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	<title>3D Agents Archives - Digital Urban</title>
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	<link>https://www.digitalurban.org/blog/category/3d-agents/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Wed, 01 May 2013 12:54:17 +0000</lastBuildDate>
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	<url>https://www.digitalurban.org/wp-content/uploads/2012/07/Dulogosm-1.png</url>
	<title>3D Agents Archives - Digital Urban</title>
	<link>https://www.digitalurban.org/blog/category/3d-agents/</link>
	<width>32</width>
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	<item>
		<title>Police Agent City Ball &#8211; Unity/NavMesh and CityEngine</title>
		<link>https://www.digitalurban.org/blog/2013/05/01/police-agent-city-ball-unitynavmesh-and-cityengine/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Wed, 01 May 2013 12:54:17 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3D City]]></category>
		<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[NavMesh]]></category>
		<category><![CDATA[Games Engines]]></category>
		<category><![CDATA[Path Finding]]></category>
		<category><![CDATA[Shortest Path]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3351</guid>

					<description><![CDATA[<p>The natural conclusion of our recent posts on Unity and CityEngine is of course a physics/navmesh police chase with the agent target being a drag and drop ball. We will...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/01/police-agent-city-ball-unitynavmesh-and-cityengine/">Police Agent City Ball &#8211; Unity/NavMesh and CityEngine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The natural conclusion of our recent posts on Unity and CityEngine is of course a physics/navmesh police chase with the agent target being a drag and drop ball.<br />
<div id="attachment_3352" style="width: 588px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-01-at-13.44.41-1.png"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-3352" class=" wp-image-3352" title="Police Car Agents in the City" alt="Screen Shot 2013-05-01 at 13.44.41" src="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-01-at-13.44.41-1.png" width="578" height="288" srcset="https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-01-at-13.44.41-1.png 826w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-01-at-13.44.41-1-300x150.png 300w, https://www.digitalurban.org/wp-content/uploads/2013/05/Screen-Shot-2013-05-01-at-13.44.41-1-768x383.png 768w" sizes="(max-width: 578px) 100vw, 578px" /></a><p id="caption-attachment-3352" class="wp-caption-text">Police Car Agents in the City</p></div>
We will release a version next week on the win/mac platforms for those interested &#8211; the aim was to explore shortest path modelling of agents in Unity within an urban scene:<br />
<center><iframe src="http://www.youtube.com/embed/6yFevBsW2gs" height="360" width="640" allowfullscreen="" frameborder="0"></iframe></center>The concept was developed as part of our <a href="http://www.digitalurban.org/masters">Masters course here in CASA</a>, to explore the development of 3D interactive urban scenes&#8230;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/05/01/police-agent-city-ball-unitynavmesh-and-cityengine/">Police Agent City Ball &#8211; Unity/NavMesh and CityEngine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Lumion, Unity, Agents &#038; Objects</title>
		<link>https://www.digitalurban.org/blog/2011/12/15/lumion-unity-agents-objects/</link>
					<comments>https://www.digitalurban.org/blog/2011/12/15/lumion-unity-agents-objects/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 15 Dec 2011 12:01:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3D Max]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[crowd and delegate]]></category>
		<category><![CDATA[Featured Game Engine]]></category>
		<category><![CDATA[Lumion]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=815</guid>

					<description><![CDATA[<p>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2011/12/15/lumion-unity-agents-objects/">Lumion, Unity, Agents &#038; Objects</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both the environment and other agents around them. 3D Studio Max has a built in &#8216;Crowd and Delegate&#8217; system which can be used to assign behaviour and therefore create realistic traffic of pedestrian systems in 3D space.<br />
The movie below displays our first tentative steps to explore emergent behaviour via the introduction of simple rules. The movie starts out with a basic &#8216;wander&#8217; behaviour where the agents only knowledge is the shape of the surface. Moving on we assign each of our &#8216;cubes&#8217; (of which we have become quite fond of&#8230;) a level of vision so they can see ahead and therefore avoid each other and objects in their environment.<br />
<center><object width="601" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=5014230&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed width="601" height="339" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=5014230&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object></center><center><a href="http://vimeo.com/5014230">Crowd and Delegates &#8211; Emergent Behaviour</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</center></p>
<div></div>
