1,825 research outputs found

    MIDAS prototype Multispectral Interactive Digital Analysis System for large area earth resources surveys. Volume 2: Charge coupled device investigation

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    MIDAS is a third-generation, fast, low cost, multispectral recognition system able to keep pace with the large quantity and high rates of data acquisition from large regions with present and projected sensors. MIDAS, for example, can process a complete ERTS frame in forty seconds and provide a color map of sixteen constituent categories in a few minutes. A principal objective of the MIDAS Program is to provide a system well interfaced with the human operator and thus to obtain large overall reductions in turn-around time and significant gains in throughput. The need for advanced onboard spacecraft processing of remotely sensed data is stated and approaches to this problem are described which are feasible through the use of charge coupled devices. Tentative mechanizations for the required processing operations are given in large block form. These initial designs can serve as a guide to circuit/system designers

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular

    Computational composition strategies in audiovisual laptop performance

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    We live in a cultural environment in which computer based musical performances have become ubiquitous. Particularly the use of laptops as instruments is a thriving practice in many genres and subcultures. The opportunity to command the most intricate level of control on the smallest of time scales in music composition and computer graphics introduces a number of complexities and dilemmas for the performer working with algorithms. Writing computer code to create audiovisuals offers abundant opportunities for discovering new ways of expression in live performance while simultaneously introducing challenges and presenting the user with difficult choices. There are a host of computational strategies that can be employed in live situations to assist the performer, including artificially intelligent performance agents who operate according to predefined algorithmic rules. This thesis describes four software systems for real time multimodal improvisation and composition in which a number of computational strategies for audiovisual laptop performances is explored and which were used in creation of a portfolio of accompanying audiovisual compositions

    Cyclist’s Intention Identification on Pedestrian-Bicycle Mixed Sections Based on Phase-Field Coupling Theory

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    Bicycle is one of the main factors that affects the traffic safety and capacity on pedestrian-bicycle mixed traffic sections. It is important for implementing the warning of bicycle safety and improving the active safety to identify the cyclists’ intention in the mixed traffic environments under the condition of the “Internet of Things”. The phase-field coupling theory has been developed in this paper to comprehensively analyse the generation, spring up, increase, transfer, regression and reduction method of the traffic phase. The adaptive genetic algorithm based on the information entropy has been used to extract feature vectors of different types of cyclists for intention identification from the reduced pedestrian-bicycle traffic phase, and the theory of evidence has been provided here to build the identification model. The experimental verification shows that the extraction method of cyclists’ intention feature vector and identification model are scientific and reasonable. The theoretical basis can be applied to establishing the pedestrian-bicycle interactive security system.</p

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)

    Tools and methods in participatory modeling: Selecting the right tool for the job

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    © 2018 Elsevier Ltd Various tools and methods are used in participatory modelling, at different stages of the process and for different purposes. The diversity of tools and methods can create challenges for stakeholders and modelers when selecting the ones most appropriate for their projects. We offer a systematic overview, assessment, and categorization of methods to assist modelers and stakeholders with their choices and decisions. Most available literature provides little justification or information on the reasons for the use of particular methods or tools in a given study. In most of the cases, it seems that the prior experience and skills of the modelers had a dominant effect on the selection of the methods used. While we have not found any real evidence of this approach being wrong, we do think that putting more thought into the method selection process and choosing the most appropriate method for the project can produce better results. Based on expert opinion and a survey of modelers engaged in participatory processes, we offer practical guidelines to improve decisions about method selection at different stages of the participatory modeling process

