Simulating Crowds in Egress Scenarios

Simulating Crowds in Egress Scenarios
Author: Vinícius J. Cassol,Soraia R. Musse,Cláudio R. Jung,Norman I Badler
Publsiher: Springer
Total Pages: 107
Release: 2017-12-08
Genre: Computers
ISBN: 9783319652023

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This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.

E Learning and Games

E Learning and Games
Author: Abdennour El Rhalibi,Zhigeng Pan,Haiyan Jin,Dandan Ding,Andres A. Navarro-Newball,Yinghui Wang
Publsiher: Springer
Total Pages: 417
Release: 2019-07-16
Genre: Education
ISBN: 9783030237127

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This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.

Stepping into Virtual Reality

Stepping into Virtual Reality
Author: Mario A. Gutiérrez A.,Frédéric Vexo,Daniel Thalmann
Publsiher: Springer Nature
Total Pages: 279
Release: 2023-08-11
Genre: Computers
ISBN: 9783031364877

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Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Agents for Games and Simulations II

Agents for Games and Simulations II
Author: Frank Dignum
Publsiher: Springer
Total Pages: 216
Release: 2011-01-19
Genre: Computers
ISBN: 9783642181818

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While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games. This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

Proceedings of the Future Technologies Conference FTC 2020 Volume 2

Proceedings of the Future Technologies Conference  FTC  2020  Volume 2
Author: Kohei Arai,Supriya Kapoor,Rahul Bhatia
Publsiher: Springer Nature
Total Pages: 1015
Release: 2020-10-31
Genre: Technology & Engineering
ISBN: 9783030630898

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This book provides the state-of-the-art intelligent methods and techniques for solving real-world problems along with a vision of the future research. The fifth 2020 Future Technologies Conference was organized virtually and received a total of 590 submissions from academic pioneering researchers, scientists, industrial engineers, and students from all over the world. The submitted papers covered a wide range of important topics including but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their applications to the real world. After a double-blind peer review process, 210 submissions (including 6 poster papers) have been selected to be included in these proceedings. One of the meaningful and valuable dimensions of this conference is the way it brings together a large group of technology geniuses in one venue to not only present breakthrough research in future technologies, but also to promote discussions and debate of relevant issues, challenges, opportunities and research findings. The authors hope that readers find the book interesting, exciting and inspiring.

A Cellular Automaton Model for Crowd Movement and Egress Simulation

A Cellular Automaton Model for Crowd Movement and Egress Simulation
Author: Hubert Klüpfel
Publsiher: GRIN Verlag
Total Pages: 163
Release: 2012-09-13
Genre: Science
ISBN: 9783656272243

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Doktorarbeit / Dissertation aus dem Jahr 2003 im Fachbereich Verkehrswissenschaft, Universität Duisburg-Essen, Sprache: Deutsch, Abstract: The movement of crowds is a field of research that attracts increasing interest. This is due to three major reasons: pattern formation and selforganization processes that occur in crowd dynamics, the advancement of simulation techniques and hardware that enable fast and realistic simulations, and finally the growing area of potential applications (planning of pedestrian facilities, crowd management, or evacuation analysis). The field is spanning the borders of various disciplines: physiology, psychology, sociology, civil engineering, mathematics, physics, etc. It depends on the point of view which aspects are given the main focus. One approach is to reduce complexity to fundamental principles that make a mathematical (quantitative) formulation possible and at the same time are sufficiently complex to reproduce the major phenomena that can be observed in reality. The major aim of this dissertation is to define and validate a model for the simulation of evacuation processes and their analysis. To this end the analogy between non-equilibrium many particle systems and crowds is used. However, it will also become clear that this analogy is not sufficient for complex scenarios and realistic egress simulations and additional, ‘non-physical’, parameters and principles must be introduced. Even though the investigation is motivated by the applications, the dynamics of crowd movement and model properties are scrutinized. This also includes a thorough review of the data available in the literature, the calibration of the model parameters and the comparison of simulated and empirical flow-density relations. The core of any evacuation simulation is a set of rules or equations for the movement of people. This is connected to the representation of space, population, and behavior. These topics will be investigated generally (micro- vs. macroscopic, discrete vs. continuous) and especially with regard to a specific two-dimensional cellular automaton model, where the movement dynamics is based on discrete space and time. This allows an efficient implementation and therefore large scale simulations. The route-choice is done via the orientation along a discrete vector field which can in principal be derived from a discrete potential. It is therefore not explicitly simulated but taken into account in a pre-determined way, i.e., the coupling to the vector field is static (constant coupling parameter).

Multi Agent Based Simulation VIII

Multi Agent Based Simulation VIII
Author: Luis Antunes,Mario Paolucci,Emma Norling
Publsiher: Springer
Total Pages: 149
Release: 2008-07-26
Genre: Computers
ISBN: 9783540709169

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This book constitutes the thoroughly refereed post-proceedings of the 8th International Workshop on Multi-Agent-Based Simulation, MABS 2007, held in Honolulu, HI, USA in May 2007 as an associated event of AAMAS 2007, the main international conference on autonomous agents and multi-agent systems. The 10 revised full papers presented were carefully reviewed and selected from 20 submissions.The papers are organized in topical sections on architectures; teams, learning, education; economy, trust and reputation.

Simulating Heterogeneous Crowds with Interactive Behaviors

Simulating Heterogeneous Crowds with Interactive Behaviors
Author: Nuria Pelechano,Jan M. Allbeck,Mubbasir Kapadia,Norman I. Badler
Publsiher: CRC Press
Total Pages: 299
Release: 2016-10-26
Genre: Computers
ISBN: 9781498730396

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Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate