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Simulation for pedestrian dynamics by real-coded cellular automata (RCA)Nishinari, Katsuhiro, Kokubo, Satoshi, Yamamoto, Kazuhiro 06 1900 (has links)
No description available.
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Tekstilės kompozicijos „Vieniši minioje“ / Compositions of textile “Lonely crowd“Vaičiulytė, Jovita 27 February 2014 (has links)
Vienatvės, vienišumo šaknis turbūt reiktų sieti ne tik su homo sapiens pradžia, bet tam tikra prasme ir su gyvybės atsiradimu apskritai. Vienišumas – tai emocinė individo būsena, o kartu ir sociumo reiškinys, kurį būtų galima įvardinti kaip gana dažną šių dienų elementą. O vienatvė – daugiau fiziologinį atspalvį turintis reiškinys, tai padėtis (situacija), kuomet vienas objektas (šiuo atveju žmogus) yra atskirtas nuo kitų tokių pat objektų (t.y. kitų žmonių). Vienatvė gali būti „padiktuota“ aplinkybių, t.y. priverstinė, taip pat ji gali būti ir pasirinktinė, kuomet tai yra sąmoningas individo sprendimas (pvz. „savęs ieškojimas“, minčių „kristalizacija“, įkvėpimo bei kūrybinio potencialo generacija). Sąvoka vienišumas gali turėti kelis interpretavimo variantus: vienišas individas (žmogus) gali jaustis aplinkinių žmonių atžvilgiu (draugų bei bendraminčių neturėjimas, individualios jo pasaulėžiūros ignoravimas ir pan.); vienišas žmogus gali būti ir vertinant jo egzistavimą pasaulio masteliu (susvetimėjimas, prasmės neturėjimas ir pan.); vienišumas gali būti padiktuotas tam tikrų situacijų (netekus artimųjų, išsiskyrimas su brangiais žmonėmis).
Darbe nagrinėjama mokslinę teorinę informaciją apie fizinį ir psichologinį būvį – savarankišką dvasinį stovį, vienišiaus psichinė ir socialinė egzistencija Kurią plačiai nagrinėja mokslininkai, psichologai.
Pirmame teorinės dalies skyriuje nagrinėjamos vienišumo sąvokos, susijusios su vienišumo reiškiniu. Plačiau gilinamasi į vienatvės... [toliau žr. visą tekstą] / Solitude, loneliness root probably should be associated not only with homosapiens start, but in a sense, and the origin of life in general. Loneliness - is the emotional state of the individual, and thus the socium phenomenon, which could be described as fairly often these days element. And loneliness - with a shade more physiological phenomenon, this is the position (situation), where one object (in this case the human) is separated from the others of the same object (it is, other people). Loneliness can be "dictated" circumstances, it is enforced as well as it can be custom when it is conscious decision the individual (eg "self-seeking", thoughts "crystallization", inspiration and generation of creative potential). The concept of loneliness can have several versions of interpretation: individual (person) can feel lonely in relation to the surrounding people (friends and like-minded absence, self ignoring his worldview and the like.); lonely man can be also assessing his existence in the world scale (dissociation, meaning absence, etc.); loneliness may be dictated by certain situations (bereavement, separation from loved ones).
This work examines the scientific, theoretical information about the physical and psychological state - an independent spiritual condition, single mental and social existence which is widely examined by scientists and psychologists.
The first chapter deals with the theoretical part of loneliness concepts related to the phenomenon of loneliness. More... [to full text]
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Understanding and Leveraging Crowd Development in CrowdsourcingJanuary 2017 (has links)
abstract: Although many examples have demonstrated the great potential of a human crowd as an alternative supplier in creative problem-solving, empirical evidence shows that the performance of a crowd varies greatly even under similar situations. This phenomenon is defined as the performance variation puzzle in crowdsourcing. Cases suggest that crowd development influences crowd performance, but little research in crowdsourcing literature has examined the issue of crowd development.
This dissertation studies how crowd development impacts crowd performance in crowdsourcing. It first develops a double-funnel framework on crowd development. Based on structural thinking and four crowd development examples, this conceptual framework elaborates different steps of crowd development in crowdsourcing. By doing so, this dissertation partitions a crowd development process into two sub-processes that map out two empirical studies.
