• Title/Summary/Keyword: 군중시뮬레이션

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Comparison of Algorithms to find Continuous k-nearest Neighbors to be Appropriate under Gaming Environments (게임 환경에 적합한 연속적인 k-개의 이웃 객체 찾기 알고리즘 비교 분석)

  • Lee, Jae Moon
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.47-54
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    • 2013
  • In general, algorithms to find continuous k-nearest neighbors has been researched on the location based services monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, cases to find k-nearest neighbors are when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. Thus, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under the gaming environments.

Rodent Experiments for Pedestrian Flow Simulation at Exit with Various Angles (다양한 각도의 출구에서의 보행자 유동 시뮬레이션을 위한 설치류 실험)

  • Oh, Hyejin;Lyu, Jaehee;Park, Junyoung
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.15 no.4
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    • pp.30-39
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    • 2016
  • There have been many cases of deaths from crushing caused by dense crowds. Numerous studies about pedestrian flow have performed various simulations, but the experimental data to prove the simulations are still not enough. In this paper, the evacuation of pedestrians for proving pedestrian flow simulation is observed. Due to the possibility of real casualties, it is difficult to experiment with humans directly. Therefore, ten C57BL/6NCrSIc mice have been used. It is assumed that C57BL/6NCrSIc mice act like humans in panic situations. Electrical Stimulus Experiments on mice are conducted for exits with various angles. ICY software is applied in this paper. As a result, the mice escape fast at a proper angle of 45 to 60 degrees.

Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.55-62
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    • 2023
  • In this paper, we present a method that utilizes geometry-based sound generation techniques to efficiently handle multiple sound sources, wind turbulence, and temperature-dependent interactions. Recently, a method based on reduced raytracing has been proposed to update the sound position and efficiently calculate sound propagation and diffraction without recursive reflection/refraction of many rays, but this approach only considers the propagation characteristics of sound and does not consider the interaction of multiple sound sources, wind currents, and temperature. These limitations make it difficult to create sound scenes in a variety of virtual environments because they only generate static sounds. In this paper, we propose a method for efficiently constructing a sound map in a situation where multiple sounds are placed, and a method for efficiently controlling the movement of an agent through it. In addition, we propose a method for controlling sound propagation by considering wind currents and temperature. The method proposed in this paper can be utilized in various fields such as metaverse environment design and crowd simulation, as well as games that can improve content immersion based on sound.

A Study on Crowd Evacuation Simulation Validation Method using The Safeguard Validation Data Set (SGVDS) 1 and 2 (The Safeguard Validation Data Set (SGVDS) 1과 2를 활용한 군중 대피 시뮬레이션 검증 방안에 관한 연구)

  • Seunghyun Lee;Jae Min Lee;Hyuncheol Kim
    • Journal of the Korean Society of Safety
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    • v.39 no.3
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    • pp.50-59
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    • 2024
  • In recent years, building architecture has become increasingly complex and larger in scale to accommodate many people. In densely populated facilities, the interiors are becoming more intricate and high-rise, with narrow corridors, hallways, and stairs. This poses challenges for evacuating occupants in case of emergencies such as fires, making it crucial to assess the evacuation safety in advance. In evacuation safety research, there are significant limitations to theoretical studies owing to their association with crowd behavior and human evacuation characteristics, as well as the risks associated with experiments involving human participants. Consequently, evacuation experiments conducted using simulation-based methodologies are gaining recognition worldwide. However, crowd simulations face validation difficulties because of variations in crowd movement and evacuation characteristics across different cases and scenarios, as well as the challenge of accurately reflecting human characteristics during evacuations. In this study, we investigated validation methods for evacuation simulations using the SAFEGUARD validation data set (SGVDS) provided by the University of Greenwich, UK. The SGVDS collects data on crowd evacuations through actual evacuation tests conducted on ColorLine's large RO-PAX ferry and Royal Caribbean International's cruise ships. The accuracy of the crowd simulations can be validated by comparing SGVDS and crowd simulation results. This study will contribute to the development of highly accurate crowd simulations by verifying various crowd simulations.

