932 research outputs found

    GASP: from Modular Programming to Distributed Execution

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    International audienceWe present in this paper a generic animation and simulation platform which integrates the different animation models: descriptive, generative and behavioural models. The integration of these models in the same platform allows to offer to each dynamic entity a more realistic and a richer environment, and thereby to increase possible interactions between an actor and its environment. Therefore we describe the kernel of the platform, then we explain how it is used from the programmer point of view and we illustrate its use in the field of driving simulation

    Pedestrian steering behaviour modelling within the built environment

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    Prediction of pedestrians’ steering behaviours within the built environments under normal and non-panic situations is useful for a wide range of applications, which include social science, psychology, architecture, and computer graphics. The main focus is on prediction of the pedestrian walking paths and the influences from the surrounding environment from the engineering point of view

    The Disappearing Frame.: A Practice-based investigation into composing virtual environment artworks

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    Through creative art making practice, research seeks to contribute a body of knowledge to an under researched area by examining how key concepts germane to computer based, interactive, three-dimensional, virtual environment artworks might be explicated, potential compositional issues characterised, and possible production strategies identified and/or proposed. Initial research summarises a range of classifications pertaining to the function of interactivity within virtual space, leading to an identification and analysis of a predominant model for composing virtual environment media, characterised as the "world as model": a methodological approach to devising interactive and spatial contexts employing visual and behavioural modes based on the physical world. Following this alternative forms of environmental organisation are examined through the development of a series of artworks beginning with Bodies and Bethlem, and culminating with Reconnoitre: a networked environment, spatially manifest through performative user input. Theoretical corollaries to the project are identified placing it within a wider critical context concerned with distinguishing between the virtual as a condition of simulation: a representation of something pre-existing, and the virtual as potential structure: a phenomena in itself requiring creative actualisation and orientated toward change. This distinction is further developed through an analysis of some existing typologies of interactive computer based art, and used to generalise two base conditions between which various possibilities for practice might be situated: the "fluid" and "formatted" virtual

    The disappearing frame: a practice-based investigation into composing virtual environment artworks

    Full text link
    Through creative art making practice, research seeks to contribute a body of knowledge to an under researched area by examining how key concepts germane to computer based, interactive, three-dimensional, virtual environment artworks might be explicated, potential compositional issues characterised, and possible production strategies identified and/or proposed. Initial research summarises a range of classifications pertaining to the function of interactivity within virtual space, leading to an identification and analysis of a predominant model for composing virtual environment media, characterised as the "world as model": a methodological approach to devising interactive and spatial contexts employing visual and behavioural modes based on the physical world. Following this alternative forms of environmental organisation are examined through the development of a series of artworks beginning with Bodies and Bethlem, and culminating with Reconnoitre: a networked environment, spatially manifest through performative user input. Theoretical corollaries to the project are identified placing it within a wider critical context concerned with distinguishing between the virtual as a condition of simulation: a representation of something pre-existing, and the virtual as potential structure: a phenomena in itself requiring creative actualisation and orientated toward change. This distinction is further developed through an analysis of some existing typologies of interactive computer based art, and used to generalise two base conditions between which various possibilities for practice might be situated: the "fluid" and "formatted" virtual.

    Validation of a microsimulation of the port of Dover

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    Modelling and simulating the traffic of heavily used but secure environments such as seaports and airports is of increasing importance. Errors made when simulating these environments can have long standing economic, social and environmental implications. This paper discusses issues and problems that may arise when designing a simulation strategy. Data for the Port is presented, methods for lightweight vehicle assessment that can be used to calibrate and validate simulations are also discussed along with a diagnosis of overcalibration issues. We show that decisions about where the intelligence lies in a system has important repercussions for the reliability of system statistics. Finally, conclusions are drawn about how microsimulations can be moved forward as a robust planning tool for the 21st century
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