在安全监控系统计算机模拟器中编写行人行为场景脚本:从业人员的视角

IF 1.1 Q3 TRANSPORTATION SCIENCE & TECHNOLOGY Transport and Telecommunication Journal Pub Date : 2023-11-01 DOI:10.2478/ttj-2023-0027
J. Sugier
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引用次数: 0

摘要

摘要 本文的主题是 "阿凡达交通"(AvatarTraffic)模拟器--一种能够实时模拟地铁站或机场大厅等环境的计算机系统,这些环境中布满了数十或数百个移动的人物,除了这类物体典型的行人交通外,还可以执行预定义的事件和行动序列,作为模拟场景。由于与真实监控系统集成,模拟器除了提供虚拟场景生成的数据流(包括视频)外,还能对系统工作人员采取的行动做出动态响应。使用 Unity 仿真引擎作为实施平台,在开发过程中必须解决许多实际问题,其中两个问题是本文的主题:a) 监督和纠正 Unity 中用于模拟化身行人移动的人工智能算法的工作;b) 以可编辑的方式对舞台上发生的事件场景进行文字描述,供规划监控系统测试的专家使用。本文讨论了一些更具挑战性的人员移动案例(包括创建队列和通过门),并介绍了在需要人群协调行为的情况下纠正 Unity 内置方法工作的原创算法。由于模拟器环境的特殊性,场景需要用 JSON 文本文件来表达,文章介绍了将其直接编译到 C# 运行时环境的实现机制,并讨论了为模拟组成场景的事件和动作序列而创建的原始命令语言。
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Scripting Scenarios of Pedestrian Behavior in a Computer Simulator of Security Monitoring System: A Practitioner’s Perspective
Abstract The subject of this paper is the AvatarTraffic simulator – a computer system capable of modelling in real time environments such as subway stations or airport halls populated with tens or hundreds of moving figures, which, in addition to pedestrian traffic typical for this type of objects, can perform predefined sequences of events and actions formulated as a simulation scenario. Thanks to the integration with a real monitoring system, the simulator, in addition to providing data streams (including video) generated by the virtual scene, is also able to dynamically respond to actions taken by the system’s staff. Using the Unity simulation engine as the implementation platform, a number of practical problems had to be solved during the development, two of which are the subject of this article: a) supervising and correcting the work of AI algorithms used in Unity to simulate the pedestrian movement of avatars, and b) a textual description of the scenario of events taking place on the stage in a way editable for experts planning tests of the monitoring system. Some more challenging cases of people movement are discussed (including creating queues and passing through doors) and the paper presents original algorithms correcting the work of the Unity’s built-in methods in the situations when the coordinated behaviour of people groups is required. Because of the specifics of the simulator environment the scenario needed to be expressed in a JSON text file, and the article presents the implemented mechanisms of its compilation directly to the C# runtime environment and discusses the original command language which was created to model sequences of events and actions making up the scenario.
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来源期刊
Transport and Telecommunication Journal
Transport and Telecommunication Journal TRANSPORTATION SCIENCE & TECHNOLOGY-
CiteScore
3.00
自引率
0.00%
发文量
21
审稿时长
35 weeks
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