188 research outputs found
Cellular Automata Models of Road Traffic
In this paper, we give an elaborate and understandable review of traffic
cellular automata (TCA) models, which are a class of computationally efficient
microscopic traffic flow models. TCA models arise from the physics discipline
of statistical mechanics, having the goal of reproducing the correct
macroscopic behaviour based on a minimal description of microscopic
interactions. After giving an overview of cellular automata (CA) models, their
background and physical setup, we introduce the mathematical notations, show
how to perform measurements on a TCA model's lattice of cells, as well as how
to convert these quantities into real-world units and vice versa. The majority
of this paper then relays an extensive account of the behavioural aspects of
several TCA models encountered in literature. Already, several reviews of TCA
models exist, but none of them consider all the models exclusively from the
behavioural point of view. In this respect, our overview fills this void, as it
focusses on the behaviour of the TCA models, by means of time-space and
phase-space diagrams, and histograms showing the distributions of vehicles'
speeds, space, and time gaps. In the report, we subsequently give a concise
overview of TCA models that are employed in a multi-lane setting, and some of
the TCA models used to describe city traffic as a two-dimensional grid of
cells, or as a road network with explicitly modelled intersections. The final
part of the paper illustrates some of the more common analytical approximations
to single-cell TCA models.Comment: Accepted for publication in "Physics Reports". A version of this
paper with high-quality images can be found at: http://phdsven.dyns.cx (go to
"Papers written"
Mobile phone games: understanding the user experience
Mobile gaming is viewed by the mobile communication industry as one of the âkiller applicationsâ for future mobile services. Fuelled by the success of games such as Nokiaâs Snake and the continuing popularity of online and console gaming, the drive is to develop ever more sophisticated and engaging gaming experiences for mobile users. However the current mobile gaming experience in terms of graphics, interaction mode and content more closely resembles that presented by personal computer games of 20 years ago than anything evoked by todayâs console based offerings. Despite such limitations the appeal of mobile games continues to grow. Market research conducted by Nokia estimates that 85% of people with the game âSpace Impactâ on their phones have tried it out and 45% play it everyday (Robens, 2001).
Mobile gaming research has predominantly focused on the âmobility of gamingâ (Kuivakari 2001). Such research seeks to exploit the entertainment potential of ubiquitous technologies and augmented reality, making both the proximity of others and the mobile environment itself part of the gaming experience. (See for example Bjork et al (2001), Brunnberg (2002).
The research reported here aims to provide insight into what motivates people to play existing mobile phone games, despite their limitations, and seeks to identify elements of the current mobile gaming experience that should be preserved within future games. The continuing convergence of computer, consumer and communications technologies within mobile devices is raising many unknowns about how users will perceive these devices and therefore how best to design appropriate form structures and user interfaces (Sacher and Loudon 2002). This research examines the existing convergence of game playing and telephony within the mobile phone and provides early indications of how people may approach future converged devices
Mobile phone games: understanding the user experience
Mobile gaming is viewed by the mobile communication industry as one of the âkiller applicationsâ for future mobile services. Fuelled by the success of games such as Nokiaâs Snake and the continuing popularity of online and console gaming, the drive is to develop ever more sophisticated and engaging gaming experiences for mobile users. However the current mobile gaming experience in terms of graphics, interaction mode and content more closely resembles that presented by personal computer games of 20 years ago than anything evoked by todayâs console based offerings. Despite such limitations the appeal of mobile games continues to grow. Market research conducted by Nokia estimates that 85% of people with the game âSpace Impactâ on their phones have tried it out and 45% play it everyday (Robens, 2001).
Mobile gaming research has predominantly focused on the âmobility of gamingâ (Kuivakari 2001). Such research seeks to exploit the entertainment potential of ubiquitous technologies and augmented reality, making both the proximity of others and the mobile environment itself part of the gaming experience. (See for example Bjork et al (2001), Brunnberg (2002).
The research reported here aims to provide insight into what motivates people to play existing mobile phone games, despite their limitations, and seeks to identify elements of the current mobile gaming experience that should be preserved within future games. The continuing convergence of computer, consumer and communications technologies within mobile devices is raising many unknowns about how users will perceive these devices and therefore how best to design appropriate form structures and user interfaces (Sacher and Loudon 2002). This research examines the existing convergence of game playing and telephony within the mobile phone and provides early indications of how people may approach future converged devices
Interactive visualisation of oligomer frequency in DNA
Since 1990, bioinformaticians have been exploring applications of the Chaos Game Representation (CGR) for visualisation, statistical characterisation and comparison of DNA sequences. We focus on the development of a new computational algorithm and description of new software tool that enables CGR visualisation of frequencies of K-mers (oligomers) in a flexible way such that it is possible to visualise the whole genome or any of its parts (like genes), and parallel comparison of several sequences, all in real time. User can interactively specify the size and position of visualised region of the DNA sequence, zoom in or out, and change parameters of visualisation. The tool has been written in JAVATM language and is freely available to public
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
DiABlu: Digital art's bluetooth
Digital art installations can often gain from the
capability of detecting the presence of people observing them. With this information, the artists can enhance the experience of who interacts with their work. While this
detection can be made by means of web cameras or sensors, these systems are generally difficult to implement for people with a low knowledge of programming. We propose a system that uses bluetooth to do this detection and allows easy
integration with applications often used by digital artists.
The system also allows users to interact with the installation using their mobile devices. It's intended to be used in art installations by digital artists who wish to give their audience
a new way to interact with their pieces
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