22,158 research outputs found

    A bi-level model of dynamic traffic signal control with continuum approximation

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    This paper proposes a bi-level model for traffic network signal control, which is formulated as a dynamic Stackelberg game and solved as a mathematical program with equilibrium constraints (MPEC). The lower-level problem is a dynamic user equilibrium (DUE) with embedded dynamic network loading (DNL) sub-problem based on the LWR model (Lighthill and Whitham, 1955; Richards, 1956). The upper-level decision variables are (time-varying) signal green splits with the objective of minimizing network-wide travel cost. Unlike most existing literature which mainly use an on-and-off (binary) representation of the signal controls, we employ a continuum signal model recently proposed and analyzed in Han et al. (2014), which aims at describing and predicting the aggregate behavior that exists at signalized intersections without relying on distinct signal phases. Advantages of this continuum signal model include fewer integer variables, less restrictive constraints on the time steps, and higher decision resolution. It simplifies the modeling representation of large-scale urban traffic networks with the benefit of improved computational efficiency in simulation or optimization. We present, for the LWR-based DNL model that explicitly captures vehicle spillback, an in-depth study on the implementation of the continuum signal model, as its approximation accuracy depends on a number of factors and may deteriorate greatly under certain conditions. The proposed MPEC is solved on two test networks with three metaheuristic methods. Parallel computing is employed to significantly accelerate the solution procedure

    On the use of serious games technology to facilitate large-scale training in cybercrime response

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    As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there exists a vast range of technological devices with the ability to store digital evidence that could be of use during a criminal investigation. There is a clear requirement to ensure that digital forensic investigators have received up-to-date training on appropriate methods for the seizure, acquisition and analysis of digital devices. However, given the increasing number of crimes now involving a range of technological devices it is increasingly important for those police officers who respond to incidents of crime to have received appropriate training.The aim of our research is to transform the delivery of first responder training in tackling cybercrime.A project trialling the use of computer games technology to train officers in cybercrime response is described. A game simulating typical cybercrime scenes has been developed and its use in training first responders has been evaluated within Police Scotland. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential

    Optimal Scanning Bandwidth Strategy Incorporating Uncertainty about Adversary's Characteristics

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    In this paper we investigate the problem of designing a spectrum scanning strategy to detect an intelligent Invader who wants to utilize spectrum undetected for his/her unapproved purposes. To deal with this problem we model the situation as two games, between a Scanner and an Invader, and solve them sequentially. The first game is formulated to design the optimal (in maxmin sense) scanning algorithm, while the second one allows one to find the optimal values of the parameters for the algorithm depending on parameters of the network. These games provide solutions for two dilemmas that the rivals face. The Invader's dilemma consists of the following: the more bandwidth the Invader attempts to use leads to a larger payoff if he is not detected, but at the same time also increases the probability of being detected and thus fined. Similarly, the Scanner faces a dilemma: the wider the bandwidth scanned, the higher the probability of detecting the Invader, but at the expense of increasing the cost of building the scanning system. The equilibrium strategies are found explicitly and reveal interesting properties. In particular, we have found a discontinuous dependence of the equilibrium strategies on the network parameters, fine and the type of the Invader's award. This discontinuity of the fine means that the network provider has to take into account a human/social factor since some threshold values of fine could be very sensible for the Invader, while in other situations simply increasing the fine has minimal deterrence impact. Also we show how incomplete information about the Invader's technical characteristics and reward (e.g. motivated by using different type of application, say, video-streaming or downloading files) can be incorporated into scanning strategy to increase its efficiency.Comment: This is the last draft version of the paper. Revised version of the paper was published in EAI Endorsed Transactions on Mobile Communications and Applications, Vol. 14, Issue 5, 2014, doi=10.4108/mca.2.5.e6. arXiv admin note: substantial text overlap with arXiv:1310.724

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal

    Comparative analysis of spring flood risk reduction measures in Alaska, United States and the Sakha Republic, Russia

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    Thesis (Ph.D.) University of Alaska Fairbanks, 2017River ice thaw and breakup are an annual springtime phenomena in the North. Depending on regional weather patterns and river morphology, breakups can result in catastrophic floods in exposed and vulnerable communities. Breakup flood risk is especially high in rural and remote northern communities, where flood relief and recovery are complicated by unique geographical and climatological features, and limited physical and communication infrastructure. Proactive spring flood management would significantly minimize the adverse impacts of spring floods. Proactive flood management entails flood risk reduction through advances in ice jam and flood prevention, forecasting and mitigation, and community preparedness. With the goal to identify best practices in spring flood risk reduction, I conducted a comparative case study between two flood-prone communities, Galena in Alaska, United States and Edeytsy in the Sakha Republic, Russia. Within a week from each other, Galena and Edeytsy sustained major floods in May 2013. Methods included focus groups with the representatives from flood managing agencies, surveys of families impacted by the 2013 floods, observations on site, and archival review. Comparative parameters of the study included natural and human causes of spring floods, effectiveness of spring flood mitigation and preparedness strategies, and the role of interagency communication and cooperation in flood risk reduction. The analysis revealed that spring flood risk in Galena and Edeytsy results from complex interactions among a series of natural processes and human actions that generate conditions of hazard, exposure, and vulnerability. Therefore, flood risk in Galena and Edeytsy can be reduced by managing conditions of ice-jam floods, and decreasing exposure and vulnerability of the at-risk populations. Implementing the Pressure and Release model to analyze the vulnerability progression of Edeytsy and Galena points to common root causes at the two research sites, including colonial heritage, unequal distribution of resources and power, top-down governance, and limited inclusion of local communities in the decision-making process. To construct an appropriate flood risk reduction framework it is important to establish a dialogue among the diverse stakeholders on potential solutions, arriving at a range of top-down and bottom-up initiatives and in conjunction selecting the appropriate strategies. Both communities have progressed in terms of greater awareness of the hazard, reduction in vulnerabilities, and a shift to more reliance on shelter-in-place. However, in neither community have needed improvements in levee protection been completed. Dialogue between outside authorities and the community begins earlier and is more intensive for Edeytsy, perhaps accounting for Edeytsy's more favorable rating of risk management and response than Galena's

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving
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