    Dynamic land use/cover change modelling

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    Landnutzungswandel ist eine komplexe Angelegenheit, die durch zahlreiche biophysikalische, sozioökonomische und wirtschaftliche Faktoren verursacht wird. Eine offensichtliche Art des Landnutzungswandels, die in den suburbanen Gebieten einer Metropole stattfindet, ist die Zersiedelung. Es gibt viele Modellierungstechniken, um dieses PhĂ€nomen zu studieren. Diese wurden seit den 1960iger Jahren entwickelt und finden weite Verbreitung. Einige dieser Modelle leiden unter dem VernachlĂ€ssigen signifikanter Variablen. Traditionelle Methoden wie etwa zellulare Automaten, Markow-Ketten-Modelle, zellulare Automaten-Markow-Modelle und logistische Regressionsmodelle, weisen inhĂ€rente SchwĂ€chen auf in Bezug auf menschliche AktivitĂ€ten in der Umwelt. Das liegt daran, dass der Mensch der Hauptakteur in der Transformation der Umwelt ist und die suburbanen Gebiete durch NiederlassungsprĂ€ferenzen und Lebensstil prĂ€gt. Das Hauptziel dieser Dissertation ist es, einige dieser traditionellen Techniken zu untersuchen, um ihre Vor- und Nachteile zu identifizieren. Diese Modelle werden miteinander verglichen, um ihre FunktionalitĂ€t zu hinterfragen. Obwohl die Methodologie zur Evaluierung agentenbasierter Modelle unzureichend ist, wurde hier versucht, ein selbst-kalibriertes agentenbasiertes Modell fĂŒr den Großraum Teheran zu erstellen. Einige Variablen, die in der Wirklichkeit die Zersiedelung im Studiengebiet kontrollieren, wurden durch Expertenwissen und Ă€hnliche Studien extrahiert. Drei Hauptagenten, die mit der Ausbreitung von StĂ€dten zu tun haben, wurden definiert: Entwickler, Bewohner, Behörden. Jeder einzelne Agent beeinflusst Variablen; d.h. die Entscheidungen eines Agenten werden von einer Reihe realer Variablen beeinflusst. Das Verhalten der einzelnen Agenten wurde in einer GIS Umgebung kodiert und anschließend zusammengefĂŒhrt, um einen Prototyp zur Simulation der LandnutzungsĂ€nderung zu erzeugen. Dieser Geosimulations-Prototyp ist in der Lage, die QuantitĂ€t und die Lage von LandnutzungsĂ€nderungen insbesondere in der Umgebung von Teheran zu simulieren. Dieses agentenbasierte Modell zieht Nutzen aus der StĂ€rke traditioneller Techniken wie etwa zellularen Automaten zur Änderungsallokation, Markow-Modellen zur SchĂ€tzung der QuantitĂ€t der Änderung und einer Gewichtung der individuellen Faktoren. Eine detaillierte Diskussion der Implementierung der unterschiedlichen Methoden sowie eine StĂ€rken-SchwĂ€chen-Analyse werden prĂ€sentiert und die Ergebnisse mit der tatsĂ€chlichen Situation verglichen, um die Modelle zu verifizieren. In dieser Arbeit wurden GIS Funktionen verwendet und zusĂ€tzliche Funktionen in Python programmiert. Diese Untersuchungen sollen Stadtplaner und EntscheidungstrĂ€ger unterstĂŒtzen, StĂ€dte und deren Ausbreitung zu simulieren.Land use/ cover change is a complex matter, which is caused by numerous biophysical, socio-economical and economic factors. An obvious form of land use change in the suburbs of the metropolis is defined as urban sprawl. There are a number of techniques to model this issue in order to investigate this topic. These models have been developed since the 1960s and are increasing in terms of quantity and popularity. Some of these models suffer from a lack of consideration of some significant variables. The traditional methods (e.g. Cellular Automata, the Markov Chain Model, the CA-Markov Model, and the Logistic Regression Model) have some inherent weaknesses in consideration of human activity in the environment. The particular significance of this problem is the fact that humans are the main actors in the transformation of the environment, and impact upon the suburbs due to their settlement preferences and lifestyle choices. The main aim of this thesis was to examine some of those traditional techniques in order to discover their considerable advantages and disadvantages. These models were compared against each other to challenge their functionality. Whereas there is a lack of methodology in evaluation of agent-based models, it was presumed to create a self-calibrated agent based model, by focussing on the Tehran metropolitan area. Some variables in reality control urban sprawl in the study area, which were extracted through the expert knowledge and similar studies. Three main agents, which deal with urban expansion, were defined: developers, residents, government. Each particular agent affects some variables, i.e. the agents‟ decisions are being influenced by a set of real variables. Agents‟ behaviours were coded in a GIS environment and, thereafter, the predefined agents were combined through a function to create a prototype for simulation of land change. This designed geosimulation prototype can simulate the quantity and location of changes specifically in the vicinity of the metropolis of Tehran. This customised agent-based model benefits from the strengths of traditional techniques; for instance, a Cellular Automata structure for change allocation, a Markov model for change quantity estimation and a weighting system to differentiate between the weights of the driving factors. A detailed discussion of each methodology implementation, and their weakness and strengths, is then presented, specifically comparing results with the reality to verify the models. In this research, we used only the GIS functionalities within GIS environments and the required functions were coded in the Python engine. This investigation will help urban planners and urban decision-makers to simulate cities and their movements over time
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