[INDEX] [PROJECTS] [PICTURES] [COOL] [MISC] | O --- O |

Publikationen

Was sich halt so angehäuft hat: eine Auswahl


  • Ariane Walz, Christian Gloor, Britta Allg�wer, Peter Bebi, Andreas Fischlin, Eckart Lange, Kai Nagel: Virtuelle Welten reale Entscheide?: Die Alpen im Modellbaukasten, Buch: 96 Seiten, Verlag: Vdf Hochschulverlag; August 2008 2005, ISBN: 3728132020.

    Das Ziel der Synthese V ist es, das Potential computergest�tzter Modelle und Visualisierungen f�r die Raum- und Landschaftsplanung und den Beitrag des NFP 48 dazu aufzuzeigen.Echte Landschaften sind "tr�ge". Echte Landschaftsver�nderungen sind in den meisten F�llen unwiederbringlich und sie bieten keinen Raum f�r Experimente. Da liegt es nahe, Entwicklungsoptionen und Entscheidungsalternativen in einer "Virtuellen Welt" zu pr�fen, bevor endg�ltige Entscheide getroffen werden. Deswegen gewinnt die virtuelle Repr�sentation von Landschaftsprozessen anhand von Modellen und Visualisierungen immer mehr Bedeutung f�r die Planung.

  • Christian Gloor: Distributed Intelligence in Real-Word Mobility Simulations, Taschenbuch: 210 Seiten, Verlag: Hartung-Gorre; 3. November 2005, ISBN: 3866280297. Siehe auch hier.

    This work presents a multi-agent simulation which models the activities of tourists. The goal is to have these agents populate a virtual world, where they are able to evaluate different development scenarios. At the same time, the project is used to explore general computational implementations of mobility simulations. Our approach is to model each tourist individually as an agent. A synthetic population of tourists is created that reflects current visitor demographics. These tourists are given individual goals and expectations, and are introduced into the simulation with no knowledge of the the environment. They execute their plans, receiving feedback from the environment as they move throughout the landscape. At the end of each run, the agents' actions are compared to their expectations. This work has a strong computational component. Besides the presentation of the framework and its modules, computational aspects of the pedestrian simulation are discussed. Using sophisticated techniques which adapt the model to the rather special circumstances of hikers in the alps, it is now possible to simulate an area of 15km^2 and more on a single CPU.

  • Christian Gloor, Pascal Stucki and Kai Nagel: Hybrid techniques for pedestrian simulations, Lecture Notes in Computer Science, Cellular Automata: 6th International Conference on Cellular Automata for Research and Industry, ACRI 2004, Amsterdam, The Netherlands, October 25-28, 2004. Proceedings. ISBN: 3-540-23596-5.

    There exist multiple models for pedestrian simulations. Cell based models are easy to understand, fast, but consume a lot of memory once the scenario becomes larger. In models based on continuous space, which need almost no memory at all, however, the CPU becomes the bottleneck soon. In our project, we simulate an area of 150 square kilometers, with more than thousand agents for one week. This requires a simulation model that is fast and still fits into main memory of a typical workstation. We combined the advantages of both approaches into a hybrid model. This model exploits some of the special properties of the area. This paper presents an overview over this hybrid system, and some performance results. This paper is based on the paper presented at the STRC 2004 Conference in Ascona.

  • Christian Gloor and Kai Nagel: A Message Based Framework for Real World Mobility Simulations, presented at the Third International Joint Conference on Autonomous Agents & Multi Agent Systems (Workshop on Agents in Traffic and Transportastion) in New York (AAMAS 2004). To be published by Birkh�user.

    The traditional way to couple the modules of a simulation is to use files. This paper presents a message-based approach. Agent strategies are sent via messages to the simulation of the physical system, which executes them and sends back performance information in the form of `events''. The strategic modules listen to these events, memorize them in some appropriate way, and possibly generate revised strategies. These strategies are sent to the simulation of the physical system immediately, so that the representation of the agent in the physical system will switch to the new strategy right away.

  • Kai Nagel, David Charypar, Michael Balmer, Christian Gloor: Objektorientiertes Programmieren mit C++ und STL, Kurs-Script, ETH Zürich, 2003

    Dieses Dokument ist eine Einführung in das objektorientierte Programmieren und bildete das Script des Kurses Objektorientiertes Programmieren mit C++ und STL.

