310,101 research outputs found
OPTIMALITY CRITERIA FOR HUMAN RUNNING INVESTIGATED BY FORWARD DYNAMICS SIMULATIONS
There are currently no generally accepted optimality criteria for human running. The purpose of the study was to test a set of potential criteria by generating performance based forward dynamics simulations. Simulation results were compared to
measurements from human runners. Minimizing muscle activation generated the simulation that most accurately matched the experimental kinematic and metabolic data. The results suggest that minimizing activation, which avoids fatiguing any one muscle, is
an important control policy for human running
So You Think You Can Model? A Guide to Building and Evaluating Archaeological Simulation Models of Dispersals
With the current surge of simulation studies in archaeology there is a growing concern for the lack of engagement and feedback between modellers and domain specialists. To facilitate this dialogue I present a compact guide to the simulation modelling process applied to a common research topic and the focus of this special issue of Human Biology—human dispersals. The process of developing a simulation is divided into nine steps grouped in three phases. The conceptual phase consists of identifying research questions (step 1) and finding the most suitable method (step 2), designing the general framework and the resolution of the simulation (step 3) and then by filling in that framework with the modelled entities and the rules of interactions (step 4). This is followed by the technical phase of coding and testing (step 5), parameterising the simulation (step 6) and running it (step 7). In the final phase the results of the simulation are analysed and re-contextualised (step 8) and the findings of the model are disseminated in publications and code repositories (step 9). Each step will be defined and characterised and then illustrated with examples of published human dispersals simulation studies. While not aiming to be a comprehensive textbookstyle guide to simulation, this overview of the process of modelling human dispersals should arm any non-modeller with enough understanding to evaluate the quality, strengths and weaknesses of any particular archaeological simulation and provide a starting point for further exploration of this common scientific tool
Determination of subject-specific model parameters for visco-elastic elements
The determination of subject-specific model parameter values is necessary in order for a computer
simulation model of human motion to be evaluated quantitatively. This study used an optimisation
procedure along with a kinematically-driven simulation model of the contact phase in running
jumps to determine the elastic parameters of segmental wobbling masses and the foot-ground
interface. Kinetic and kinematic data were obtained on a running jump for height and a running
jump for distance performed by an elite male high jumper. Stiffness and damping coefficients of
the visco-elastic elements in the model were varied until the difference between simulation and
performance was minimised. Percentage differences of 6% and 9% between the simulated and
recorded performances were obtained in the jumps for height and distance respectively. When the
parameters obtained from the jump for height were used in a simulation of the jump for distance
(and vice versa) there was poor agreement with the recorded jump. On the other hand a common
set of visco-elastic parameters were obtained using the data from both recorded jumps resulting in
a mean difference of only 8% (made up of 7% and 10%) between simulation and performance that
was almost as good as the individual matches. Simulations were not overly sensitive to
perturbations of the common set of visco-elastic parameters. It is concluded that subject-specific
elastic parameters should be calculated from more than a single jump in order to provide a robust
set of values that can be used in different simulations
Agent-based Crowd Simulation Modelling for a Gaming Environment
Crowd simulation study has become a favorite subject in the computer graphics community in the past three decades. It usually is a sub-function within many applications such as video games, films, and public security. This thesis proposes an independent crowd simulation model that is capable of running an Agent-based method through a gaming environment. It can simulate realistic human crowds with user-controllable features to provide a gaming-like experience. Our approach features an enhanced rendering system based on Distinguishable Agents Generating Method (DAGM). This method can generate distinguishable and scalable 3D human models in real-time. We also introduce our Multi-layer Collision System (MCS), which features a collision-message collection system and an evaluation processing system. We also introduce Building & City-planning Generating System (BCGS) for the purpose of setting up obstacles for the crowd during an evacuation simulation. Moreover, in this thesis, we also extend the study to other aspects such as crisis training and human animations to provide a complete agent-based crowd simulation model
Performance of an Operating High Energy Physics Data Grid: D0SAR-Grid
The D0 experiment at Fermilab's Tevatron will record several petabytes of
data over the next five years in pursuing the goals of understanding nature and
searching for the origin of mass. Computing resources required to analyze these
data far exceed capabilities of any one institution. Moreover, the widely
scattered geographical distribution of D0 collaborators poses further serious
difficulties for optimal use of human and computing resources. These
difficulties will exacerbate in future high energy physics experiments, like
the LHC. The computing grid has long been recognized as a solution to these
problems. This technology is being made a more immediate reality to end users
in D0 by developing a grid in the D0 Southern Analysis Region (D0SAR),
D0SAR-Grid, using all available resources within it and a home-grown local task
manager, McFarm. We will present the architecture in which the D0SAR-Grid is
implemented, the use of technology and the functionality of the grid, and the
experience from operating the grid in simulation, reprocessing and data
analyses for a currently running HEP experiment.Comment: 3 pages, no figures, conference proceedings of DPF04 tal
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