scholarly journals Experimental Study of Collective Pedestrian Dynamics

2020 ◽  
Vol 5 ◽  
pp. A109
Author(s):  
Cécile Appert-Rolland ◽  
Julien Pettré ◽  
Anne-Hélène Olivier ◽  
William Warren ◽  
Aymeric Duigou-Majumdar ◽  
...  

We report on two series of experiments, conducted in the frame of two different collaborations designed to study how pedestrians adapt their trajectories and velocities in groups or crowds. Strong emphasis is put on the motivations for the chosen protocols and the experimental implementation. The first series deals with pattern formation, interactions between pedestrians, and decision-making in pedestrian groups at low to medium densities. In particular, we show how pedestrians adapt their headways in single-file motion depending on the (prescribed) leader’s velocity. The second series of experiments focuses on static crowds at higher densities, a situation that can be critical in real life and in which the pedestrians’ choices of motion are strongly constrained sterically. More precisely, we study the crowd’s response to its crossing by a pedestrian or a cylindrical obstacle of 74cm in diameter. In the latter case, for a moderately dense crowd, we observe displacements that quickly decay with the minimal distance to the obstacle, over a lengthscale of the order of the meter.

2020 ◽  
Vol 5 ◽  
Author(s):  
Cornelia Von Krüchten ◽  
Andreas Schadschneider

We develop a decision-based model for pedestrian dynamics which is an extension of the Stochastic Headway Distance Velocity (SHDV) model for single-file motion to two dimensions. The model is discrete in time, but continuous in space. It combines perception, anticipation and decision-making with the simplicity and stochasticity that are characteristic for cellular automaton models. The basic concept is discussed and preliminary results show that the model yield realistic trajectories and fundamental diagrams.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


Author(s):  
N. S. Bystrov ◽  
◽  
A. V. Emelianov ◽  
A. V. Eremin ◽  
P. I. Yatsenko ◽  
...  

The kinetics of reaction of C2H5OH with N2O behind shock waves is studied. The quantitative measurements of the time profiles of concentration of O atoms were carried out by the method of atomic resonance absorption spectroscopy (ARAS) using resonance vacuum-ultraviolet line of O-atom at 130.5 nm. For the calibration of absorption intensity of oxygen atoms depending on its concentration, the special series of experiments in the mixture containing different amounts of N2O in Ar was carried out at T = 2100 ± 50 K when molecule of N2O is completely dissociated. An experimental study of the appearance and consumption of oxygen atoms during the reaction of ethanol with oxygen in mixture 10 ppm N2O + (10 ... 0.1) ppm C2H5OH + Ar at temperatures of 16002300 K and pressures of 200-300 kPa have been carried out. A kinetic analysis of obtained data was performed using the Chemkin package.


2021 ◽  
pp. 204275302098701
Author(s):  
Ünal Çakıroğlu ◽  
Mustafa Güler

This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students’ statistical literacy skills. Students in gamified group were also interviewed to understand the function of gamification process. The results suggest that; although gamifying the instructional process had a positive impact on developing students’ statistical literacy in medium and high score students; surprisingly the influence of the gamification to the low- achieved scores were not positive. The positive impact was discussed in accordance with the gradual structure of statistical literacy and suggestions for successful gamification applications due to the context were included.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Jessica McFadyen ◽  
Christopher Nolan ◽  
Ellen Pinocy ◽  
David Buteri ◽  
Oliver Baumann

Abstract Background The ‘doorway effect’, or ‘location updating effect’, claims that we tend to forget items of recent significance immediately after crossing a boundary. Previous research suggests that such a forgetting effect occurs both at physical boundaries (e.g., moving from one room to another via a door) and metaphysical boundaries (e.g., imagining traversing a doorway, or even when moving from one desktop window to another on a computer). Here, we aimed to conceptually replicate this effect using virtual and physical environments. Methods Across four experiments, we measured participants’ hit and false alarm rates to memory probes for items recently encountered either in the same or previous room. Experiments 1 and 2 used highly immersive virtual reality without and with working memory load (Experiments 1 and 2, respectively). Experiment 3 used passive video watching and Experiment 4 used active real-life movement. Data analysis was conducted using frequentist as well as Bayesian inference statistics. Results Across this series of experiments, we observed no significant effect of doorways on forgetting. In Experiment 2, however, signal detection was impaired when participants responded to probes after moving through doorways, such that false alarm rates were increased for mismatched recognition probes. Thus, under working memory load, memory was more susceptible to interference after moving through doorways. Conclusions This study presents evidence that is inconsistent with the location updating effect as it has previously been reported. Our findings call into question the generalisability and robustness of this effect to slight paradigm alterations and, indeed, what factors contributed to the effect observed in previous studies.


Mathematics ◽  
2021 ◽  
Vol 9 (13) ◽  
pp. 1456
Author(s):  
Stefka Fidanova ◽  
Krassimir Todorov Atanassov

Some of industrial and real life problems are difficult to be solved by traditional methods, because they need exponential number of calculations. As an example, we can mention decision-making problems. They can be defined as optimization problems. Ant Colony Optimization (ACO) is between the best methods, that solves combinatorial optimization problems. The method mimics behavior of the ants in the nature, when they look for a food. One of the algorithm parameters is called pheromone, and it is updated every iteration according quality of the achieved solutions. The intuitionistic fuzzy (propositional) logic was introduced as an extension of Zadeh’s fuzzy logic. In it, each proposition is estimated by two values: degree of validity and degree of non-validity. In this paper, we propose two variants of intuitionistic fuzzy pheromone updating. We apply our ideas on Multiple-Constraint Knapsack Problem (MKP) and compare achieved results with traditional ACO.


2006 ◽  
Vol 41 (4) ◽  
pp. 629-639 ◽  
Author(s):  
Kathleen M. Galotti ◽  
Elizabeth Ciner ◽  
Hope E. Altenbaumer ◽  
Heather J. Geerts ◽  
Allison Rupp ◽  
...  

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