  • Duncan Cavens, Christian Gloor, Kai Nagel, Eckart Lange, Willy Schmid: A Framework for Integrating Visual Quality Modelling within an Agent-Based Hiking Simulation., in Policies, Methods and Tools for Visitor Management Sievanen, T. et al. (eds.), Finnish Forest Research Institute, Rovanaimi, Finland.

    This paper introduces the project Planning with Virtual Alpine Landscapes and Autonomous Agents. The project is exploring the feasibility of using autonomous agent modelling to evaluate proposed changes to an alpine landscape. The project seeks to use simulated people (agents) who see the landscape as surrogates for real people reacting to the proposed future landscapes. This paper describes the overall project approach, and explains how visualisation will be used in the context of the project.

  • Christian Gloor, Duncan Cavens, Eckart Lange, Kai Nagel, Willy Schmid: A pedestrian simulation for very large scale applications, in A. Koch und P. Mandl (Hrsg.)(2003): Multi-Agenten-Systeme in der Geographie. Klagenfurt. (Klagenfurter Geographische Schriften, Heft 23)

    This paper introduces the project `Planning with Virtual Alpine Landscapes and Autonomous Agents''. The project explores the feasibility of using autonomous agent modeling to evaluate future scenarios in a tourist landscape in the Swiss Alps. The project uses simulated people (agents) who `see'' the landscape as surrogates for real people, in order to test their reactions against the simulated scenarios. This paper describes the overall project goals and the computational approach used to attain them.

  • Christian Gloor, Laurent Mauron, and Kai Nagel: A pedestrian simulation for hiking in the Alps, presented at the Swiss Transportation Research Conference 2003 in Ascona (STRC'03)

    This paper discusses which kind of mobility simulation is suitable for hikers in the Alps and what model was finally selected. The model is modified for our particular purpose, i.e. for hiking in the Alps rather than crowd or panic simulations in small enclosed spaces. The modified model is calibrated with real-world data. A poster with the same content as this paper was presented at the 2nd International Conference of Pedestrian and Evacuation Dynamics in Greenwich, UK 20-22 August 2003. A poster abstract can be found in the proceedings, page 406.

  • Christian Gloor: Modelling of Autonomous Agents in a Realistic Road Network, Diplomarbeit (Informatik) ETH Zürich, 2001.

  • Christian Gloor: Menschen Detektieren mit Pyrosensoren, Semesterarbeit (Robotik) ETH Zürich, 2001. Das PostScript File 5.1 Mbytes, das PDF File 411 kbytes (unscharfe Schrift bei Bildschirmdarstellung, bei Druck OK)

    In dieser Arbeit wurden die Möglichkeiten betrachtet, mittels eines Pyrosensors (reagiert auf Wärme) Menschen zu detektieren. Ursprünglich war die Idee, mit 2 Filtern die Schwarzköperstrahlung eines Menschen zu messen und daraus die Körpertemperatur zu berechnen. Damit sollten Menschen von anderen "Hindernissen" für mobile Roboter unterschieden werden. Die Strahlenausbeute durch die Filter ist aber zu gering dafür. Trotzdem sind in dieser Arbeit ein paar nette Spielereien und Bildchen zu betrachten.

  • Christian Gloor: Flow-Control für Zero-Copy Kommunikation mit Gigabit Ethernet Semesterarbeit (Informatik) ETH Zürich, 2001

    Ein Versuch, Datenkommunikation über Optical Gigabit Ethernet noch schneller zu machen, in dem auf der Empfängerseite Speicher spekulativ alloziiert wird. In dieser Arbeit wurde ein mögliches Synchronisationsprotokoll entwickelt.

  • Christian Gloor: Real Virtuality auf einem Intel 80486, eine mathematische Betrachtung, Facharbeit Kantonsschule Wohlen, 1995. PDF 203 kbytes, mit print-to-file und ps2pdf erstellt (mit Lücken), M$ Winword File 869 kbytes (sorry, ich hattte damals noch keine Ahnung von LaTeX), HTML 193 kbytes (sorry, ist mit einem M$ Konverter erstellt worden)

    Eine etwas ältere Arbeit, die aber eigentlich noch immer sehr aktuell ist: die Grundlagen der 3D-Darstellung in Virtuellen Welten wird hier beschrieben. Der Schwerpunkt liegt auf der zu Grunde liegenden Mathematik, sowie auf netten Bildern von damals Zeitgemässen Computerspielen ... Die sind allerdings leider nicht in der elektronischen Version enthalten.


O --- O




Es ist Pungenday, der 73. Tag des Chaos im Jahre 3176

(c) 1995-2012 by Christian Gloor [contact]