Route Planning Algorithms in Civil Aviation: A Brief Review and Future Prospects

Author(s):  
Jizhi Mao ◽  
Tao Xue ◽  
Jinyi Ma ◽  
Hang Zhao ◽  
Can Wang ◽  
...  
Author(s):  
Daniel Delling ◽  
Peter Sanders ◽  
Dominik Schultes ◽  
Dorothea Wagner

Author(s):  
Rodotheatos Gerasimos

This chapter focuses on the work of the International Civil Aviation Organization (ICAO) in respect to global ocean governance. ICAO, which was created to replace the International Commission for Air Navigation (ICAN), has three main goals: encourage international civil aviation and promotion of its benefits; preserve the safety of flights and relevant equipment and installations; and eliminate obstacles and ease tensions related to civil aviation. The chapter first provides a background on ICAO before discussing its role in global ocean governance. It also considers the three pillars of interaction that fall under ICAO’s mandate and are deeply related to ocean affairs and the mandate of marine organizations: aviation, safety/security, and environment. Finally, it assesses future prospects for ICAO with regard to its mandate by highlighting three areas: knowledge building for environmental protection and management, civil–military cooperation in air and sea, and preparedness for emerging/upcoming technological challenges.


Author(s):  
Hayato Ohwada ◽  
Masato Okada ◽  
Katsutoshi Kanamori

This paper describes route-planning algorithms for navigation in amusement parks (e.g. Disneyland). Unlike conventional shortest-path-finding used for traveling salesman problems, the authors provide several algorithms that consider waiting time estimates in real time, exploit the reservation facilities of an attraction such as Fastpass in Disneyland, and balance a series of enjoyment types such as excitement or relaxation. These features make the new shortest-path algorithms more flexible and dynamic for supporting the cognitive aspects of enjoyment. The authors developed a navigation tool as a Web application in which users select their attractions of interest and the application suggests reasonable and enjoyable routes. An experiment was conducted to demonstrate the performance of this application, focusing on well-known attractions in Tokyo Disneyland.


2014 ◽  
Vol 31 (1-2) ◽  
pp. 105-109 ◽  
Author(s):  
Moritz Baum ◽  
Julian Dibbelt ◽  
Andreas Gemsa ◽  
Dorothea Wagner

2011 ◽  
Vol 2011 ◽  
pp. 1-15
Author(s):  
Gregg T. Hanold ◽  
Mikel D. Petty

Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.


2012 ◽  
Vol 26 (12) ◽  
pp. 2253-2265 ◽  
Author(s):  
Shashi Shekhar ◽  
KwangSoo Yang ◽  
Venkata M.V. Gunturi ◽  
Lydia Manikonda ◽  
Dev Oliver ◽  
...  

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