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Browsing by Author "Watson, G."

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    COLREGS-COMPLIANT PATH PLANNING FOR AUTONOMOUS SURFACE VEHICLES: A MULTIOBJECTIVE OPTIMIZATION APPROACH
    (Elsevier, 2017-10-18) Hu, Liang; Naeem, W.; Rajabally, E.; Watson, G.; Mills, T.; Bhuiyan, Z.; Salter, I.
    In this paper, a multiobjective optimization framework is proposed for on-line path planning of autonomous surface vehicles (ASVs), where both collision avoidance and COLREGscompliance are taken into account. Special attention has been paid to situational awareness and risk assessment, particularly when the target ship is in breach of the COLREGs rules defined by the International Maritime Organisation. In order to implement COLREGs, the rules together with physical constraints are formulated as mathematical inequalities. A multiobjective optimization problem based on particle swarm optimization is then solved, the solution of which represents a newly-generated path. It is shown through simulations that the proposed method is able to generate COLREGs-compliant and collision-free paths even for non-cooperative targets i.e. vessels that are in breach of COLREGs.
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    Virtual Roman Leicester (VRL): An interactive Computer Model of a Romano-British City
    (2010) Cawthorne, Douglas; Watson, G.; Hugill, Andrew
    This paper describes the background, development and use of a new Virtual Reality (VR) model of the built fabric of Roman Leicester (Ratae Corieltauvo-rum) which has been based upon direct archaeologi-cal evidence, literary evidence and comparisons with the remains of similar Romano-British cities. It forms the conclusion of the first stage of a larger ongoing collaborative research project to create an inhabited virtual Romano-British world populated by interact-ing avatars programmed using a novel form of artifi-cial intelligence (AI) to have a range of Romano-British morals and values for the purposes of examin-ing resultant emergent behaviors and societal devel-opment. Virtual Roman Leicester (VRL) has been created in a popular games engine to allow real-time exploration by real world users and has a multiplat-form capability to also examine issues surrounding the use of Virtual Reality for public outreach and the wider understanding of cultural heritage. Here we focus firstly upon issues surrounding the interpreta-tion of the archaeological evidence and its extrapola-tion into full buildings (using a technique we call architectural forensics), secondly upon technical is-sues concerning importation of ancient land surface terrain and thirdly upon aspects of initial user expe-rience following an extensive public exhibition of the model.
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