748 research outputs found

    Role of opinion sharing on the emergency evacuation dynamics

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    Emergency evacuation is a critical research topic and any improvement to the existing evacuation models will help in improving the safety of the evacuees. Currently, there are evacuation models that have either an accurate movement model or a sophisticated decision model. Individuals in a crowd tend to share and propagate their opinion. This opinion sharing part is either implicitly modeled or entirely overlooked in most of the existing models. Thus, one of the overarching goal of this research is to the study the effect of opinion evolution through an evacuating crowd. First, the opinion evolution in a crowd was modeled mathematically. Next, the results from the analytical model were validated with a simulation model having a simple motion model. To improve the fidelity of the evacuation model, a more realistic movement and decision model were incorporated and the effect of opinion sharing on the evacuation dynamics was studied extensively. Further, individuals with strong inclination towards particular route were introduced and their effect on overall efficiency was studied. Current evacuation guidance algorithms focuses on efficient crowd evacuation. The method of guidance delivery is generally overlooked. This important gap in guidance delivery is addressed next. Additionally, a virtual reality based immersive experiment is designed to study factors affecting individuals\u27 decision making during emergency evacuation

    A Framework for Augmenting Building Performance Models Using Machine Learning and Immersive Virtual Environment

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    Building performance models (BPMs), such as building energy simulation models, have been widely used in building design. Existing BPMs are mainly derived using data from existing buildings. They may not be able to effectively address human-building interactions and lack the capability to address specific contextual factors in buildings under design. The lack of such capability often contributes to the existence of building performance discrepancies, i.e., differences between predicted performance during design and the actual performance. To improve the prediction accuracy of existing BPMs, a computational framework is developed in this dissertation. It combines an existing BPM with context-aware design-specific data involving human-building interactions in new designs by using a machine learning approach. Immersive virtual environments (IVEs) are used to acquire data describing design-specific human-building interactions, a machine learning technique is used to combine data obtained from an existing BPM, and IVEs are used to generate an augmented BPM. The potential of the framework is investigated and evaluated. An artificial neural network (ANN)-based greedy algorithm combines context-aware design-specific data obtained from IVEs with an existing BPM to enhance the simulations of human-building interactions in new designs. The results of the application show the potential of the framework to improve the prediction accuracy of an existing BPM evaluated against data obtained from the physical environment. However, it lacks the ability to determine the appropriate combination between context-aware design-specific data and data of the existing BPM. Consequently, the framework is improved to have ability to determine an appropriate combination based on a specified performance target. A generative adversarial network (GAN) is used to combine context-aware design-specific data and data of an existing BPM using the performance target as guide to generate an augmented BPM. The results confirm the effectiveness of this new framework. The performance of the augmented BPMs generated using the GAN-based framework is significantly better than the updated BPMs generated using the ANN-based greedy algorithm. The framework is completed by incorporating a robustness analysis to assist investigations of robustness of the GAN regarding the uncertainty involved in the input parameters (i.e., an existing BPM and context-aware design-specific data). Overall, this dissertation shows the promising potential of the framework in enhancing performance of BPMs and reducing performance discrepancies between estimations made during design and in performance in actual buildings

    A GPU-accelerated immersive audio-visual framework for interaction with molecular dynamics using consumer depth sensors

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    © the Partner Organisations 2014. With advances in computational power, the rapidly growing role of computational/simulation methodologies in the physical sciences, and the development of new human-computer interaction technologies, the field of interactive molecular dynamics seems destined to expand. In this paper, we describe and benchmark the software algorithms and hardware setup for carrying out interactive molecular dynamics utilizing an array of consumer depth sensors. The system works by interpreting the human form as an energy landscape, and superimposing this landscape on a molecular dynamics simulation to chaperone the motion of the simulated atoms, affecting both graphics and sonified simulation data. GPU acceleration has been key to achieving our target of 60 frames per second (FPS), giving an extremely fluid interactive experience. GPU acceleration has also allowed us to scale the system for use in immersive 360° spaces with an array of up to ten depth sensors, allowing several users to simultaneously chaperone the dynamics. The flexibility of our platform for carrying out molecular dynamics simulations has been considerably enhanced by wrappers that facilitate fast communication with a portable selection of GPU-accelerated molecular force evaluation routines. In this paper, we describe a 360°atmospheric molecular dynamics simulation we have run in a chemistry/physics education context. We also describe initial tests in which users have been able to chaperone the dynamics of 10-alanine peptide embedded in an explicit water solvent. Using this system, both expert and novice users have been able to accelerate peptide rare event dynamics by 3-4 orders of magnitude. This journal i

