91 research outputs found

    Optimizing Simulated Crowd Behaviour

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    In the context of crowd simulation, there is a diverse set of algorithms that model steering, the ability of an agent to navigate between spatial locations, while avoiding static and dynamic obstacles. The performance of steering approaches, both in terms of quality of results and computational efficiency, depends on internal parameters that are manually tuned to satisfy application-specific requirements. This work investigates the effect that these parameters have on an algorithm's performance. Using three representative steering algorithms and a set of established performance criteria, we perform a number of large scale optimization experiments that optimize an algorithm's parameters for a range of objectives. For example, our method automatically finds optimal parameters to minimize turbulence at bottlenecks, reduce building evacuation times, produce emergent patterns, and increase the computational efficiency of an algorithm. Our study includes a statistical analysis of the correlations between algorithmic parameters, and performance criteria. We also propose using the Pareto Optimal Front as an efficient way of modelling optimal relationships between multiple objectives, and demonstrate its effectiveness by estimating optimal parameters for interactively defined combinations of the associated objectives. The proposed methodologies are general and can be applied to any steering algorithm using any set of performance criteria

    Biomechanical Locomotion Heterogeneity in Synthetic Crowds

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    Synthetic crowd simulation combines rule sets at different conceptual layers to represent the dynamic nature of crowds while adhering to basic principles of human steering, such as collision avoidance and goal completion. In this dissertation, I explore synthetic crowd simulation at the steering layer using a critical approach to define the central theme of the work, the impact of model representation and agent diversity in crowds. At the steering layer, simulated agents make regular decisions, or actions, related to steering which are often responsible for the emergent behaviours found in the macro-scale crowd. Because of this bottom-up impact of a steering model's defining rule-set, I postulate that biomechanics and diverse biomechanics may alter the outcomes of dynamic synthetic-crowds-based outcomes. This would mean that an assumption of normativity and/or homogeneity among simulated agents and their mobility would provide an inaccurate representation of a scenario. If these results are then used to make real world decisions, say via policy or design, then those populations not represented in the simulated scenario may experience a lack of representation in the actualization of those decisions. A focused literature review shows that applications of both biomechanics and diverse locomotion representation at this layer of modelling are very narrow and often not present. I respond to the narrowness of this representation by addressing both biomechanics and heterogeneity separately. To address the question of performance and importance of locomotion biomechanics in crowd simulation, I use a large scale comparative approach. The industry standard synthetic crowd models are tested under a battery of benchmarks derived from prior work in comparative analysis of synthetic crowds as well as new scenarios derived from built environments. To address the question of the importance of heterogeneity in locomotion biomechanics, I define tiers of impact in the multi-agent crowds model at the steering layer--from the action space, to the agent space, to the crowds space. To this end, additional models and layers are developed to address the modelling and application of heterogeneous locomotion biomechanics in synthetic crowds. The results of both studies form a research arc which shows that the biomechanics in steering models provides important fidelity in several applications and that heterogeneity in the model of locomotion biomechanics directly impacts both qualitative and quantitative synthetic crowds outcomes. As well, systems, approaches, and pitfalls regarding the analysis of steering model and human mobility diversity are described

    Human movement and behaviour simulation using gaming software

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    The provision of urban transportation systems that are inclusive and allow full participation in society for older people and people with disabilities is an important aspect of urban sustainability. This includes improving the design of transportation interchanges where divers individual humans interact in a crowded area. Simulation is an example of a beneficial method that can be widely applied to visualise and understand the problems using virtual environments. This research focuses on the development of simulation tools to simulate human movement and behaviour in crowded areas. A video observational method was applied as an input to understand and analyse human movement and behaviour in the real world. Six hours of video recording were recorded at a multi-mode transportation system covering weekdays, weekend, peak and off-peak times. Almost 19,000 individual humans were observed and the behaviour that they exhibited can be divided into six different types (known as Moving Through, Move-Stop-Move, Queuing, Competitive, Avoiding and Passing Through) which were determined from three major human movement types of free, same and opposite direction. Object-oriented gaming software was used to simulate the human movement and behaviour in the virtual environment based on agent-based modelling. Six factors affecting human movement and behaviour in the real world including Personal Objective, Visual Perception, Speed of Movement, Personal Space, Crowd Density and Avoidance Angle or Distance were considered as the parameters for the virtual humans. Case studies considering free, same and opposite direction movement with multi-mode transportation systems, bottleneck and non-bottleneck situations were applied to validate the prototype software system

