Browsing by Author "Rossetti, Rosaldo J. F."
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- Assessing Communication Strategies in C-ITS using n-Person Prisoner 19s Dilemma PerspectivePublication . Costa, António; Kokkinogenis, Zafeiris; D'Orey, Pedro; Rossetti, Rosaldo J. F.In Cooperative Intelligent Transport Systems, road users and traffic managers share information for coordinating their actions to improve traffic efficiency allowing the driver to adapt to the traffic situation. Its effectiveness, however, depends on the user’s decision-making process, which is the main source of uncertainty in any mobility system and depends on the ability of the infrastructure to communicate timely and reliably. To cope with such a complex scenario, this paper proposes a game theory perspective based on the n-Person Prisoner’s Dilemma as a metaphor to represent the uncertainty of cooperation underlined by communication infrastructures in traveller information systems. Results highlighted a close relationship between the emergence of cooperation and network performance, as well as the impact of the communication failure on the loss of cooperation sustainment, which was not recovered after the system was re-established.
- Cooperative, Connected and Autonomous Mobility: Coordination at Intersections using Reservation-based MechanismsPublication . Filipe, Francisco; Kokkinogenis, Zafeiris; D'Orey, Pedro; Rossetti, Rosaldo J. F.Road transportation is fundamental for the movement of individuals and goods, also contributing to economic development. A significant contributor to urban road congestion is poor intersection control using conventional traffic signals. In this work, we present a decentralized multi-agent system mechanism for road intersection management for connected autonomous vehicles, including the coordination of platoon formations. We propose a reservation-based mechanism able to maximize the overall vehicle throughput at intersections. The study introduces i) auctions as an alternative to the First-Come-First-Serve policy for assigning reservations to vehicles and ii) a method for resolving disputes between conflicting reservations. The results demonstrate the benefits of using platooning for improving throughput and the average delay in intersection control. The distributed nature of the approach increases scalability by shifting the majority of the computing burden from the intersection manager to the driving agents.
- Elderly and fire safety: using serious games to elicit human behaviour in evacuation scenariosPublication . Almeida, João E.; Rossetti, Rosaldo J. F.; Faria, Brígida Mónica; Coelho, António Leça; Faria, Brígida MónicaThe problem of leaving a building while facing some emergency has gained much attention from the scientific community. Evacuation simulators can help emergency planners to assess the safety of buildings. However, such simulators still lack behavioural knowledge to increase their accuracy. The elderly have specific behaviour idiosyncrasies. This paper presents a set of experiments designed to elicit human behaviour in evacuation scenarios using serious games, applied to a population sample of 20 adults aged over 65 years. They were presented three experiments (alarm id, exit-choice in five different situations and auditorium with four situations) and their reactions were collected. Results were analysed and compared with previous similar experiments. Future directions in this research include: to expand and to refine data collection to other scenarios and perform massive data collection using the internet; and to use this data to feed and enhance existing crowd simulators particularly for evacuation purposes.
- Serious games for the Elicitation of way-finding behaviours in emergency situationsPublication . Almeida, João Emílio; Jacob, João Tiago Pinheiro Neto; Faria, Brígida Mónica; Rossetti, Rosaldo J. F.; Coelho, António LecaUnderstanding human behaviour in emergency evacuation from buildings is of utmost importance for fire safety designers, architects and engineers as they elaborate on strategies to improve the emergency paths to exits. This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting a room of an unknown building. This test is part of a methodological approach that aims at the creation of a framework coined SPEED (Simulation of Pedestrians and Elicitation of their Emergent Dynamics). A population sample of 22 subjects was used to test such a methodological approach, which consists in having the subjects answering a questionnaire and later on, in playing a Serious Game. The game environment presents the same scenarios shown in the questionnaire using more elaborated 3D rendering to provide players with a sense of realism. The game was developed under the Unity3D game engine and based on the Serious Games concept. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signalling.
- Serious games for the human behaviour analysis in emergency evacuation scenariosPublication . Almeida, João Emílio; Rossetti, Rosaldo J. F.; Jacob, João Tiago Pinheiro Neto; Faria, Brígida Mónica; Leça Coelho, AntónioThis paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting an unknown building. This work is part of a larger effort to devise the methodological approach underlying the implementation of simulation of pedestrians and elicitation of their emergent dynamics, an experimental framework coined SPEED. To validate our experimental setup, a group of 16 experts on fire safety, emergency planning and building evacuation were consulted. The experts were solicited to answer a questionnaire, rating their gaming experiences and validating the questions in the form to be presented to subjects. Their comments were valuable inputs used in the development of the experiment described in this paper. A sample of 62 subjects was then used to test our approach, which consists in having the subjects answering a questionnaire and later on playing a Serious Game resorting to the Unity3D game engine. Some specific scenarios were carefully designed and presented to subjects, both in the questionnaire and in the game environment to maintain consistency of answers. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signage.