The first study examines the relationships between elements of event design and crowd emergence and the mechanisms underlying these relationships. This study takes a strong inference approach and tests whether tournament theory is more applicable than diffusion theory in explaining the relationships between elements of event design and crowd emergence in crowdsourcing. Results show that that neither diffusion theory nor tournament theory fully explains these relationships. This dissertation proposes a contatition (i.e., contagious competition) perspective that incorporates both elements of these two theories to get a full understanding of crowd emergence in crowdsourcing.
The second empirical study draws from innovation search literature and tournament theory to address the performance variation puzzle through analyzing crowd attributes. Results show that neither innovation search perspective nor tournament theory fully explains the relationships between crowd attributes and crowd performance. Based on the research findings, this dissertation discovers a competition-search mechanism beneath the variation of crowd performance in crowdsourcing.
This dissertation makes a few significant contributions. It maps out an emergent process for the first time in supply chain literature, discovers the mechanisms underlying the performance implication of a crowd-development process, and answers a research call on crowd engagement and utilization. Managerial implications for crowd management are also discussed. / Dissertation/Thesis / Doctoral Dissertation Business Administration 2017
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Linking Adolescent Subculture with Attitudes Towards Immigrants: Do Peer Crowds Have Any Role to Play? / Att länka ungdomskultur med attityder mot invandrare: Spelar ungdomars subgrupperingar någon roll?Welander, Oskar, Özcan, Selma January 2018 (has links)
The purpose of this study was to examine whether adolescents’ self-identification with peer crowds at school was related to their attitudes towards immigrants. The study was based on a sample of Swedish adolescents (N = 905; Mage = 14.08, SD = .95). The findings revealed that affiliation with particular peer crowds at school was linked to tolerant attitudes towards immigrants. Specifically, it was found that when adolescents perceived themselves as a part of Radical or Mainstream peer crowds they tend to have higher tolerance towards immigrants. At the same time, no significant effects were found with regard to adolescents who perceived themselves to belong to peer crowds within Counterculture. Furthermore, no significant links were found between affiliation with peer crowds and prejudice towards immigrants. The results of the study suggest that tolerance and prejudice should be studied as separate constructs, and highlights the important role of peer crowds as potential determinants of attitudes towards immigrants. / Syftet med denna studie var att undersöka huruvida ungdomars subgrupperingar spelade roll när det kom till ungdomars attityder gentemot invandrare. Studien baserades på ett urval av svenska ungdomar (N = 905; Mage = 14.08, SD = .95). I studien upptäcktes att ungdomars subgrupperingar i skolan var länkat till tolerans gentemot invandrare. Specifikt, så upptäcktes att ungdomar som såg sig själv inom subgrupperingarna Radical och Mainstream tenderade att ha högre tolerans. Samtidigt så fanns det inga signifikanta effekter att hitta när det kom till ungdomar som såg sig själv tillhöra subgrupperingen Counterculture. Vidare så upptäcktes inga signifikanta relationer mellan ungdomars subgrupperingar och fördomsfullhet gentemot invandrare. Resultatet av studien föreslår att tolerance och prejudice borde studeras som två separata termer, och lyfter fram vikten av ungdomars subgrupperingar som potentiella faktorer kring attityder gentemot invandrare.
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Att sticka ut i mängden : En studie av tekniker för variation av instansierade modellerAndersson, Alve January 2013 (has links)
Trots den senaste tidens hårdvaruutveckling är realtidsrendering av stora folkmassor fortfarande ingen trivial uppgift. Denna uppgift beskrivs som crowd rendering. Effektiv crowd rendering bygger ofta på instansiering, men instansiering kommer med ett problem, det skapar kloner. Denna uppsats syftar till att undersöka och utvärdera ett antal tekniker som används för att skapa mångfald för instansierade modeller. Dessa tekniker kommer tillsammans att kallas varierad instansiering. Ett annat mål är att avgöra hur många modeller som behövs för att varierad instansiering skall betala sig i jämförelse med icke- instansierad utritning. Metoden som används är att mäta tiden för varje uppdatering på GPU för varje teknik med hjälp av ett mätinstrument. Varje teknik har implementerats i en applikation som skapats speciellt för detta ändamål. Analysen av mätningarna resulterade i tre kategorier. Kategorierna är GPU procentuell arbetsbörda stigande för instans avtagande för polygon, sjunkande för instans avtagande för polygon och jämn för instans och polygon. Antalet instanser som behövs för varierad instansiering skall betala sig i jämförelse med en icke- instansierad utritning bestämdes till någonstans mellan 100 och 300 modeller, beroende på antalet polygoner.