    Irreversible Noise: The Rationalisation of Randomness and the Fetishisation of Indeterminacy

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    This thesis aims to elaborate the theoretical and practical significance of the concept of noise with regard to current debates concerning realism, materialism, and rationality. The scientific conception of noise follows from the developments of thermodynamics, information theory, cybernetics, and dynamic systems theory; hence its qualification as irreversible. It is argued that this conceptualization of noise is entangled in several polemics that cross the arts and sciences, and that it is crucial to an understanding of their contemporary condition. This thesis draws on contemporary scientific theories to argue that randomness is an intrinsic functional aspect at all levels of complex dynamic systems, including higher cognition and reason. However, taking randomness or noise as given, or failing to distinguish between different descriptive levels, has led to misunderstanding and ideology. After surveying the scientific and philosophical context, the practical understanding of randomness in terms of probability theory is elaborated through a history of its development in the field of economics, where its idealization has had its most pernicious effects. Moving from the suppression of noise in economics to its glorification in aesthetics, the experience of noise in the sonic sense is first given a naturalistic neuro-phenomenological explanation. Finally, the theoretical tools developed over the course of the inquiry are applied to the use of noise in music. The rational explanation of randomness in various specified contexts, and the active manipulation of probability that this enables, is opposed to the political and aesthetic tendencies to fetishize indeterminacy. This multi-level account of constrained randomness contributes to the debate by demystifying noise, showing it to be an intrinsic and functionally necessary condition of reason and consequently of freedom

    Veteranness : Representations of Combat-related PTSD in U.S. Popular Visual Media

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    Posttraumatic stress and PTSD are becoming familiar terms to refer to what we often call the invisible wounds of war, yet these are recent additions to a popular discourse in which images of and ideas about combat-affected veterans have long circulated. A legacy of ideas about combat veterans and war trauma thus intersects with more recent clinical information about PTSD to become part of a discourse of visual media that has defined and continues to redefine veteran for popular audiences. In this dissertation I examine realist combat veteran representations in selected films and other visual media from three periods: during and after World Wars I and II (James Allen from I Am a Fugitive from a Chain Gang, Fred Derry and Al Stephenson from The Best Years of Our Lives); after the Vietnam War (Michael from The Deer Hunter, Eriksson from Casualties of War), and post 9/11 (Will James from The Hurt Locker, a collection of veterans from Wartorn: 1861-2010.) Employing a theoretical framework informed by visual media studies, Barthes’ concept of myth, and Foucault’s concept ofdiscursive unity, I analyze how these veteran representations are endowed with PTSD symptom-like behaviors and responses that seem reasonable and natural within the narrative arc. I contend that veteran myths appear through each veteran representation as the narrative develops and resolves. I argue that these veteran myths are many and varied but that they crystallize in a dominant veteran discourse, a discursive unity that I term veteranness. I further argue that veteranness entangles discrete categories such as veteran, combat veteran, and PTSD with veteran myths, often tying dominant discourse about combat-related PTSD to outdated or outmoded notions that significantly affect our attitudes about and treatment of veterans. A basic premise of my research is that unless and until we learn about the lasting effects of the trauma inherent to combat, we hinder our ability to fulfill our responsibilities to war veterans. A society that limits its understanding of posttraumatic stress, PTSD and post-war experiences of actual veterans affected by war trauma to veteranness or veteran myths risks normalizing or naturalizing an unexamined set of sociocultural expectations of all veterans, rendering them voice-less, invisible, and, ultimately disposable

    Media Infrastructures and the Politics of Digital Time

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    Digital media everyday inscribe new patterns of time, promising instant communication, synchronous collaboration, intricate time management, and profound new advantages in speed. The essays in this volume reconsider these outward interfaces of convenience by calling attention to their supporting infrastructures, the networks of digital time that exert pressures of conformity and standardization on the temporalities of lived experience and have important ramifications for social relations, stratifications of power, practices of cooperation, and ways of life. Interdisciplinary in method and international in scope, the volume draws together insights from media and communication studies, cultural studies, and science and technology studies while staging an important encounter between two distinct approaches to the temporal patterning of media infrastructures, a North American strain emphasizing the social and cultural experiences of lived time and a European tradition, prominent especially in Germany, focusing on technological time and time-critical processes

    Shakespeare and the Plague of Productivity

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