Establishment of Crowd Management Safety Measures Based on Crowd Density Risk Simulation (군중 밀집 위험도 시뮬레이션 기반의 인파 관리 안전대책 수립)

  • Hyuncheol Kim;Hyungjun Im;Seunghyun Lee;Youngbeom Ju;Soonjo Kwon
    • Journal of the Korean Society of Safety
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    • v.38 no.2
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    • pp.96-103
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    • 2023
  • Generally, human stampedes and crowd collapses occur when people press against each other, causing falls that may result in death or injury. Particularly, crowd accidents have become increasingly common since the 1990s, with an average of 380 deaths annually. For instance, in Korea, a stampede occurred during the Itaewon Halloween festival on October 29, 2022, when several people crowded onto a narrow, downhill road, which was 45 meters long and between 3.2 and 4 meters wide. Precisely, this stampede was primarily due to the excessive number of people relative to the road size. Essentially, stampedes can occur anywhere and at any time, not just at events, but also in other places where large crowds gather. More specifically, the likelihood of accidents increases when the crowd density exceeds a turbulence threshold of 5-6 /m2. Meanwhile, festivals and events, which have become more frequent and are promoted through social media, garner people from near and far to a specific location. Besides, as cities grow, the number of people gathering in one place increases. While stampedes are rare, their impact is significant, and the uncertainty associated with them is high. Currently, there is no scientific system to analyze the risk of stampedes due to crowd concentration. Consequently, to prevent such accidents, it is essential to prepare for crowd disasters that reflect social changes and regional characteristics. Hence, this study proposes using digital topographic maps and crowd-density risk simulations to develop a 3D model of the region. Specifically, the crowd density simulation allows for an analysis of the density of people walking along specific paths, which enables the prediction of danger areas and the risk of crowding. By using the simulation method in this study, it is anticipated that safety measures can be rationally established for specific situations, such as local festivals, and preparations may be made for crowd accidents in downtown areas.

End to End Model and Delay Performance for V2X in 5G (5G에서 V2X를 위한 End to End 모델 및 지연 성능 평가)

  • Bae, Kyoung Yul;Lee, Hong Woo
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.107-118
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    • 2016
  • The advent of 5G mobile communications, which is expected in 2020, will provide many services such as Internet of Things (IoT) and vehicle-to-infra/vehicle/nomadic (V2X) communication. There are many requirements to realizing these services: reduced latency, high data rate and reliability, and real-time service. In particular, a high level of reliability and delay sensitivity with an increased data rate are very important for M2M, IoT, and Factory 4.0. Around the world, 5G standardization organizations have considered these services and grouped them to finally derive the technical requirements and service scenarios. The first scenario is broadcast services that use a high data rate for multiple cases of sporting events or emergencies. The second scenario is as support for e-Health, car reliability, etc.; the third scenario is related to VR games with delay sensitivity and real-time techniques. Recently, these groups have been forming agreements on the requirements for such scenarios and the target level. Various techniques are being studied to satisfy such requirements and are being discussed in the context of software-defined networking (SDN) as the next-generation network architecture. SDN is being used to standardize ONF and basically refers to a structure that separates signals for the control plane from the packets for the data plane. One of the best examples for low latency and high reliability is an intelligent traffic system (ITS) using V2X. Because a car passes a small cell of the 5G network very rapidly, the messages to be delivered in the event of an emergency have to be transported in a very short time. This is a typical example requiring high delay sensitivity. 5G has to support a high reliability and delay sensitivity requirements for V2X in the field of traffic control. For these reasons, V2X is a major application of critical delay. V2X (vehicle-to-infra/vehicle/nomadic) represents all types of communication methods applicable to road and vehicles. It refers to a connected or networked vehicle. V2X can be divided into three kinds of communications. First is the communication between a vehicle and infrastructure (vehicle-to-infrastructure; V2I). Second is the communication between a vehicle and another vehicle (vehicle-to-vehicle; V2V). Third is the communication between a vehicle and mobile equipment (vehicle-to-nomadic devices; V2N). This will be added in the future in various fields. Because the SDN structure is under consideration as the next-generation network architecture, the SDN architecture is significant. However, the centralized architecture of SDN can be considered as an unfavorable structure for delay-sensitive services because a centralized architecture is needed to communicate with many nodes and provide processing power. Therefore, in the case of emergency V2X communications, delay-related control functions require a tree supporting structure. For such a scenario, the architecture of the network processing the vehicle information is a major variable affecting delay. Because it is difficult to meet the desired level of delay sensitivity with a typical fully centralized SDN structure, research on the optimal size of an SDN for processing information is needed. This study examined the SDN architecture considering the V2X emergency delay requirements of a 5G network in the worst-case scenario and performed a system-level simulation on the speed of the car, radius, and cell tier to derive a range of cells for information transfer in SDN network. In the simulation, because 5G provides a sufficiently high data rate, the information for neighboring vehicle support to the car was assumed to be without errors. Furthermore, the 5G small cell was assumed to have a cell radius of 50-100 m, and the maximum speed of the vehicle was considered to be 30-200 km/h in order to examine the network architecture to minimize the delay.