Motions Effect for Crowd Modeling Aboard Ships

Author(s):  
K. V. Kostas ◽  
A.-A. I. Ginnis ◽  
C. G. Politis ◽  
P. D. Kaklis
Keyword(s):  
Author(s):  
Konstantinos V. Kostas ◽  
Alexandros-Alvertos Ginnis ◽  
Constantinos G. Politis ◽  
Panagiotis D. Kaklis
Keyword(s):  

2016 ◽  
Vol 18 ◽  
pp. 33-34 ◽  
Author(s):  
Ahmed Elaiw
Keyword(s):  

Insects ◽  
2020 ◽  
Vol 11 (11) ◽  
pp. 732
Author(s):  
Chouaibou S. Mouhamadou ◽  
Kun Luan ◽  
Behi K. Fodjo ◽  
Andre J. West ◽  
Marian G. McCord ◽  
...  

Mosquito-borne malaria kills 429,000 people each year with the problem being acute in sub-Saharan Africa. The successes gained with long-lasting pyrethroid-treated bednets are now in jeopardy because of wide-spread, pyrethroid resistance in mosquitoes. Using crowd modeling theory normalized for standard bednet architecture, we were able to design an attract–trap–kill technology for mosquitoes that does not require insecticides. Using three-dimensional polyester knitting and heat fixation, trap funnels were developed with high capture efficacy with no egression under worst-case laboratory conditions. Field testing in Africa in WHO huts with Gen1-3 T (trap)-Nets validated our model, and as predicted, Gen3 had the highest efficacy with a 4.3-fold greater trap–kill rate with no deterrence or repellency compared to Permanet 2.0, the most common bednet in Africa. A T-Net population model was developed based on field data to predict community-level mosquito control compared to a pyrethroid bednet. This model showed the Gen3 non-insecticidal T-Net under field conditions in Africa against pyrethroid resistant mosquitoes was 12.7-fold more efficacious than single chemical, pyrethroid-treated nets.


Buildings ◽  
2019 ◽  
Vol 9 (2) ◽  
pp. 44
Author(s):  
Angella Johnson ◽  
Size Zheng ◽  
Aiichiro Nakano ◽  
Goetz Schierle ◽  
Joon-Ho Choi

Adaptive kinetic architecture has emerged from a need for innovative designs that adapt to the environment and changing needs of the occupants. Architectural design and modes of egress are critical in an emergency. Flocking describes a certain collective behavior where agents are brought together in groups and move as a cohesive unit from place to place. Collective behavior may be observed in microscopic as well as macroscopic environments. Crowd modeling incorporates the study of human behavior, mathematical modeling, and molecular or fluid dynamics. The simulation of agents and their movement in the built environment is beneficial for design professionals, scientists, and engineers. Human behavior in panic situations is notably similar to fluids and molecules. The objective of this research was to evaluate the movement of agents in buildings using discrete dynamic simulation. We used a novel discrete molecular dynamics technique to simulate the evacuation of agents in panic situations. Various adaptive geometric configurations were analyzed for improved crowd flow. Kinetic walls were modeled in order to evaluate design optimization as it relates to rates of egression. This research proposes the use of kinetic walls to improve safety and efficiency during an emergency evacuation. Adaptive geometric configurations show improvements over the conventional design framework.


2003 ◽  
Author(s):  
Mikel D. Petty ◽  
Ryland C. Gaskins ◽  
Frederic D. McKenzie

2022 ◽  
Vol 32 (1) ◽  
pp. 1-33
Author(s):  
Jinghui Zhong ◽  
Dongrui Li ◽  
Zhixing Huang ◽  
Chengyu Lu ◽  
Wentong Cai

Data-driven crowd modeling has now become a popular and effective approach for generating realistic crowd simulation and has been applied to a range of applications, such as anomaly detection and game design. In the past decades, a number of data-driven crowd modeling techniques have been proposed, providing many options for people to generate virtual crowd simulation. This article provides a comprehensive survey of these state-of-the-art data-driven modeling techniques. We first describe the commonly used datasets for crowd modeling. Then, we categorize and discuss the state-of-the-art data-driven crowd modeling methods. After that, data-driven crowd model validation techniques are discussed. Finally, six promising future research topics of data-driven crowd modeling are discussed.


2007 ◽  
Vol 04 (04) ◽  
pp. 281-290 ◽  
Author(s):  
ZHI ZHONG ◽  
WEIZHONG YE ◽  
YANGSHENG XU

Detecting human abnormal behaviors in a crowded situation is a challenging problem for public security departments. Human abnormal behaviors are seen either in an individual or in a crowd. This paper is focused on the latter, which is more crucial at some important spots and has been less studied. To achieve this goal, we define two categories of video energy based on intensity variation and motion features and adopt two surveillance methods for the two energy accordingly. Using wavelet analysis of the energy curves, we have obtained a result which shows that both methods can be used to deal with crowd modeling and real-time surveillance satisfactorily. A comparison of the two methods is then made in the actual environment in a metro surveillance system.


SIMULATION ◽  
2014 ◽  
Vol 91 (1) ◽  
pp. 71-95 ◽  
Author(s):  
Sixuan Wang ◽  
Gabriel Wainer

Author(s):  
Hao Wang ◽  
Muzhou Xiong

Crowd modeling and simulation have drawn much attention in recent decades due to the functionality of recurrence of the crowd movement pattern in an efficient way. Much effort has been paid aiming at generating an accurate simulation result with respect to different aspects of crowd movement pattern. A fact has been observed that footprint left in mud or turf significantly affects pedestrian’s decision making and moving trajectory since those footprints help other pedestrians walk comfortably. Inspired by this, we in this paper propose a crowd simulation model aiming to model how the movement of previous pedestrians affects decision making process of the pedestrians coming later. Unlike pedestrians leaving footprint in mud or turf, pedestrians leave no marks on hard surface. We consider each step of pedestrian moving on hard surface as a mutable invisible footprint which further forms a virtual trail. We first build a model to simulate how the invisible footprint forms and evolves on hard surface, upon which an agent-based crowd simulation model is then built to simulate how pedestrian makes trade-off between the invisible trajectory and the shortest path. The proposed model is validated by case studies with two scenarios. The simulation results indicate that we are able to simulate the impact on pedestrian’s decision making by the invisible footprint.


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