128 research outputs found

    Agent-based micro simulation to assess the performance of roundabouts considering different variables and performance indicators

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    Traffic congestion problems in intersections are usually solved by building infrastructures such as roundabouts. Several variables influence its performance, e.g. geometry, size and driving behaviour. Thus, it becomes necessary to compare these variables. This paper proposes a simulation model, developed to compare the performance of roundabouts, employing the object and agent modelling paradigms of Simio, to model the individual behaviour of vehicles. The results indicate the optimum size of roundabouts is around 40 meters of diameter and that the driving style has a greater influence on the performance of the roundabout than its unbalancing. In addition, it was found that roundabouts considering unbalancing and human behaviour decreased: The flow of vehicles in 8%, the waiting time per vehicle in 3 minutes, the queue size in 90%, the number of stops per vehicle in 88% and vehicles spent three times more fuel, than the roundabouts that did not consider these variables.(undefined)info:eu-repo/semantics/publishedVersio

    Virtual reality for the built environment: A critical review of recent advances

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    This paper reviews the current state of the art for Virtual Reality (VR) and Virtual Environment (VE) applications in the field of the built environment. The review begins with a brief overview of technological components involved in enabling VR technology. A classification framework is developed to classify 150 journal papers in order to reveal the scholarly coverage of VR and VE from 2005 to 2011, inclusive. The classification framework summarizes achievements, established knowledge, research issues and challenges in the area. The framework is based on four layers of VR: concept and theory, implementation, evaluation and industrial adoption. These layers encompass architecture and design, urban planning and landscape, engineering, construction, facility management, lifecycle integration, training and education. This paper also discusses various representative VR research work in line with the classification framework. Finally the paper predicts future research trends in this area

    Intelligent Computational Transportation

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    Transportation is commonplace around our world. Numerous researchers dedicate great efforts to vast transportation research topics. The purpose of this dissertation is to investigate and address a couple of transportation problems with respect to geographic discretization, pavement surface automatic examination, and traffic ow simulation, using advanced computational technologies. Many applications require a discretized 2D geographic map such that local information can be accessed efficiently. For example, map matching, which aligns a sequence of observed positions to a real-world road network, needs to find all the nearby road segments to the individual positions. To this end, the map is discretized by cells and each cell retains a list of road segments coincident with this cell. An efficient method is proposed to form such lists for the cells without costly overlapping tests. Furthermore, the method can be easily extended to 3D scenarios for fast triangle mesh voxelization. Pavement surface distress conditions are critical inputs for quantifying roadway infrastructure serviceability. Existing computer-aided automatic examination techniques are mainly based on 2D image analysis or 3D georeferenced data set. The disadvantage of information losses or extremely high costs impedes their effectiveness iv and applicability. In this study, a cost-effective Kinect-based approach is proposed for 3D pavement surface reconstruction and cracking recognition. Various cracking measurements such as alligator cracking, traverse cracking, longitudinal cracking, etc., are identified and recognized for their severity examinations based on associated geometrical features. Smart transportation is one of the core components in modern urbanization processes. Under this context, the Connected Autonomous Vehicle (CAV) system presents a promising solution towards the enhanced traffic safety and mobility through state-of-the-art wireless communications and autonomous driving techniques. Due to the different nature between the CAVs and the conventional Human- Driven-Vehicles (HDVs), it is believed that CAV-enabled transportation systems will revolutionize the existing understanding of network-wide traffic operations and re-establish traffic ow theory. This study presents a new continuum dynamics model for the future CAV-enabled traffic system, realized by encapsulating mutually-coupled vehicle interactions using virtual internal and external forces. A Smoothed Particle Hydrodynamics (SPH)-based numerical simulation and an interactive traffic visualization framework are also developed

    A Testing and Experimenting Environment for Microscopic Traffic Simulation Utilizing Virtual Reality and Augmented Reality

