1,807 research outputs found

    A Testing and Experimenting Environment for Microscopic Traffic Simulation Utilizing Virtual Reality and Augmented Reality

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    Microscopic traffic simulation (MTS) is the emulation of real-world traffic movements in a virtual environment with various traffic entities. Typically, the movements of the vehicles in MTS follow some predefined algorithms, e.g., car-following models, lane changing models, etc. Moreover, existing MTS models only provide a limited capability of two- and/or three-dimensional displays that often restrict the user’s viewpoint to a flat screen. Their downscaled scenes neither provide a realistic representation of the environment nor allow different users to simultaneously experience or interact with the simulation model from different perspectives. These limitations neither allow the traffic engineers to effectively disseminate their ideas to various stakeholders of different backgrounds nor allow the analysts to have realistic data about the vehicle or pedestrian movements. This dissertation intends to alleviate those issues by creating a framework and a prototype for a testing environment where MTS can have inputs from user-controlled vehicles and pedestrians to improve their traffic entity movement algorithms as well as have an immersive M3 (multi-mode, multi-perspective, multi-user) visualization of the simulation using Virtual Reality (VR) and Augmented Reality (AR) technologies. VR environments are created using highly realistic 3D models and environments. With modern game engines and hardware available on the market, these VR applications can provide a highly realistic and immersive experience for a user. Different experiments performed by real users in this study prove that utilizing VR technology for different traffic related experiments generated much more favorable results than the traditional displays. Moreover, using AR technologies for pedestrian studies is a novel approach that allows a user to walk in the real world and the simulation world at a one-to-one scale. This capability opens a whole new avenue of user experiment possibilities. On top of that, the in-environment communication chat system will allow researchers to perform different Advanced Driver Assistance System (ADAS) studies without ever needing to leave the simulation environment. Last but not least, the distributed nature of the framework enables users to participate from different geographic locations with their choice of display device (desktop, smartphone, VR, or AR). The prototype developed for this dissertation is readily available on a test webpage, and a user can easily download the prototype application without needing to install anything. The user also can run the remote MTS server and then connect their client application to the server

    Rich Socio-Cognitive Agents for Immersive Training Environments: Case of NonKin Village

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    Demand is on the rise for scientifically based human-behavior models that can be quickly customized and inserted into immersive training environments to recreate a given society or culture. At the same time, there are no readily available science model-driven environments for this purpose (see survey in Sect. 2). In researching how to overcome this obstacle, we have created rich (complex) socio-cognitive agents that include a large number of social science models (cognitive, sociologic, economic, political, etc) needed to enhance the realism of immersive, artificial agent societies. We describe current efforts to apply model-driven development concepts and how to permit other models to be plugged in should a developer prefer them instead. The current, default library of behavioral models is a metamodel, or authoring language, capable of generating immersive social worlds. Section 3 explores the specific metamodels currently in this library (cognitive, socio-political, economic, conversational, etc.) and Sect. 4 illustrates them with an implementation that results in a virtual Afghan village as a platform-independent model. This is instantiated into a server that then works across a bridge to control the agents in an immersive, platform-specific 3D gameworld (client). Section 4 also provides examples of interacting in the resulting gameworld and some of the training a player receives. We end with lessons learned and next steps for improving both the process and the gameworld. The seeming paradox of this research is that as agent complexity increases, the easier it becomes for the agents to explain their world, their dilemmas, and their social networks to a player or trainee

    Mobilizing the Past for a Digital Future : The Potential of Digital Archaeology

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    Mobilizing the Past is a collection of 20 articles that explore the use and impact of mobile digital technology in archaeological field practice. The detailed case studies present in this volume range from drones in the Andes to iPads at Pompeii, digital workflows in the American Southwest, and examples of how bespoke, DIY, and commercial software provide solutions and craft novel challenges for field archaeologists. The range of projects and contexts ensures that Mobilizing the Past for a Digital Future is far more than a state-of-the-field manual or technical handbook. Instead, the contributors embrace the growing spirit of critique present in digital archaeology. This critical edge, backed by real projects, systems, and experiences, gives the book lasting value as both a glimpse into present practices as well as the anxieties and enthusiasm associated with the most recent generation of mobile digital tools. This book emerged from a workshop funded by the National Endowment for the Humanities held in 2015 at Wentworth Institute of Technology in Boston. The workshop brought together over 20 leading practitioners of digital archaeology in the U.S. for a weekend of conversation. The papers in this volume reflect the discussions at this workshop with significant additional content. Starting with an expansive introduction and concluding with a series of reflective papers, this volume illustrates how tablets, connectivity, sophisticated software, and powerful computers have transformed field practices and offer potential for a radically transformed discipline.https://dc.uwm.edu/arthist_mobilizingthepast/1000/thumbnail.jp