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Pedestrian Models for Autonomous Driving Part II: High-Level Models of Human Behavior

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    Abstract—Autonomous vehicles (AVs) must share space with pedestrians, both in carriageway cases such as cars at pedestrian crossings and off-carriageway cases such as delivery vehicles navigating through crowds on pedestrianized high-streets. Unlike static obstacles, pedestrians are active agents with complex, inter- active motions. Planning AV actions in the presence of pedestrians thus requires modelling of their probable future behaviour as well as detecting and tracking them. This narrative review article is Part II of a pair, together surveying the current technology stack involved in this process, organising recent research into a hierarchical taxonomy ranging from low-level image detection to high-level psychological models, from the perspective of an AV designer. This self-contained Part II covers the higher levels of this stack, consisting of models of pedestrian behaviour, from prediction of individual pedestrians’ likely destinations and paths, to game-theoretic models of interactions between pedestrians and autonomous vehicles. This survey clearly shows that, although there are good models for optimal walking behaviour, high-level psychological and social modelling of pedestrian behaviour still remains an open research question that requires many conceptual issues to be clarified. Early work has been done on descriptive and qualitative models of behaviour, but much work is still needed to translate them into quantitative algorithms for practical AV control

    Semiannual report

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    This report summarizes research conducted at the Institute for Computer Applications in Science and Engineering in applied mathematics, fluid mechanics, and computer science during the period 1 Oct. 1994 - 31 Mar. 1995

    Modeling crowd work in open task systems

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    This thesis aims to harness modern machine learning techniques to understand how and why people interact in large and open, collaborative online platforms: task systems. The participants who interact with the task systems have a diverse set of goals and reasons for contributing and the data that is logged from their participation is often observational. These two factors present many challenges for researchers who wish to understand the motivations for continued contributions to these projects such as Wikipedia and Stack Overflow. Existing approaches to scientific investigation in such domains often take a “one-size-fits-all” approach where aggregated trends are studied and conclusions are drawn from overview statistics. In contrast to these approaches, I motivate a three-stage framework for scientific enquiry into the behaviour of participants in task systems. First I propose a modelling step where assumptions and hypotheses from Behavioural Sciences are encoded directly into a model’s structure. I will show that it is important to allow for multiple competing hypotheses in one model. It is due to the diversity of the participants’ goals and motivations that it is important to have a range of hypotheses that may account for different interaction patterns present in the data. Second, I design deep generative models for harnessing both the power of deep learning and the structured inference of variational methods to infer parameters that fit the structured models from the first step. Such methods allow us to perform maximum likelihood estimation of parameter values while harnessing amortised learning across a dataset. The inference schemes proposed here allow for posterior assignment of interaction data to specific hypotheses, giving insight into the validity of a hypoth- esis. It also naturally allows for inference over both categorical and continuous latent variables in one model - an aspect that is crucial in modelling data where competing hypotheses that describe the users’ interaction are present. Finally, in working to understand how and why people interact in such online settings, we are required to understand the model parameters that are associated with the various aspects of their interaction. In many cases, these parameters are given specific meaning by construction of the model, however, I argue that it is still important to evaluate the interpretability of such models and I, therefore, investigate several tests for performing such an evaluation. My contributions additionally entail designing bespoke models that describe people’s interactions in complex and online domains. I present examples from real-world domains where the data consist of people’s actual interactions with the system
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