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    Microscopic traffic simulation (MTS) is the emulation of real-world traffic movements in a virtual environment with various traffic entities. Typically, the movements of the vehicles in MTS follow some predefined algorithms, e.g., car-following models, lane changing models, etc. Moreover, existing MTS models only provide a limited capability of two- and/or three-dimensional displays that often restrict the user’s viewpoint to a flat screen. Their downscaled scenes neither provide a realistic representation of the environment nor allow different users to simultaneously experience or interact with the simulation model from different perspectives. These limitations neither allow the traffic engineers to effectively disseminate their ideas to various stakeholders of different backgrounds nor allow the analysts to have realistic data about the vehicle or pedestrian movements. This dissertation intends to alleviate those issues by creating a framework and a prototype for a testing environment where MTS can have inputs from user-controlled vehicles and pedestrians to improve their traffic entity movement algorithms as well as have an immersive M3 (multi-mode, multi-perspective, multi-user) visualization of the simulation using Virtual Reality (VR) and Augmented Reality (AR) technologies. VR environments are created using highly realistic 3D models and environments. With modern game engines and hardware available on the market, these VR applications can provide a highly realistic and immersive experience for a user. Different experiments performed by real users in this study prove that utilizing VR technology for different traffic related experiments generated much more favorable results than the traditional displays. Moreover, using AR technologies for pedestrian studies is a novel approach that allows a user to walk in the real world and the simulation world at a one-to-one scale. This capability opens a whole new avenue of user experiment possibilities. On top of that, the in-environment communication chat system will allow researchers to perform different Advanced Driver Assistance System (ADAS) studies without ever needing to leave the simulation environment. Last but not least, the distributed nature of the framework enables users to participate from different geographic locations with their choice of display device (desktop, smartphone, VR, or AR). The prototype developed for this dissertation is readily available on a test webpage, and a user can easily download the prototype application without needing to install anything. The user also can run the remote MTS server and then connect their client application to the server

    PRESTK : situation-aware presentation of messages and infotainment content for drivers

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    The amount of in-car information systems has dramatically increased over the last few years. These potentially mutually independent information systems presenting information to the driver increase the risk of driver distraction. In a first step, orchestrating these information systems using techniques from scheduling and presentation planning avoid conflicts when competing for scarce resources such as screen space. In a second step, the cognitive capacity of the driver as another scarce resource has to be considered. For the first step, an algorithm fulfilling the requirements of this situation is presented and evaluated. For the second step, I define the concept of System Situation Awareness (SSA) as an extension of Endsley’s Situation Awareness (SA) model. I claim that not only the driver needs to know what is happening in his environment, but also the system, e.g., the car. In order to achieve SSA, two paths of research have to be followed: (1) Assessment of cognitive load of the driver in an unobtrusive way. I propose to estimate this value using a model based on environmental data. (2) Developing model of cognitive complexity induced by messages presented by the system. Three experiments support the claims I make in my conceptual contribution to this field. A prototypical implementation of the situation-aware presentation management toolkit PRESTK is presented and shown in two demonstrators.In den letzten Jahren hat die Menge der informationsanzeigenden Systeme im Auto drastisch zugenommen. Da sie potenziell unabhängig voneinander ablaufen, erhöhen sie die Gefahr, die Aufmerksamkeit des Fahrers abzulenken. Konflikte entstehen, wenn zwei oder mehr Systeme zeitgleich auf limitierte Ressourcen wie z. B. den Bildschirmplatz zugreifen. Ein erster Schritt, diese Konflikte zu vermeiden, ist die Orchestrierung dieser Systeme mittels Techniken aus dem Bereich Scheduling und Präsentationsplanung. In einem zweiten Schritt sollte die kognitive Kapazität des Fahrers als ebenfalls limitierte Ressource berücksichtigt werden. Der Algorithmus, den ich zu Schritt 1 vorstelle und evaluiere, erfüllt alle diese Anforderungen. Zu Schritt 2 definiere ich das Konzept System Situation Awareness (SSA), basierend auf Endsley’s Konzept der Situation Awareness (SA). Dadurch wird erreicht, dass nicht nur der Fahrer sich seiner Umgebung bewusst ist, sondern auch das System (d.h. das Auto). Zu diesem Zweck m¨ussen zwei Bereiche untersucht werden: (1) Die kognitive Belastbarkeit des Fahrers unaufdringlich ermitteln. Dazu schlage ich ein Modell vor, das auf Umgebungsinformationen basiert. (2) Ein weiteres Modell soll die Komplexität der präsentierten Informationen bestimmen. Drei Experimente stützen die Behauptungen in meinem konzeptuellen Beitrag. Ein Prototyp des situationsbewussten Präsentationsmanagement-Toolkits PresTK wird vorgestellt und in zwei Demonstratoren gezeigt