<p>Thirdly, the agents seek a &#8216;sphere&#8217; which could be viewed as a source of food. While being aware of each other and tweaking the way the cubes move a swarm behaviour emerges. Finally, we introduce competing groups with two priorities, firstly to eat and secondly to stay as a group. The majority choose the group over the food but a couple stray off in search of sustenance and lose the other members.<br />
<a href="http://1.bp.blogspot.com/_ADwvfqkxChw/SSQu6QFNYII/AAAAAAAAB1w/q1xN5LWlN40/s1600-h/flockscreen.jpg"><br />
</a>Previous steps in our visualisation of agent based models are based around a simple flocking examples. This model is an attempt to mimic the flocking of birds, while the resulting motion also resembles schools of fish. The flocks that appear in this model are not created or led in any way by special leader rather, each bird is following exactly the same set of rules, from which flocks emerge.<br />
We have exported the model into 3D Max providing the visualisation below, as ever these are early days but the results seem to run well with 300 &#8216;birds&#8217; over 1000 frames. The birds are rendered as cubes at the moment for proof of concept:<br />
<center><object width="601" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=2287127&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed width="601" height="339" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=2287127&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object><br />
<a href="http://vimeo.com/2287127">Flocking in NetLogo exported to 3D Max</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</center><br />
Music <a href="http://www.mp3unsigned.com/showmp3.asp?mp3ID=8095&amp;aid=4172">&#8220;Funkmelon Blooz&#8221; (Electronica)</a><br />
The birds follow three rules: &#8220;alignment&#8221;, &#8220;separation&#8221;, and &#8220;cohesion&#8221;. &#8220;Alignment&#8221; means that a bird tends to turn so that it is moving in the same direction that nearby birds are moving. &#8220;Separation&#8221; means that a bird will turn to avoid another bird which gets too close. &#8220;Cohesion&#8221; means that a bird will move towards other nearby birds (unless another bird is too close). When two birds are too close, the &#8220;separation&#8221; rule overrides the other two, which are deactivated until the minimum separation is achieved.<br />
The three rules affect only the bird&#8217;s heading. Each bird always moves forward at the same constant speed.<br />
If we were using the built in Crowd and Delegate system a true 3D flocking system would be possible, but it would be pure visualisation, by importing via NetLogo you gain access to the raw data and thus spatial analysis is possible. It is also quick to model and provides the best of both worlds &#8211; 3d visualisation and complex modelling.<br />
While 3D Max is of use for crowd and particle simulation when it comes to modelling complex systems an external package is required, such as <a href="http://ccl.northwestern.edu/netlogo/">NetLogo</a>. The movie below details our first steps at CASA (home of digital urban) to export a basic traffic model from NetLogo into 3D Studio Max. The import script was written by our new PhD student, Ateen Patel and opens up a vast array of opportunities to both visualise and model the city.<br />
<center><object width="601" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=2242098&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed width="601" height="339" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=2242098&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object></center><br />
Music by The Tedd-Z Cookbook, <a href="http://www.mp3unsigned.com/showmp3.asp?mp3ID=9307&amp;aid=3867">Aerodrome (Funky Shuffle Remix)</a><br />
<a href="http://ccl.northwestern.edu/netlogo/">NetLogo</a> is a cross-platform multi-agent programmable modeling environment that is widely. It is particularly well suited for modeling complex systems developing over time. Modelers can give instructions to hundreds or thousands of independent &#8220;agents&#8221; all operating concurrently. This makes it possible to explore the connection between the micro-level behavior of individuals and the macro-level patterns that emerge from the interaction of many individuals.(<a href="http://www.nationmaster.com/encyclopedia/NetLogo">Nation Master Encyclopedia</a>).<br />
How does this relate to the city? The next part is to put in real geographical data and to get the agents movies and reacting to each other on a spatial network, more on that to come. Perhaps using a particle system as per the movie below:<br />
<center><object width="601" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=2203034&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed width="601" height="339" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=2203034&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object></center><center><a href="http://vimeo.com/2203034">Particles in the City</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</center><center></center>All of these models are going into our exhibition space to allow a step by step guide to the principles of agent based modelling. At the moment we are weighing up two options &#8211; Unity and Lumion. Our previous trials in Unity are below:<br />