- Social simulation of rescue teams’ dynamic planningPublication . Ulisses, João; Rossetti, Rosaldo J. F.; Almeida, João E.; Faria, Brígida MónicaThis paper focuses on an approach to dynamic planning, for an emergency ambient such as team rescue in indoors fire. First a graph is generated as the simulation runs, creating an effect similar to means-end analysis as each fire trying to reach the firefighter. This graph is updated in real time, improving the solution performance and reacting to new fires. The firefighter creates a plan based on this graph, using shortest weighed paths algorithms, these weights are updated dynamically, they do not only contain the distance but they also contain the importance to reach that node, so a important node to reach costs less for a firefighter to get there. All this together allows real time solutions to be generated, and self improving solutions to be made in the plan. This algorithm is to be integrated on a framework that simulates physics and collisions, and using a navigation mesh and agent perceptions to aid in calculation of a 3D shortest path.
- The trade-offs between Fog Processing and Communications in latency-sensitive Vehicular Fog ComputingPublication . Júnior, Francisco Mendonça; Kokkinogenis, Zafeiris; Dias, Kelvin; D'Orey, Pedro; Rossetti, Rosaldo J. F.In a vehicular fog computing paradigm, connected autonomous vehicles are envisioned as processing nodes (i.e. fog nodes) so that end-devices may offload processing tasks to them. As such, both local and distributed processing on fog nodes will depend heavily on wireless network conditions and the current traffic demand. In this work, we investigate the trade-offs on the operation of fog nodes under different vehicle densities and network conditions and formalize a Time Constrained One-Shot Open First Price Auction for resource allocation in vehicular fog computing. Through a large-scale simulation study, we assess important aspects of the performance of fog nodes in Vehicular Fog Computing. We show that current wireless network standards may dictate the limits of processing despite the availability of processing power of fog nodes. Our results indicate the existence of tradeoffs on the operation of fog nodes regarding message overhead and processing redundancy to achieve high task completion ratio. Finally, we evaluate the social welfare distribution of the task allocation achieved using the auction where higher message rates lead to higher costs.
- Towards a methodology for human behaviour elicitation: preliminary resultsPublication . Almeida, João Emílio; Rossetti, Rosaldo J. F.; Faria, Brigida Monica; Jacob, João Tiago; Coelho, António LeçaHuman behaviour knowledge is an important requirement for implementing realistic evacuation models. Although much work has been done in this field of research there are no universally accepted quantitative methods. In this paper we present a novel methodology for human behaviour elicitation that was coined SPEED (Simulation of Pedestrian and Elicitation of their Emergent Dynamics). An experimental setup to test the concept was envisaged and validated by a group of experts using the Delphi method. A test bed was designed using the Serious Games concept and 22 subjects were selected for a pilot test. Preliminary results are promising, showing that this methodology might be used for the elicitation of human behaviour of subjects when facing an emergency. Moreover, the data acquired is of great importance for the fire safety experts designing new buildings or planning strategies to improve emergency paths. Another possible outcome is to create an artificial population based on human behaviour to populate emergency evacuation simulators.
- Using serious games to train children and elicit fire safety behaviourPublication . Almeida, João E.; Rossetti, Rosaldo J. F.; Faria, Brígida Mónica; Coelho, António LeçaSerious Games are being increasingly used as a tool for various applications, contrary to the traditional entertainment purpose. One of their application domains is fire safety. Possible injuries from fires are a dangerous safety concern for children, for instance. Another important issue is the elicitation of behavioural knowledge to design and feed simulation models. The lack of human behaviour data is often referred to as a drawback to evacuation simulation designers. This paper addresses the aforementioned matters in respect to: i) acquiring valuable knowledge on children behaviour when facing the urgent need for evacuation; and ii) devising an educational tool. A group of 19 children from an elementary school played two different role plays using a Serious Game and the data of their behaviours was collected. Results were analysed and are here presented. Future work is two-fold: to expand and to refine data collection to other groups such as elderly; to use this data for crowd synthesis particularly for evacuation simulators.