scholarly journals Experimental study on the evading behaviour of single pedestrians encountering an obstacle

2020 ◽  
Vol 5 ◽  
Author(s):  
Xiaolu Jia ◽  
Claudio Feliciani ◽  
Daichi Yanagisawa ◽  
Katsuhiro Nishinari

Present simulation and experimental research still have deficiency in depicting the evading behaviour of single pedestrians confronting with an obstacle, which is the basis for the study of crowd dynamics affected by obstacles in real life. Therefore, this study will conduct experiments with a bar-shaped obstacle in the middle of a corridor and explore the corresponding general and particular features of single pedestrians. Particularly, the variation of pedestrian velocity and trajectory under different-sized obstacles will be illustrated. By taking the average velocity and trajectories of the 32 participants, it could be concluded that pedestrians would walk at a velocity of about 1.5 m/s without being affected by the size of obstacle. Besides, pedestrians tend to pass a location about 0.4 meters away from the obstacle edge that is perpendicular to walking direction. Furthermore, pedestrians tend to begin and finish evading the obstacle at locations respectively about 4.40 meters and 4.85 meters away from the obstacle. We also found a heterogeneity in the evading behaviour and pedestrians could be classified into four types accordingly. Results of this study are expected to provide reliable evidence for agent-based modelling in the future.

This chapter examines how to control the extreme events happening when a complex adaptive logistics system is implemented in used product remanufacturing, particularly in the used products transhipment stage. The chapter starts with an introduction about the necessity of introducing the complex adaptive logistics system. Then, the related studies dealing with similar issues are discussed in the background section. Next, the focal problem of this chapter is stated in the problem statement section. A detailed description about the approach (i.e., the agent-based modelling and simulation) can be found in the proposed methodology section. Right after this, an illustrative simulation example is discussed in the experimental study section. The potential research directions regarding the main problem considered in this chapter are highlighted in the future trends section. Finally, the conclusions drawn in the last section close this chapter.


This chapter examines the used products return service quality perceived by the end users and their corresponding willingness-to-return with respect to the used products in their possession. The chapter starts with an introduction about the issue of return quantity encountered at the used product collection stage. Then, related studies dealing with returns quantity are discussed in the background section. Next, the focal problem of this chapter is stated in the problem statement section. A detailed description about the approach (i.e., agent-based modelling and simulation) can be found in the proposed methodology section. Right after this, three simulations, with each one linked to a specific used products return scenario, are conducted in the experimental study section. The potential research directions regarding the main problem considered in this chapter are highlighted in the future trends section. Finally, the conclusion drawn in the last section closes this chapter.


2020 ◽  
Vol 5 ◽  
pp. A100
Author(s):  
Mohammed Alrashed ◽  
Jeff Shamma

The increasing occurrence of panic stampedes during mass events has motivated studying the impact of panic on crowd dynamics. Understanding the collective behaviors of panic stampedes is essential to reducing the risk of deadly crowd disasters. In this work, we use an agent-based formulation to model the collective human behavior in such crowd dynamics. We investigate the impact of panic behavior on crowd dynamics, as a specific form of collective behavior, by introducing a contagious panic parameter. The proposed model describes the intensity and spread of panic through the crowd. The corresponding panic parameter impacts each individual to represent a different variety of behaviors that can be associated with panic situations such as escaping danger, clustering, and pushing. Simulation results show contagious panic and pushing behavior, resulting in a more realistic crowd dynamics model.


2015 ◽  
Author(s):  
Abhishek Bhatia ◽  
Chetan Sharma ◽  
Rinkaj Goyal

Agent based modelling framework successfully models real life problems that support simulation with diverse strategies and mechanisms devoid of the restrictions set by mathematical tractability. Union of game theory and agent based modelling has elucidated the dynamics of different social and economic scenarios. In this study, we present our efforts to develop an agent based model through embracing a customized version of the deferred acceptance algorithm. This study considers two widely adopted admission process scenarios i.e. partially and fully centralized as a case study, wherein a University acts as a nodal bureau and admits students to affiliated colleges. In this paper, an agent based model has been developed in the Netlogo simulation environment, which advocates fully centralized procedure and simulates deferred acceptance algorithm. The simulation results in a strategy-proof, optimum and stable allocation of available seats in the admission process.


This chapter aims at enhancing the scientific knowledge in reverse transportation by focusing on how returns in reverse systems can be effectively transported to offshore destinations. The authors argue that transportation action requires the seaport terminal actors to implement a set of coordination mechanisms. These mechanisms should coordinate both the physical flows (the movements of returns) and the commercial interests (control, services, etc.) because it has a direct impact on the performance of the reverse system. The chapter starts with an introduction about the issue of transhipping the remanufacturable used products to their offshore destination. Then, the related studies dealing with the similar problems are discussed in the background section. Next, the focal problem of this chapter is stated in the problem statement section. A detailed description about the approach (i.e., agent-based modelling and simulation) can be found in the proposed methodology section. Right after this, an illustrative example is explained in the experimental study section. The potential research directions regarding the main problem considered in this chapter are highlighted in the future trends section. Finally, the conclusion drawn in the last section closes this chapter.


2015 ◽  
Author(s):  
Abhishek Bhatia ◽  
Chetan Sharma ◽  
Rinkaj Goyal

Agent based modelling framework successfully models real life problems that support simulation with diverse strategies and mechanisms devoid of the restrictions set by mathematical tractability. Union of game theory and agent based modelling has elucidated the dynamics of different social and economic scenarios. In this study, we present our efforts to develop an agent based model through embracing a customized version of the deferred acceptance algorithm. This study considers two widely adopted admission process scenarios i.e. partially and fully centralized as a case study, wherein a University acts as a nodal bureau and admits students to affiliated colleges. In this paper, an agent based model has been developed in the Netlogo simulation environment, which advocates fully centralized procedure and simulates deferred acceptance algorithm. The simulation results in a strategy-proof, optimum and stable allocation of available seats in the admission process.


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):  
Ivan V. Rozmainsky ◽  
Yulia I. Pashentseva

The paper is devoted to the economic analysis of rationality in the tradition of Harvey Leibenstein: the authors perceive rationality as “calculatedness” when making decisions, while the degree of this “calculatedness” is interpreted as a variable. Thus, this approach does not correspond to the generally accepted neoclassical interpretation of rationality, according to which rationality is both full and constant. The authors believe that such a neoclassical approach makes too stringent requirements for the abilities of people. In real life, people do not behave like calculating machines. The paper discusses various factors limiting the degree of rationality of individuals. One group of factors is associated with external information constraints such as the complexity and extensiveness of information, as well as the uncertainty of the future. Another group of factors is related to informal institutions. In particular, the paper states that the system of planned socialism contributes to less rationality than the system of market capitalism. Thus, in the post-socialist countries, including contemporary Russia, one should not expect a high degree of rationality of the behavior of economic entities. The paper mentions, in particular, the factors of rationality caused by informal institutions, such as the propensity to calculate, the propensity to be independent when making decisions and the propensity to set goals. The authors also believe that people who live on their own are usually more rational than people who share a common household with someone else. This assumption is verified econometrically based on data on young urban residents collected by the authors. It turned out that the behavior of people included in this database, in general, corresponds to what the authors believed.


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