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A distributed, multi-agent model for general purpose crowd simulationEkron, Kieron Charles 06 November 2012 (has links)
M.Sc. (Computer Science) / The purpose of the research presented in this dissertation is to explore the use of a distributed multi-agent system in a general purpose crowd simulation model. Crowd simulation is becoming an increasingly important tool for analysing new construction projects, as it enables safety and performance evaluations to be performed on architectural plans before the buildings have been constructed. Crowd simulation is a challenging problem, as it requires the simulation of complex interactions of people within a crowd. The dissertation investigates existing models of crowd simulation and identifies three primary sub-tasks of crowd simulation: deliberation, path planning and collision-avoiding movement. Deliberation is the process of determining which goal an agent will attempt to satisfy next. Path planning is the process of finding a collision-free path from an agent‟s current location towards its goal. Collision-avoiding movement deals with moving an agent along its calculated path while avoiding collisions with other agents. A multi-agent crowd simulation model, DiMACS, is proposed as a means of addressing the problem of crowd simulation. Multi-agent technology provides an effective solution for representing individuals within a crowd; each member of a crowd can be represented as an intelligent agent. Intelligent agents are capable of maintaining their own internal state and deciding on a course of action based on that internal state. DiMACS is capable of producing realistic simulations while making use of distributed and parallel processing to improve its performance. In addition, the model is highly customisable. The dissertation also presents a user-friendly method for configuring agents within a simulation that abstracts the complexity of agent behaviour away from a user so as to increase the accessibility of configuring the proposed model. In addition, an application programming interface is provided that enables developers to extend the model to simulate additional agent behaviours. The research shows how distributed and parallel processing may be used to improve the performance of an agent-based crowd simulation without compromising the accuracy of the simulation.
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On some partial differential equation models in socio-economic contexts : analysis and numerical simulationsPietschmann, Jan-Frederik January 2012 (has links)
This thesis deals with the analysis and numerical simulation of different partial differential equation models arising in socioeconomic sciences. It is divided into two parts: The first part deals with a mean-field price formation model introduced by Lasry andLions in 2007. This model describes the dynamic behaviour of the price of a good being traded between a group of buyers and a group of vendors. Existence (locally in time) of smooth solutions is established, and obstructions to proving a global existence result are examined. Also, properties of a regularised version of the model are explored and numerical examples are shown. Furthermore, the possibility of reconstructing the initial datum given a number of observations, regarding the price and the transaction rate, is considered. Using a variational approach, the problem can be expressed as a non-linear constrained minimization problem. We show that the initial datum is uniquely determined by the price (identifiability). Furthermore, a numerical scheme is implemented and a variety of examples are presented. The second part of this thesis treats two different models describing the motion of (large) human crowds. For the first model, introduced by R.L. Hughes in 2002, several regularised versions are considered. Existence and uniqueness of entropy solutions are proven using the technique of vanishing viscosity. In one space dimension, the dynamic behaviour of solutions of the original model is explored for some special cases. These results are compared to numerical simulations. Moreover, we consider a discrete cellular automaton model introduced by A. Kirchner and A. Schadschneider in 2002.By (formally) passing to the continuum limit, we obtain a system of partial differential equations. Some analytical properties, such as linear stability of stationary states, areexamined and extensive numerical simulations show capabilities and limitations of the model in both the discrete and continuous setting.