<center><object width="601" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/ummVX1GeWMY&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed width="601" height="339" type="application/x-shockwave-flash" src="http://www.youtube.com/v/ummVX1GeWMY&amp;hl=en&amp;fs=1&amp;" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></center><a href="http://unity3d.com/">Unity</a> is great, it is a fully featured game engine, however we are also looking at <a href="http://lumion3d.com/">Lumion</a>. Lumion, aimed more at direct visualization, is remarkably easy to learn, the movie below is the result of our first 20 minutes working with Lumion from first load to final output. It is merely proof of concept, but taking the output from Max and dragging into Lumion is refreshingly simply:<br />
<center><iframe src="http://www.youtube.com/embed/UzDBY32odTw?rel=0" frameborder="0" width="640" height="360"></iframe></center>We will have more on <a href="http://lumion3d.com/">Lumion</a> in future posts&#8230;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2011/12/15/lumion-unity-agents-objects/">Lumion, Unity, Agents &#038; Objects</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.digitalurban.org/blog/2011/12/15/lumion-unity-agents-objects/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>5 Movies on Particles, Agents and Emergent Behaviour</title>
		<link>https://www.digitalurban.org/blog/2010/05/01/5-movies-on-particles-agents-and/</link>
					<comments>https://www.digitalurban.org/blog/2010/05/01/5-movies-on-particles-agents-and/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Sat, 01 May 2010 12:09:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3dmax]]></category>
		<category><![CDATA[crowd and delegate]]></category>
		<category><![CDATA[Netlogo]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1045</guid>

					<description><![CDATA[<p>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/05/01/5-movies-on-particles-agents-and/">5 Movies on Particles, Agents and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Crowd,  transport and urban simulations are at their roots down to &#8216;Agents&#8217; or  &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in  relation to both the environment and other agents around them. 3D Studio  Max has a built in &#8216;Crowd and Delegate&#8217; system which can be used to  assign behaviour and therefore create realistic traffic of pedestrian  systems in 3D space.</p>
<p>The movie below displays our first tentative  steps to explore emergent behaviour via the introduction of simple  rules. The movie starts out with a basic &#8216;wander&#8217; behaviour where the  agents only knowledge is the shape of the surface. Moving on we assign  each of our &#8216;cubes&#8217; (of which we have become quite fond of&#8230;) a level  of vision so they can see ahead and therefore avoid each other and  objects in their environment.</p>
<p><center><object height="339" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="339" width="601"></embed></object></p>
<p><a href="http://vimeo.com/5014230">Crowd and Delegates &#8211; Emergent Behaviour</a>  from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<p></center>Thirdly, the agents  seek a &#8216;sphere&#8217; which could be viewed as a source of food. While being  aware of each other and tweaking the way the cubes move a swarm  behaviour emerges. Finally, we introduce competing groups with two  priorities, firstly to eat and secondly to stay as a group. The majority  choose the group over the food but a couple stray off in search of  sustenance and lose the other members.<br /><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/SSQu6QFNYII/AAAAAAAAB1w/q1xN5LWlN40/s1600-h/flockscreen.jpg"><br /></a>Previous  steps in our visualisation of agent based models are based around a simple  flocking examples</p>
<p>This model is an attempt to mimic the flocking  of birds, while the resulting motion also resembles schools of fish.  The flocks that appear in this model are not created or led in any way  by special leader rather, each bird is following exactly the same set of  rules, from which flocks emerge.</p>
<p>We have exported the model into  3D Max providing the visualisation below, as ever these are early days  but the results seem to run well with 300 &#8216;birds&#8217; over 1000 frames. The  birds are rendered as cubes at the moment for proof of concept:</p>
<p><center><object height="339" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2287127&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=2287127&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="339" width="601"></embed></object><br /><a href="http://vimeo.com/2287127">Flocking in NetLogo exported to 3D Max</a>  from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</center><br />Music <a href="http://www.mp3unsigned.com/showmp3.asp?mp3ID=8095&#038;aid=4172">&#8220;Funkmelon  Blooz&#8221; (Electronica)</a></p>
<p>The birds follow three rules:  &#8220;alignment&#8221;, &#8220;separation&#8221;, and &#8220;cohesion&#8221;. &#8220;Alignment&#8221; means that a bird  tends to turn so that it is moving in the same direction that nearby  birds are moving. &#8220;Separation&#8221; means that a bird will turn to avoid  another bird which gets too close. &#8220;Cohesion&#8221; means that a bird will  move towards other nearby birds (unless another bird is too close). When  two birds are too close, the &#8220;separation&#8221; rule overrides the other two,  which are deactivated until the minimum separation is achieved.</p>
<p>The  three rules affect only the bird&#8217;s heading. Each bird always moves  forward at the same constant speed.</p>
