112,567 research outputs found

    Digital mapping in three dimensional space: geometry, features and access

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    Demand for large-scale digital vector base mapping is high, fuelled by developments in geographical information systems (GIS), spatial databases, and location-aware devices. The representation of real-world features (e.g. buildings, gardens, sheds), their properties and the spatial relationships between them are essential for supporting these types of applications and they provide an enduring focus for GIS research. There is an increasing and inevitable demand for three-dimensional (3D however, many currently-available 3D data tend to focus on visualisation aspects, making them unsuitable for populating 3D feature-based databases for spatial analysis. The thesis considers how 3D data can be structured in order that it may be used to support applications in a GIS context. The guiding design principles used to develop the conceptual model are: establishment of a data repository to which information can be added in an in cremental fashion (in order that progress can be made without the requirement of exhaustive 3D surveys) storage of 3D geometry (facilitating the representation of complex multistorey and juxtaposed building parts) ability to describe different conceptualisations of features (e.g. 'rooms' and 'flats') and the relationships between them seamless treatment of space exterior and interior to buildings (in order to treat all space with equivalence) incorporate pedestrian accessibility (spaces are topologically connected and pedestrian access constraints are embedded) representation of a temporal dimension. The key concept is that of 'urban spaces' (discrete units of space in which human activity can occur) inside and outside buildings within the 3D environment. These are organised into layers whose surface geometries are interpolated, even where height data are poorly resolved. The thesis develops a conceptual model, implements a prototype and then illustrates its use for various applications. Particular emphasis is placed upon applications which require pedestrian access information and the definition and identification of 'spaces' and 'real-world features' in 3D built environments

    Memory Augmented Control Networks

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    Planning problems in partially observable environments cannot be solved directly with convolutional networks and require some form of memory. But, even memory networks with sophisticated addressing schemes are unable to learn intelligent reasoning satisfactorily due to the complexity of simultaneously learning to access memory and plan. To mitigate these challenges we introduce the Memory Augmented Control Network (MACN). The proposed network architecture consists of three main parts. The first part uses convolutions to extract features and the second part uses a neural network-based planning module to pre-plan in the environment. The third part uses a network controller that learns to store those specific instances of past information that are necessary for planning. The performance of the network is evaluated in discrete grid world environments for path planning in the presence of simple and complex obstacles. We show that our network learns to plan and can generalize to new environments

    Differentiable Algorithm Networks for Composable Robot Learning

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    This paper introduces the Differentiable Algorithm Network (DAN), a composable architecture for robot learning systems. A DAN is composed of neural network modules, each encoding a differentiable robot algorithm and an associated model; and it is trained end-to-end from data. DAN combines the strengths of model-driven modular system design and data-driven end-to-end learning. The algorithms and models act as structural assumptions to reduce the data requirements for learning; end-to-end learning allows the modules to adapt to one another and compensate for imperfect models and algorithms, in order to achieve the best overall system performance. We illustrate the DAN methodology through a case study on a simulated robot system, which learns to navigate in complex 3-D environments with only local visual observations and an image of a partially correct 2-D floor map.Comment: RSS 2019 camera ready. Video is available at https://youtu.be/4jcYlTSJF4

    Multiple centrality assessment in Parma : a network analysis of paths and open spaces

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    One of the largest of Europe, the recently realized university campus 'Area of the Sciences' in Parma, northern Italy, has been planned for a comprehensive programme of renovation and revitalization with a special focus on vehicular accessibility and the quality of open spaces. As part of the problem setting phase, the authors, with Rivi Engineering, applied Multiple Centrality Assessment (MCA) - a process of network analysis based on primal graphs, a set of different centrality indices and the metric computation of distances - in order to understand why the existent system of open spaces and pedestrian paths is so scarcely experienced by students as well as faculty and staff members and why it appears so poorly supportive of social life and human exchange. In the problem-solving phase MCA was also applied, turning out to offer a relevant contribution to the comparative evaluation of two alternative proposed scenarios, leading to the identification of one final solution of urban design. In the present paper, the first professional application of MCA, an innovative approach to the network analysis of geographic complex systems, is presented and its relevance in the context of a problem of urban design illustrated

    Exploring cognitive issues in visual information retrieval

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    A study was conducted that compared user performance across a range of search tasks supported by both a textual and a visual information retrieval interface (VIRI). Test scores representing seven distinct cognitive abilities were examined in relation to user performance. Results indicate that, when using VIRIs, visual-perceptual abilities account for significant amounts of within-subjects variance, particularly when the relevance criteria were highly specific. Visualisation ability also seemed to be a critical factor when users were required to change topical perspective within the visualisation. Suggestions are made for navigational cues that may help to reduce the effects of these individual differences

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    Design thinking and innovation: synthesising concepts of knowledge co-creation in spaces of professional development

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    This paper explores how design thinking connects to concepts of knowledge creation and innovation. A case study of a knowledge sharing network in the social services sector is used to illustrate how design thinking supports Ba, the spaces for knowledge creation. Further exploration of the four enabling conditions for Ba resulted in delineation of two distinct types: relational and structural. Relational enablers support three groups of enabling conditions: interaction, shared values and communication. It is proposed that design thinking aligns well with relational enabling conditions for Ba to create the ideal spaces for knowledge creation. The group of structural enablers can assist or obstruct change and relate to the culture and management approaches of an organization, which may or may not be assisted by design thinking. However, to ensure that design thinking is not undermined, and innovation is achieved, the presence of an appropriate structural enabler is critical for success
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