scholarly journals Simulation Environment for Artificial Creatures

10.14311/1006 ◽  
2007 ◽  
Vol 47 (6) ◽  
Author(s):  
K. Kohout ◽  
P. Nahodil

Our research is focused on the design and simulation of artificial creatures – animates. This topic has been addressed in our research group for the last decade. The designed animates have been greatly inspired by sciences such as ethology, biology and psychology. Several agent architectures have been proposed and tested in recent years. We started to face the problem of comparing various architectures in order to benchmark them. Intelligence is embodied in our agent, and it needs an environment to be placed into. We have solved both these problems by first proposing and then implementing a common simulation environment in which these agents can run and compete. The main contribution of this paper is to offer a description of this designed simulation environment. It has been named the World of Artificial Life (WAL). 

Author(s):  
Melanie SARANTOU ◽  
Satu MIETTINEN

This paper addresses the fields of social and service design in development contexts, practice-based and constructive design research. A framework for social design for services will be explored through the survey of existing literature, specifically by drawing on eight doctoral theses that were produced by the World Design research group. The work of World Design researcher-designers was guided by a strong ethos of social and service design for development in marginalised communities. The paper also draws on a case study in Namibia and South Africa titled ‘My Dream World’. This case study presents a good example of how the social design for services framework functions in practice during experimentation and research in the field. The social design for services framework transfers the World Design group’s research results into practical action, providing a tool for the facilitation of design and research processes for sustainable development in marginal contexts.


2009 ◽  
Vol 33 (1) ◽  
pp. 68-78
Author(s):  
Will Longstreth ◽  
Than Ton ◽  
Amethyst Leimpeter ◽  
Stephen K. Van Den Eeden

2017 ◽  
Vol 12 (3) ◽  
pp. 187-192
Author(s):  
Vytautas Dumbliauskas ◽  
Vytautas Grigonis ◽  
Jūratė Vitkienė

Most of the Lithuanian cities try to achieve public transport priority by the provision of special dedicated public transport lanes. However, the possible priority measures at signalised intersections receive less attention. This paper explains common signal control strategies applied at isolated intersections in the cities around the world and estimated their effects on the travel times of both, public transport and general traffic. The analysis employs well recognised PTV VISSIM simulation environment and VisVAP graphical programming interface to implement and test priority measures under question. The results indicate that priority actions significantly reduce public transport delays up to 60%, without high adverse impact on general traffic delays.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Everton De Almeida Nunes ◽  
Gilson Pereira dos Santos Júnior ◽  
Dean Lima Carregosa

The pandemic has significantly impacted societies' ways of living around the world, reconfiguring everyday practices, including educational ones. Teachers had to become researchers open to experimentation with methodologies and technologies present in digital cultures and the formative experiences of the period became fertile fields of research for education. In this article, we share the methodological didactic findings found in the training process entitled "Use of Digital Interfaces for the Development of Pedagogical Practices in Times of Ubiquity", conducted by members of the Research Group on Education and Digital Cultures (E-CULT) at the Federal University of Sergipe in partnership with CESAD (UFS). It is a qualitative research with methodological approach in Research-Training in Cyberculture and dialogues with the foundations of multi-referentiality and complexity. The main methodological findings, which we analyze analytically, are: "Deconstruction of Hierarchies", "Insertion of Playfulness" and "Relay of Protagonism".


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