<p>If we were using the built in  Crowd and Delegate system a true 3D flocking system would be possible,  but it would be pure visualisation, by importing via NetLogo you gain  access to the raw data and thus spatial analysis is possible. It is also  quick to model and provides the best of both worlds &#8211; 3d visualisation and complex modelling.</p>
<p>While 3D Max is of use for crowd and particle simulation when it  comes to modelling complex systems an external package is required, such  as <a href="http://ccl.northwestern.edu/netlogo/">NetLogo</a>. The  movie below details our first steps at CASA (home of digital urban) to  export a basic traffic model from NetLogo into 3D Studio Max. The import  script was written by our new PhD student, Ateen Patel and opens up a  vast array of opportunities to both visualise and model the city.</p>
<p><center><object height="339" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2242098&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=2242098&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="339" width="601"></embed></object></center><br />Music by The Tedd-Z  Cookbook, <a href="http://www.mp3unsigned.com/showmp3.asp?mp3ID=9307&#038;aid=3867">Aerodrome  (Funky Shuffle Remix)</a></p>
<p><a href="http://ccl.northwestern.edu/netlogo/">NetLogo</a> is a  cross-platform multi-agent programmable modeling environment that is  widely. It is particularly well suited for modeling complex systems  developing over time. Modelers can give instructions to hundreds or  thousands of independent &#8220;agents&#8221; all operating concurrently. This makes  it possible to explore the connection between the micro-level behavior  of individuals and the macro-level patterns that emerge from the  interaction of many individuals.(<a href="http://www.nationmaster.com/encyclopedia/NetLogo">Nation Master  Encyclopedia</a>).</p>
<p>How does this relate to the city? The next  part is to put in real geographical data and to get the agents movies  and reacting to each other on a spatial network, more on that to come. Perhaps using a particle system as per the movie below:</p>
<p><center><object height="339" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2203034&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=2203034&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="339" width="601"></embed></object></p>
<p><a href="http://vimeo.com/2203034">Particles in the City</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<p></center>All of these models are  going into our exhibition space previewed below to allow a step by step  guide to the principles of agent based modelling.</p>
<p><center><object height="339" width="601"><param name="movie" value="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="339" width="601"></embed></object></center></p>
<p>The  virtual exhibition space h<br />
as been placed on hold due to work pressures on other projects over the last few months but is something we hope to return to soon.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/05/01/5-movies-on-particles-agents-and/">5 Movies on Particles, Agents and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.digitalurban.org/blog/2010/05/01/5-movies-on-particles-agents-and/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
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		<title>Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</title>
		<link>https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent-2/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 05 Jun 2009 13:40:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3D Max]]></category>
		<category><![CDATA[ABM]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[Emergent Behaviour]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1328</guid>

					<description><![CDATA[<p>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent-2/">Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/R_tZP2P8NQI/AAAAAAAABJc/hwfy6lWhWw8/s1600-h/agents1.png"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/R_tZP2P8NQI/AAAAAAAABJc/hwfy6lWhWw8/s400/agents1.png" alt="" id="BLOGGER_PHOTO_ID_5186837524642542850" border="0" /></a>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both the environment and other agents around them. 3D Studio Max has a built in &#8216;Crowd and Delegate&#8217; system which can be used to assign behaviour and therefore create realistic traffic of pedestrian systems in 3D space.</p>
<p>The movie below displays our first tentative steps to explore emergent behaviour via the introduction of simple rules. The movie starts out with a basic &#8216;wander&#8217; behaviour where the agents only knowledge is the shape of the surface. Moving on we assign each of our &#8216;cubes&#8217; (of which we have become quite fond of&#8230;) a level of vision so they can see ahead and therefore avoid each other and objects in their environment.</p>
<p><center><object height="270" width="480"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="270" width="480"></embed></object></p>
<p><a href="http://vimeo.com/5014230">Crowd and Delegates &#8211; Emergent Behaviour</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<p></center><br />Thirdly, the agents seek a &#8216;sphere&#8217; which could be viewed as a source of food. While being aware of each other and tweaking the way the cubes move a swarm behaviour emerges. Finally, we introduce competing groups with two priorities, firstly to eat and secondly to stay as a group. The majority choose the group over the food but a couple stray off in search of sustenance and lose the other members.</p>
