10,517 research outputs found
Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents
La GĂ©o-Simulation Multi-Agent (GSMA) est un paradigme de modĂ©lisation et de simulation de phĂ©nomĂšnes dynamiques dans une variĂ©tĂ© de domaines d'applications tels que le domaine du transport, le domaine des tĂ©lĂ©communications, le domaine environnemental, etc. La GSMA est utilisĂ©e pour Ă©tudier et analyser des phĂ©nomĂšnes qui mettent en jeu un grand nombre d'acteurs simulĂ©s (implĂ©mentĂ©s par des agents) qui Ă©voluent et interagissent avec une reprĂ©sentation explicite de l'espace qu'on appelle Environnement GĂ©ographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement gĂ©ographique qui peut ĂȘtre dynamique, complexe et Ă©tendu (Ă grande Ă©chelle), un agent doit d'abord disposer d'une reprĂ©sentation dĂ©taillĂ©e de ce dernier. Les EGV classiques se limitent gĂ©nĂ©ralement Ă une reprĂ©sentation gĂ©omĂ©trique du monde rĂ©el laissant de cĂŽtĂ© les informations topologiques et sĂ©mantiques qui le caractĂ©risent. Ceci a pour consĂ©quence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de rĂ©duire les capacitĂ©s de raisonnement spatial des agents situĂ©s. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent Ă calculer un chemin qui lie deux positions situĂ©es dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractĂ©ristiques de l'environnement (topologiques et sĂ©mantiques), ni celles des agents (types et capacitĂ©s). Les agents situĂ©s ne possĂšdent donc pas de moyens leur permettant d'acquĂ©rir les connaissances nĂ©cessaires sur l'environnement virtuel pour pouvoir prendre une dĂ©cision spatiale informĂ©e. Pour rĂ©pondre Ă ces limites, nous proposons une nouvelle approche pour gĂ©nĂ©rer automatiquement des Environnements GĂ©ographiques Virtuels InformĂ©s (EGVI) en utilisant les donnĂ©es fournies par les SystĂšmes d'Information GĂ©ographique (SIG) enrichies par des informations sĂ©mantiques pour produire des GSMA prĂ©cises et plus rĂ©alistes. De plus, nous prĂ©sentons un algorithme de planification hiĂ©rarchique de chemin qui tire avantage de la description enrichie et optimisĂ©e de l'EGVI pour fournir aux agents un chemin qui tient compte Ă la fois des caractĂ©ristiques de leur environnement virtuel et de leurs types et capacitĂ©s. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise Ă supporter la prise de dĂ©cision informĂ©e et le raisonnement spatial des agents situĂ©s
Methodology for the Construction of a Virtual Environment for the Simulation of Critical Processes
There is a growing trend in education and training towards the use of online and distance
learning courses. This delivery format provides flexibility and accessibility; it is also viewed
as a way to provide education in a more effective way to a broader community. Online
courses are comfortable, they are built under the missive of âanyone, anywhere, anytimeâ.
Everyone can participate from home or workplace.
Online courses can be developed in a variety of ways, for example, using a LMS (Learning
Management System), a LCM (Learning Content System), or a Web 2.0 tool (or some
mixture). These options, however, show limitations in terms of communication and
interaction levels that can be achieved between students. Most learning systems are
asynchronous and don't allow an effective real-time interaction, collaboration and
cooperation. Whilst they typically have synchronous chats and whiteboards, these
capabilities are often sterile and donât stimulate the appropriate interactions that enhance
learning. A rich interaction does not necessarily involve just verbal exchange since there is
an huge learning value to be gained from interacting with the learning content in a more
visual and practical way. For instance, imagine the learning benefits from collaborating on
a 3D construction jointly and in real-time? Imagine watching the impact of soil erosion, or
building and walking inside an heart model or a car engine? All this is possible in a 3D
immersive virtual world. Students can engage at a distance building content in real-time,
collaboratively and interactively. On the net there can be found an array of virtual
worlds, however we have chosen Second LifeÂź (SLÂź) to show how teaching and learning
can be enhanced through the use of this platform. Second LifeÂź is immersive, enabling
users to interact, communicate and collaborate as if in the real world. SLÂź is a model of
the real world, it shows an accurate physics simulation and it includes a meteorological
and gravitational system; as such, anything can be modelled and simulated. Each user in
the environment is represented by an avatar with all the features of a human being and
avatars can manipulate the environment. Scientific experiments can be held in a very safe
and controlled environment, and can be directly conducted by the scientist in charge.