    Third International Symposium on Space Mission Operations and Ground Data Systems, part 2

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    Under the theme of 'Opportunities in Ground Data Systems for High Efficiency Operations of Space Missions,' the SpaceOps '94 symposium included presentations of more than 150 technical papers spanning five topic areas: Mission Management, Operations, Data Management, System Development, and Systems Engineering. The symposium papers focus on improvements in the efficiency, effectiveness, and quality of data acquisition, ground systems, and mission operations. New technology, methods, and human systems are discussed. Accomplishments are also reported in the application of information systems to improve data retrieval, reporting, and archiving; the management of human factors; the use of telescience and teleoperations; and the design and implementation of logistics support for mission operations. This volume covers expert systems, systems development tools and approaches, and systems engineering issues

    Study on the design of DIY social robots

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    2023 Projects Day Booklet

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    https://scholarworks.seattleu.edu/projects-day/1002/thumbnail.jp

    Exploring Computing Continuum in IoT Systems: Sensing, Communicating and Processing at the Network Edge

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    As Internet of Things (IoT), originally comprising of only a few simple sensing devices, reaches 34 billion units by the end of 2020, they cannot be defined as merely monitoring sensors anymore. IoT capabilities have been improved in recent years as relatively large internal computation and storage capacity are becoming a commodity. In the early days of IoT, processing and storage were typically performed in cloud. New IoT architectures are able to perform complex tasks directly on-device, thus enabling the concept of an extended computational continuum. Real-time critical scenarios e.g. autonomous vehicles sensing, area surveying or disaster rescue and recovery require all the actors involved to be coordinated and collaborate without human interaction to a common goal, sharing data and resources, even in intermittent networks covered areas. This poses new problems in distributed systems, resource management, device orchestration,as well as data processing. This work proposes a new orchestration and communication framework, namely CContinuum, designed to manage resources in heterogeneous IoT architectures across multiple application scenarios. This work focuses on two key sustainability macroscenarios: (a) environmental sensing and awareness, and (b) electric mobility support. In the first case a mechanism to measure air quality over a long period of time for different applications at global scale (3 continents 4 countries) is introduced. The system has been developed in-house from the sensor design to the mist-computing operations performed by the nodes. In the second scenario, a technique to transmit large amounts of fine-time granularity battery data from a moving vehicle to a control center is proposed jointly with the ability of allocating tasks on demand within the computing continuum

    COSPO/CENDI Industry Day Conference

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    The conference's objective was to provide a forum where government information managers and industry information technology experts could have an open exchange and discuss their respective needs and compare them to the available, or soon to be available, solutions. Technical summaries and points of contact are provided for the following sessions: secure products, protocols, and encryption; information providers; electronic document management and publishing; information indexing, discovery, and retrieval (IIDR); automated language translators; IIDR - natural language capabilities; IIDR - advanced technologies; IIDR - distributed heterogeneous and large database support; and communications - speed, bandwidth, and wireless

    Government Preferences for Promoting Open-Source Software: A Solution in Search of a Problem

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    Governments around the world are making or considering efforts to promote open-source software (typically produced by cooperatives of individuals) at the expense of proprietary software (generally sold by for-profit software developers). This article examines the economic basis for these kinds of government interventions in the market. It first provides some background on the software industry. The article discusses the industrial organization and performance of the proprietary software business and describes how the open-source movement produces and distributes software. It then surveys current government proposals and initiatives to support open-source software and examines whether there is a significant market failure that would justify such intervention in the software industry. The article concludes that the software industry has performed remarkably well over the past 20 years in the absence of government intervention. There is no evidence of any significant market failures in the provision of commercial software and no evidence that the establishment of policy preferences in favor of open-source software on the part of governments would increase consumer welfare
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