<p>All of these models are going into our exhibition space previewed below to allow a step by step guide to the principles of agent based modelling.</p>
<p><center><object height="295" width="480"><param name="movie" value="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="295" width="480"></embed></object></center></p>
<p>The virtual exhibition space should be online for Windows and Mac in the next few weeks.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent-2/">Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</title>
		<link>https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 05 Jun 2009 13:40:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3D Max]]></category>
		<category><![CDATA[ABM]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[Emergent Behaviour]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1328</guid>

					<description><![CDATA[<p>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent/">Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/R_tZP2P8NQI/AAAAAAAABJc/hwfy6lWhWw8/s1600-h/agents1.png"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/R_tZP2P8NQI/AAAAAAAABJc/hwfy6lWhWw8/s400/agents1.png" alt="" id="BLOGGER_PHOTO_ID_5186837524642542850" border="0" /></a>Crowd, transport and urban simulations are at their roots down to &#8216;Agents&#8217; or &#8216;Objects&#8217; that are assigned a set of rules as to how to moves in relation to both the environment and other agents around them. 3D Studio Max has a built in &#8216;Crowd and Delegate&#8217; system which can be used to assign behaviour and therefore create realistic traffic of pedestrian systems in 3D space.</p>
<p>The movie below displays our first tentative steps to explore emergent behaviour via the introduction of simple rules. The movie starts out with a basic &#8216;wander&#8217; behaviour where the agents only knowledge is the shape of the surface. Moving on we assign each of our &#8216;cubes&#8217; (of which we have become quite fond of&#8230;) a level of vision so they can see ahead and therefore avoid each other and objects in their environment.</p>
<p><center><object height="270" width="480"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=5014230&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="270" width="480"></embed></object></p>
<p><a href="http://vimeo.com/5014230">Crowd and Delegates &#8211; Emergent Behaviour</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<p></center><br />Thirdly, the agents seek a &#8216;sphere&#8217; which could be viewed as a source of food. While being aware of each other and tweaking the way the cubes move a swarm behaviour emerges. Finally, we introduce competing groups with two priorities, firstly to eat and secondly to stay as a group. The majority choose the group over the food but a couple stray off in search of sustenance and lose the other members.</p>
<p>All of these models are going into our exhibition space previewed below to allow a step by step guide to the principles of agent based modelling.</p>
<p><center><object height="295" width="480"><param name="movie" value="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/ummVX1GeWMY&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="295" width="480"></embed></object></center></p>
<p>The virtual exhibition space should be online for Windows and Mac in the next few weeks.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/06/05/crowds-and-delegates-in-3d-max-agent/">Crowds and Delegates in 3D Max &#8211; Agent Based Modelling and Emergent Behaviour</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Second Life: Agent Based Models Update</title>
		<link>https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Wed, 20 May 2009 10:04:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[Second Life]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1349</guid>

					<description><![CDATA[<p>As part of joint work with gisagents.blogspot.com we have just finished another part of Agent-Street where agents and avatars can interact with each other. The idea here is to merge...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/">Second Life: Agent Based Models Update</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">As part of joint work with <a href="http://www.gisagents.blogspot.com/">gisagents.blogspot.com</a> we have just finished another part of Agent-Street where agents and avatars can interact with each other. The idea here is to merge iconic and symbolic urban models in a multi-user real time environment:</p>
<p><center><object width="480" height="362"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1743941&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1743941&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="362"></embed></object></p>
<p><a href="http://vimeo.com/1743941">Agent-Based Modelling in Second Life</a> from <a href="http://vimeo.com/user716192">Andrew Crooks</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p></center><br />The movie below details Agent-Street and how one can download the models we have created by clicking on the model vending machines. Such vending machines are common features in Second Life and allow users to store objects and scripts in their personal inventory for later use such as rebuilding the models on their own Land or in free sand-boxes. We have been using the Mauve Land for this (<a href="http://slurl.com/secondlife/Mauve/113/53/46">SLURL</a>).</p>