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An ontology and crowd computing model for expert-citizen knowledge transfer in biodiversity managementKiptoo, Caroline Chepkoech January 2017 (has links)
Knowledge transfer has been identified as a strategic process for bridging the persistent gap between theory and practice. In biodiversity management, experts generate different types of knowledge that is transferred to citizen communities for practice. On the other hand, citizens constantly interact with their biosphere and from time to time are requested to convey ground knowledge to the experts for scientific analysis and interpretation. The transfer of knowledge between experts and citizens is faced by different challenges key among them being the large volume of the knowledge, complexity of the knowledge, as well as variegated absorptive capacity among citizen communities. Knowledge transfer models adopted for expert-citizen engagement in the biodiversity management domain must therefore consider these characteristics of the domain. Advances in computing technologies present opportunities to create knowledge transfer models that can minimize these challenges. Current knowledge transfer models were created mainly for organizational knowledge transfer and without consideration of specific computing technologies as a mode of knowledge transfer. These challenges and opportunities highlighted a need to investigate how a technology-based knowledge transfer model for biodiversity management could be created. The focus of this study was to explore enhancement of knowledge transfer in the biodiversity management domain using two specific technologies; knowledge representation using ontologies and crowd computing. The research draws from existing knowledge transfer models and properties of the two technologies. This study assumed the pragmatist philosophical stance and adopted the design science research (DSR) approach which is characterised by two intertwined cycles of ‘build’ and ‘evaluate’. The research produced two main contributions from the two cycles. The build cycle led to creation of a technology-based model for knowledge transfer between experts and citizens in the biodiversity domain and was named the Biodiversity Management Knowledge Transfer (BiMaKT) model. Evaluation cycle resulted in development of a platform for transfer of biodiversity management knowledge between experts and citizens. The BiMaKT model reveals that two technologies; knowledge representation using ontologies and crowd computing, could be synergised to enable knowledge transfer between experts and citizens in biodiversity management. It is suggested that this model be utilised to guide development of biodiversity management applications where knowledge needs to be transferred between experts and citizens. The model also presents opportunity for exploration in other domains, especially where experts and citizens need to exchange knowledge. The knowledge transfer platform, reveals that the BiMaKT model could be used to guide development of biodiversity management knowledge transfer platforms. The study utilises a case of fruit fly control and management knowledge transfer between fruit fly experts and fruit farmers for evaluation of the contributions. An experiment using the case demonstrated that the challenges facing knowledge transfer in the domain could be reduced through ontological modelling of domain knowledge and harnessing of online crowds participation through crowd computing. The platform presents opportunity for more empirical studies on usage of the platform in knowledge transfer activities. / Thesis (PhD)--University of Pretoria, 2017. / Informatics / PhD / Unrestricted
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Crowd Navigation : Autonomous navigation in an urban environment / Navigering i folkmassor : Autonom navigering i stadsmiljöFreider, Elias January 2015 (has links)
In this thesis, strategies for navigating a crowded area using an autonomous holonomic robot are discussed and evaluated. The focus is set on path planning and the topic is therefore largely decoupled from the prediction (i.e. machine learning) and control theory techniques needed for a practical implementation outside of the simulated environment. Existing methods and algorithms for path planning in highly dynamic environments are compared using several measures via computer simulations in different environments. A new, effective, and yet simple, algorithm is introduced and proven to be useful in certain scenarios. This algorithm, ART, predicts the future states of the crowd and using these predictions finds better paths to the goal than traditional algorithms. / I detta examensarbete utvärderas och diskuteras strategier för navigering bland folk med hjälp av en självstyrd holonomisk robot. Fokus är satt på navigeringsproblemet i sig och närliggande ämnen som maskininlärning och reglerteknik behandlas ej även om en fördjupning på dessa områden vore nödvändigt för en praktisk implementation utanför den simulerade världen. Existerande strategier och algoritmer för navigering av dynamiska miljöer utvärderas genom datorsimuleringar i varierande miljöer. En ny algorithm presenteras och visar sig vara användbar i vissa situationer. Denna algoritm, ART, förutser folkmassans rörelser och använder denna information för att hitta bättre vägar till målet.
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MODELING FOR ACTIONS OF DIRECTIONAL SWITCHING AND GROUPING IN DEM-BASED CROWD BEHAVIOR SIMULATOR / 個別要素法型群集行動シミュレータにおける方向転換とグループ行動に関するモデリングNOORHAZLINDA, BINTI ABD RAHMAN 23 March 2015 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(工学) / 甲第18934号 / 工博第3976号 / 新制||工||1613(附属図書館) / 31885 / 京都大学大学院工学研究科社会基盤工学専攻 / (主査)教授 後藤 仁志, 教授 戸田 圭一, 准教授 原田 英治 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DGAM
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