    Engenharia de sistemas baseada em modelos: um sistema para o tráfego & ambiente

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    Doutoramento em Gestão IndustrialThe contemporary world is crowded of large, interdisciplinary, complex systems made of other systems, personnel, hardware, software, information, processes, and facilities. The Systems Engineering (SE) field proposes an integrated holistic approach to tackle these socio-technical systems that is crucial to take proper account of their multifaceted nature and numerous interrelationships, providing the means to enable their successful realization. Model-Based Systems Engineering (MBSE) is an emerging paradigm in the SE field and can be described as the formalized application of modelling principles, methods, languages, and tools to the entire lifecycle of those systems, enhancing communications and knowledge capture, shared understanding, improved design precision and integrity, better development traceability, and reduced development risks. This thesis is devoted to the application of the novel MBSE paradigm to the Urban Traffic & Environment domain. The proposed system, the GUILTE (Guiding Urban Intelligent Traffic & Environment), deals with a present-day real challenging problem “at the agenda” of world leaders, national governors, local authorities, research agencies, academia, and general public. The main purposes of the system are to provide an integrated development framework for the municipalities, and to support the (short-time and real-time) operations of the urban traffic through Intelligent Transportation Systems, highlighting two fundamental aspects: the evaluation of the related environmental impacts (in particular, the air pollution and the noise), and the dissemination of information to the citizens, endorsing their involvement and participation. These objectives are related with the high-level complex challenge of developing sustainable urban transportation networks. The development process of the GUILTE system is supported by a new methodology, the LITHE (Agile Systems Modelling Engineering), which aims to lightening the complexity and burdensome of the existing methodologies by emphasizing agile principles such as continuous communication, feedback, stakeholders involvement, short iterations and rapid response. These principles are accomplished through a universal and intuitive SE process, the SIMILAR process model (which was redefined at the light of the modern international standards), a lean MBSE method, and a coherent System Model developed through the benchmark graphical modeling languages SysML and OPDs/OPL. The main contributions of the work are, in their essence, models and can be settled as: a revised process model for the SE field, an agile methodology for MBSE development environments, a graphical tool to support the proposed methodology, and a System Model for the GUILTE system. The comprehensive literature reviews provided for the main scientific field of this research (SE/MBSE) and for the application domain (Traffic & Environment) can also be seen as a relevant contribution.O mundo contemporâneo é caracterizado por sistemas de grande dimensão e de natureza marcadamente complexa, sócio-técnica e interdisciplinar. A Engenharia de Sistemas (ES) propõe uma abordagem holística e integrada para desenvolver tais sistemas, tendo em consideração a sua natureza multifacetada e as numerosas inter-relações que advêm de uma quantidade significativa de diferentes pontos de vista, competências, responsabilidades e interesses. A Engenharia de Sistemas Baseada em Modelos (ESBM) é um paradigma emergente na área da ES e pode ser descrito como a aplicação formal de princípios, métodos, linguagens e ferramentas de modelação ao ciclo de vida dos sistemas descritos. Espera-se que, na próxima década, a ESBM desempenhe um papel fundamental na prática da moderna Engenharia de Sistemas. Esta tese é dedicada à aplicação da ESBM a um desafio real que constitui uma preocupação do mundo actual, estando “na agenda” dos líderes mundiais, governantes nacionais, autoridades locais, agências de investigação, universidades e público em geral. O domínio de aplicação, o Tráfego & Ambiente, caracteriza-se por uma considerável complexidade e interdisciplinaridade, sendo representativo das áreas de interesse para a ES. Propõe-se um sistema (GUILTE) que visa dotar os municípios de um quadro de desenvolvimento integrado para adopção de Sistemas de Transporte Inteligentes e apoiar as suas operações de tráfego urbano, destacando dois aspectos fundamentais: a avaliação dos impactos ambientais associados (em especial, a poluição atmosférica e o ruído) e a divulgação de informação aos cidadãos, motivando o seu envolvimento e participação. Estes objectivos relacionam-se com o desafio mais abrangente de desenvolver redes de transporte urbano sustentáveis. O processo de desenvolvimento do sistema apoia-se numa nova metodologia (LITHE), mais ágil, que enfatiza os princípios de comunicação contínua, feedback, participação e envolvimento dos stakeholders, iterações curtas e resposta rápida. Estes princípios são concretizados através de um processo de ES universal e intuitivo (redefinido à luz dos padrões internacionais), de um método simples e de linguagens gráficas de modelação de referência (SysML e OPDs/OPL). As principais contribuições deste trabalho são, na sua essência, modelos: um modelo revisto para o processo da ES, uma metodologia ágil para ambientes de desenvolvimento baseados em modelos, uma ferramenta gráfica para suportar a metodologia proposta e o modelo de um sistema para as operações de tráfego & ambiente num contexto urbano. Contribui-se ainda com uma cuidada revisão bibliográfica para a principal área de investigação (ES/ESBM) e para o domínio de aplicação (Tráfego & Ambiente)

    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

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    La Géo-Simulation Multi-Agent (GSMA) est un paradigme de modélisation et de simulation de phénomènes dynamiques dans une variété de domaines d'applications tels que le domaine du transport, le domaine des télécommunications, le domaine environnemental, etc. La GSMA est utilisée pour étudier et analyser des phénomènes qui mettent en jeu un grand nombre d'acteurs simulés (implémentés par des agents) qui évoluent et interagissent avec une représentation explicite de l'espace qu'on appelle Environnement Géographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement géographique qui peut être dynamique, complexe et étendu (à grande échelle), un agent doit d'abord disposer d'une représentation détaillée de ce dernier. Les EGV classiques se limitent généralement à une représentation géométrique du monde réel laissant de côté les informations topologiques et sémantiques qui le caractérisent. Ceci a pour conséquence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de réduire les capacités de raisonnement spatial des agents situés. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent à calculer un chemin qui lie deux positions situées dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractéristiques de l'environnement (topologiques et sémantiques), ni celles des agents (types et capacités). Les agents situés ne possèdent donc pas de moyens leur permettant d'acquérir les connaissances nécessaires sur l'environnement virtuel pour pouvoir prendre une décision spatiale informée. Pour répondre à ces limites, nous proposons une nouvelle approche pour générer automatiquement des Environnements Géographiques Virtuels Informés (EGVI) en utilisant les données fournies par les Systèmes d'Information Géographique (SIG) enrichies par des informations sémantiques pour produire des GSMA précises et plus réalistes. De plus, nous présentons un algorithme de planification hiérarchique de chemin qui tire avantage de la description enrichie et optimisée de l'EGVI pour fournir aux agents un chemin qui tient compte à la fois des caractéristiques de leur environnement virtuel et de leurs types et capacités. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise à supporter la prise de décision informée et le raisonnement spatial des agents situés

    A Computational Model for Simulation, Visualization and Evaluation of Mandatory and Optional Building Occupancy Scenarios

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    Evaluating design decisions is an important factor in a post-positivist design process. Understanding how people move in space is an important part of the evaluation processes. However, making accurate predictions of occupants’ movements is a challenge mainly due to the differences between individual occupants, their unique preferences in relation to environmental qualities, the types of scenarios with which they become engaged, and multiple dimensions of the environmental factors that affect occupants’ decisions. This study suggests a model to simulate and visualize mandatory occupancy scenarios, which are task-based, and optional occupancy scenarios, which are attraction-based. The impact of environmental qualities is largely overlooked in existing simulation models in both of these scenarios. Existing simulation models for mandatory scenarios are often based on finding shortest or fastest paths and for optional scenarios mainly rely on the field of visibility. The original contribution of the simulation models that this study suggests is simultaneous consideration of environmental qualities, path simplicity, and visibility in addition to desires such as travel time or distance minimization. The integration of these models unlocks new potentials that the individual components do not include. The individual techniques that will be used to develop the occupancy simulation models are validated in the exiting literature experimentally. However, this study does not include conducting field studies to validate the integrated model. If the observed walking trails of humans are provided, the suggested models in this study can be validated through a fine-tuning process that reproduces the observed trails. The simulation results can finally be used for evaluation purposes to help designers at the design phase and facility managers in after design phases to make informed decisions. This study provides a software solution that implements the suggested model to support its feasibility. This software uses a Building Information Model (BIM) to represent the built environment, an Agent-Based Model (ABM) to simulate the occupants, a list of research evidence to encode agent’s reactions to the environment, a Discrete Event Simulation (DES) model to represent the tasks in mandatory scenarios, and the field of visibility (isovist) to simulate an occupant’s viewshed. In this software, evaluation is a process of data query from the information collected by the agents during the simulations. The data query logic can be set according to the interests of designers or facility managers
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