected in the literature, this study aims at presenting a novel approach for improving the positional accuracy and completeness of the OSM road network. To do so, we present a five-stage approach based on a Voronoi diagram that leads to improving the positional accuracy and completeness of the OSM road network. In the first stage, the OSM data history file is retrieved and in the second stage, the corresponding data elements for each object in the historical versions are identified. In the third stage, data cleaning on the historical datasets is carried out in order to identify outliers and remove them accordingly. In the fourth stage, through applying the Voronoi diagram method, one representative version for each set of historical versions is extracted. In the final stage, through examining the spatial relations for each object in the history file, the topology of the target object is enhanced. As per validation, a comparison between the latest version of the OSM data and the result of our approach against a reference dataset is carried out. Given a case study in Tehran, our findings reveal that the completeness and positional precision of OSM features can be improved up to 14%. Our conclusions draw attention to the exploitation of the historical archive of the contributions in OSM as an intrinsic quality indicator

    Spatial and Temporal Sentiment Analysis of Twitter data

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    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management
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