</div>
<p><center><object height="282" width="491"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4429002&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=4429002&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="282" width="491"></embed></object></p>
<div style="text-align: justify;">In our previous models avatars could only visualise and initiate the models. For example, in the pedestrian evacuation model users could only observe how agents exited the building (in a similar way to professionally developed 3D pedestrian modelling software packages such as <a href="http://www.mottmac.com/skillsandservices/software/stepssoftware/">STEPS</a> &#8211; more on STEPS in a future post.). In this new model, we extend the <a href="http://www.casa.ucl.ac.uk/abm/secondlife/ped_introduction.asp">basic pedestrian evacuation model</a>, so that agents not only consider their environments but also other avatars. In this sense we are not only incorporating iconic and symbolic modelling styles but also adding a further human dimension, moving towards an augmented reality (i.e. as if the agents and the humans were in the same crowd). The movie below details how pedestrian paths change when avoiding an avatar, note how an avatar stationed near the exit impacts on pedestrian egress as agents have to move around it.</div>
<p></center><br /><center><object height="370" width="491"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4429854&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=4429854&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="370" width="491"></embed></object></p>
<p style="text-align: justify;">We have also set up a website outlining the work in detail (<a href="http://www.casa.ucl.ac.uk/abm/secondlife/">click here</a>) or alternatively if you have a Second Life account this <a href="http://slurl.com/secondlife/Second%20Nature%202/141/153/170/">SLurl </a>will take you to the Land, once you teleport to the area, follow the red arrow (beam of red light) into the sky to find Agent-Street. If the models are running slow let us know as we having problems with fish entering our land from a neighbouring island.</p>
<p style="text-align: justify;">Thanks as ever go to NATURE for allowing us use of <a href="http://www.nature.com/secondnature/index.html">Second Nature Island </a>to set up the experiments. </p>
<p></center></p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/">Second Life: Agent Based Models Update</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>Second Life: Agent Based Models Update</title>
		<link>https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Wed, 20 May 2009 10:04:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[Second Life]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1349</guid>

					<description><![CDATA[<p>As part of joint work with gisagents.blogspot.com we have just finished another part of Agent-Street where agents and avatars can interact with each other. The idea here is to merge...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/">Second Life: Agent Based Models Update</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">As part of joint work with <a href="http://www.gisagents.blogspot.com/">gisagents.blogspot.com</a> we have just finished another part of Agent-Street where agents and avatars can interact with each other. The idea here is to merge iconic and symbolic urban models in a multi-user real time environment:</p>
<p><center><object width="480" height="362"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1743941&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1743941&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="362"></embed></object></p>
<p><a href="http://vimeo.com/1743941">Agent-Based Modelling in Second Life</a> from <a href="http://vimeo.com/user716192">Andrew Crooks</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p></center><br />The movie below details Agent-Street and how one can download the models we have created by clicking on the model vending machines. Such vending machines are common features in Second Life and allow users to store objects and scripts in their personal inventory for later use such as rebuilding the models on their own Land or in free sand-boxes. We have been using the Mauve Land for this (<a href="http://slurl.com/secondlife/Mauve/113/53/46">SLURL</a>).</p>
</div>
<p><center><object height="282" width="491"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4429002&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=4429002&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="282" width="491"></embed></object></p>
<div style="text-align: justify;">In our previous models avatars could only visualise and initiate the models. For example, in the pedestrian evacuation model users could only observe how agents exited the building (in a similar way to professionally developed 3D pedestrian modelling software packages such as <a href="http://www.mottmac.com/skillsandservices/software/stepssoftware/">STEPS</a> &#8211; more on STEPS in a future post.). In this new model, we extend the <a href="http://www.casa.ucl.ac.uk/abm/secondlife/ped_introduction.asp">basic pedestrian evacuation model</a>, so that agents not only consider their environments but also other avatars. In this sense we are not only incorporating iconic and symbolic modelling styles but also adding a further human dimension, moving towards an augmented reality (i.e. as if the agents and the humans were in the same crowd). The movie below details how pedestrian paths change when avoiding an avatar, note how an avatar stationed near the exit impacts on pedestrian egress as agents have to move around it.</div>