Scientific fields such as architecture, history, medicine, biology, sociology, programming,
languages learning among many others can all be tested and researched through this
virtual world.info:eu-repo/semantics/publishedVersio
Knowledge-based Expressive Technologies within Cloud Computing Environments
Presented paper describes the development of comprehensive approach for
knowledge processing within e-Sceince tasks. Considering the task solving
within a simulation-driven approach a set of knowledge-based procedures for
task definition and composite application processing can be identified. This
procedures could be supported by the use of domain-specific knowledge being
formalized and used for automation purpose. Within this work the developed
conceptual and technological knowledge-based toolbox for complex
multidisciplinary task solv-ing support is proposed. Using CLAVIRE cloud
computing environment as a core platform a set of interconnected expressive
technologies were developed.Comment: Proceedings of the 8th International Conference on Intelligent
Systems and Knowledge Engineering (ISKE2013). 201
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
A Data Model for Exploration of Temporal Virtual Reality Geographic Information Systems
Geographic information systems deal with the exploration, analysis, and presentation of geo-referenced data. Virtual reality is a type of human-computer interface that comes close to the way people perceive information in the real world. Thus, virtual reality environments become the natural paradigm for extending and enhancing the presentational and exploratory capability of GIs applications in both the spatial and temporal domains. The main motivation of this thesis is the lack of a framework that properly supports the exploration of geographic information in a multi-dimensional and multi-sensorial environment (i.e., temporal virtual reality geographic information systems). This thesis introduces a model for virtual exploration of animations. Virtual exploration of animations is a framework composed of abstract data types and a user interface that allow non-expert users to control, manipulate, analyze, and present objects\u27 behaviors in a virtual-reality environment. In the model for virtual exploration of animations, the manipulation of the dynamic environment is accomplished through a set of operations performed over abstractions that represent temporal characteristics of actions. An important feature of the model is that the temporal information is treated as first-class entities and not as a mere attribute of action\u27s representations. Therefore, entities of the temporal model have their own built-in functionality and are able to represent complex temporal structures. In an environment designed for the manipulation of the temporal characteristics of actions, the knowledge of relationships among objects\u27 behaviors plays a significant role in the model. This information comes from the knowledge base of the application domain and is represented in the model through constraints among entities of the temporal model. Such constraints vary from simply relating the end points of two intervals to a complex mechanism that takes into account all relations between sequences of intervals of cyclic behaviors. The fact that the exploration of the information takes place in a virtual reality environment imposes new requirements on the animation model. This thesis introduces a new classification of objects in a VR environment and describes the associated semantics of each element in the taxonomy. These semantics are used to direct the way an object interacts with an observer and with other objects in the environment
A Spatial Agent-Based Model of N-Person Prisoner's Dilemma Cooperation in a Socio-Geographic Community
The purpose of this paper is to present a spatial agent-based model of N-person prisoner's dilemma that is designed to simulate the collective communication and cooperation within a socio-geographic community. Based on a tight coupling of REPAST and a vector Geographic Information System, the model simulates the emergence of cooperation from the mobility behaviors and interaction strategies of citizen agents. To approximate human behavior, the agents are set as stochastic learning automata with Pavlovian personalities and attitudes. A review of the theory of the standard prisoner's dilemma, the iterated prisoner's dilemma, and the N-person prisoner's dilemma is given as well as an overview of the generic architecture of the agent-based model. The capabilities of the spatial N-person prisoner's dilemma component are demonstrated with several scenario simulation runs for varied initial cooperation percentages and mobility dynamics. Experimental results revealed that agent mobility and context preservation bring qualitatively different effects to the evolution of cooperative behavior in an analyzed spatial environment.Agent Based Modeling, Cooperation, Prisoners Dilemma, Spatial Interaction Model, Spatially Structured Social Dilemma, Geographic Information Systems
Architectural and Urban Spatial Digital Simulations
This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design
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