<p></center><br /><center><object height="370" width="491"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4429854&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=4429854&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="370" width="491"></embed></object></p>
<p style="text-align: justify;">We have also set up a website outlining the work in detail (<a href="http://www.casa.ucl.ac.uk/abm/secondlife/">click here</a>) or alternatively if you have a Second Life account this <a href="http://slurl.com/secondlife/Second%20Nature%202/141/153/170/">SLurl </a>will take you to the Land, once you teleport to the area, follow the red arrow (beam of red light) into the sky to find Agent-Street. If the models are running slow let us know as we having problems with fish entering our land from a neighbouring island.</p>
<p style="text-align: justify;">Thanks as ever go to NATURE for allowing us use of <a href="http://www.nature.com/secondnature/index.html">Second Nature Island </a>to set up the experiments. </p>
<p></center></p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/05/20/second-life-agent-based-models-update/">Second Life: Agent Based Models Update</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>CASA Free Two Day Workshop: London 8/9 Jan 09</title>
		<link>https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89/</link>
					<comments>https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 08 Jan 2009 11:58:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[S4 Workshop]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1500</guid>

					<description><![CDATA[<p>For the next couple of days we are away from the blog at the CASA (home of digital urban) two day workshop. Running over the 8th and 9th January 2009...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89/">CASA Free Two Day Workshop: London 8/9 Jan 09</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div> <a name="4171395403708257449"></a>  </p>
<div>
<div style="text-align: justify;"><a href="http://www.casa.ucl.ac.uk/events/s4/"><img decoding="async" style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 134px; height: 149px;" src="http://1.bp.blogspot.com/_pgrjV7xqqVY/SS05eIbtftI/AAAAAAAAAQU/17iL-0jwzYA/s400/CASA_logo_CMYK.gif" alt="" id="BLOGGER_PHOTO_ID_5272933928543289042" border="0" /></a>For the next couple of days we are away from the blog at the <a href="http://www.casa.ucl.ac.uk/index.asp">CASA</a> (home of digital urban)  two day workshop. Running over the 8th and 9th January 2009 in London: the first day of the event is designed to showcase CASA&#8217;s use of new technologies for mapping and visualizing information about cities. The second day entails technical workshops, designed primarily for members of the <a href="http://s4.parisgeo.cnrs.fr/">S4 European Spatial Analysis network</a>, but all are welcome, the focus of the second day is agent based modelling. We will be talking through the latest 3D techniques as recently featured on the blog&#8230;</p>
<p>We have over 150 people attending but if you are in town then feel free to pop along and we&#8217;ll try to fit you in..</p>
<p><a href="http://www.casa.ucl.ac.uk/events/s4/">Click here</a> to see the full program and details about registration .</div>
<p><a href="http://s4.parisgeo.cnrs.fr/"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 70px;" src="http://2.bp.blogspot.com/_pgrjV7xqqVY/SS042bNZPMI/AAAAAAAAAQM/_5e9-I75bgo/s400/logos4.gif" alt="" id="BLOGGER_PHOTO_ID_5272933246388747458" border="0" /></a></div>
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<p>The post <a href="https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89/">CASA Free Two Day Workshop: London 8/9 Jan 09</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>CASA Free Two Day Workshop: London 8/9 Jan 09</title>
		<link>https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89-2/</link>
					<comments>https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 08 Jan 2009 11:58:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[S4 Workshop]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1500</guid>

					<description><![CDATA[<p>For the next couple of days we are away from the blog at the CASA (home of digital urban) two day workshop. Running over the 8th and 9th January 2009...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89-2/">CASA Free Two Day Workshop: London 8/9 Jan 09</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div> <a name="4171395403708257449"></a>  </p>
<div>
<div style="text-align: justify;"><a href="http://www.casa.ucl.ac.uk/events/s4/"><img decoding="async" style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 134px; height: 149px;" src="http://1.bp.blogspot.com/_pgrjV7xqqVY/SS05eIbtftI/AAAAAAAAAQU/17iL-0jwzYA/s400/CASA_logo_CMYK.gif" alt="" id="BLOGGER_PHOTO_ID_5272933928543289042" border="0" /></a>For the next couple of days we are away from the blog at the <a href="http://www.casa.ucl.ac.uk/index.asp">CASA</a> (home of digital urban)  two day workshop. Running over the 8th and 9th January 2009 in London: the first day of the event is designed to showcase CASA&#8217;s use of new technologies for mapping and visualizing information about cities. The second day entails technical workshops, designed primarily for members of the <a href="http://s4.parisgeo.cnrs.fr/">S4 European Spatial Analysis network</a>, but all are welcome, the focus of the second day is agent based modelling. We will be talking through the latest 3D techniques as recently featured on the blog&#8230;</p>
<p>We have over 150 people attending but if you are in town then feel free to pop along and we&#8217;ll try to fit you in..</p>
<p><a href="http://www.casa.ucl.ac.uk/events/s4/">Click here</a> to see the full program and details about registration .</div>
<p><a href="http://s4.parisgeo.cnrs.fr/"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 70px;" src="http://2.bp.blogspot.com/_pgrjV7xqqVY/SS042bNZPMI/AAAAAAAAAQM/_5e9-I75bgo/s400/logos4.gif" alt="" id="BLOGGER_PHOTO_ID_5272933246388747458" border="0" /></a></div>
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<p>The post <a href="https://www.digitalurban.org/blog/2009/01/08/casa-free-two-day-workshop-london-89-2/">CASA Free Two Day Workshop: London 8/9 Jan 09</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>Flocking: NetLogo to 3DMax</title>
		<link>https://www.digitalurban.org/blog/2008/11/19/flocking-netlogo-to-3dmax/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Wed, 19 Nov 2008 12:35:00 +0000</pubDate>
				<category><![CDATA[3D Agents]]></category>
		<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3dmax]]></category>
		<category><![CDATA[Agent Based Modelling]]></category>
		<category><![CDATA[Flocking]]></category>
		<category><![CDATA[Netlogo]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1531</guid>

					<description><![CDATA[<p>The next step in our visualisation of agent based models is a simple flocking example. This model is an attempt to mimic the flocking of birds, while the resulting motion...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/19/flocking-netlogo-to-3dmax/">Flocking: NetLogo to 3DMax</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/SSQu6QFNYII/AAAAAAAAB1w/q1xN5LWlN40/s1600-h/flockscreen.jpg"><img decoding="async" style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 190px;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/SSQu6QFNYII/AAAAAAAAB1w/q1xN5LWlN40/s400/flockscreen.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5270389042214428802" /></a>The next step in our visualisation of agent based models is a simple flocking example. </p>
<p>This model is an attempt to mimic the flocking of birds, while the resulting motion also resembles schools of fish. The flocks that appear in this model are not created or led in any way by special leader rather, each bird is following exactly the same set of rules, from which flocks emerge.</p>
<p>We have exported the model into 3D Max providing the visualisation below, as ever these are early days but the results seem to run well with 300 &#8216;birds&#8217; over 1000 frames. The birds are rendered as cubes at the moment for proof of concept:</p>
<p><center><object width="480" height="270"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2287127&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2287127&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="270"></embed></object><br /><a href="http://vimeo.com/2287127">Flocking in NetLogo exported to 3D Max</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com">Vimeo</a>.</center></p>
<p>Music <a href="http://www.mp3unsigned.com/showmp3.asp?mp3ID=8095&#038;aid=4172">&#8220;Funkmelon Blooz&#8221; (Electronica)</a></p>
<p>The birds follow three rules: &#8220;alignment&#8221;, &#8220;separation&#8221;, and &#8220;cohesion&#8221;. &#8220;Alignment&#8221; means that a bird tends to turn so that it is moving in the same direction that nearby birds are moving. &#8220;Separation&#8221; means that a bird will turn to avoid another bird which gets too close. &#8220;Cohesion&#8221; means that a bird will move towards other nearby birds (unless another bird is too close). When two birds are too close, the &#8220;separation&#8221; rule overrides the other two, which are deactivated until the minimum separation is achieved.</p>
<p>The three rules affect only the bird&#8217;s heading. Each bird always moves forward at the same constant speed.</p>
<p>If we were using the built in Crowd and Delegate system a true 3D flocking system would be possible, but it would be pure visualisation, by importing via NetLogo you gain access to the raw data and thus spatial analysis is possible. It is also quick to model and provides the best of both worlds &#8211; 3d visualisation and complex modelling.</p>
<p>How does this relate to the city? The next part is to put in real geographical data and to get the agents movies and reacting to each other on a spatial network, more on that to come.</p>
<p>You can <a href="http://ccl.northwestern.edu/netlogo/">download NetLogo</a> from here, its comes with a excellent tutorial so you can start building your own model.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/19/flocking-netlogo-to-3dmax/">Flocking: NetLogo to 3DMax</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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