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Traffic Dynamics in Scholastic Environments. Alex Katkova. Abstract. The purpose of this project is to model TJ students in their native environment throughout a typical school day.
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Traffic Dynamics in Scholastic Environments Alex Katkova
Abstract • The purpose of this project is to model TJ students in their native environment throughout a typical school day. • The goal is to have dots to represent the students moving on the basis of probability to various parts of the building. • Students and teachers alike would be interested to see how clumps of students travel around the school. They would be able to see which areas need to be avoided and construct quickest routes.
Background • The idea behind modeling is to create computational devices and them simulate them to model real phenomena. • Sugarscape – a simulation of agents moving around piles of sugar • Traffic jam simulation – made discoveries about human behavior • A goal is to make similar discoveries about student traffic
Usefulness • Entertainment value for students and teachers • Allows planning of routes for those interested • May show that TJ needs a new building to accommodate all the students • Will allow users to experiment with different class lengths – something the administration might be interested in
Algorithms • The main algorithm involved is the breadth-first search • General process for a step (not related to the bfs): • 1) Check whether you're supposed to be on break or in class • 2) Check if you need to switch floors – if you do, head for the nearest staircase, if you don't then head for your class. • 3) Go to the position that will get you nearer to your destination
Expected Results • Several windows that represent floors • Rooms and walls clearly displayed • Correct movement of students • Clear indication of dot status: teacher or grade level • Ability to control environment variables
Development • First Quarter: Display both floors • Have students move in random fashion • Second Quarter: Read in schedules • Have students follow schedules • Third Quarter: Refine student movement • Program lunch and morning • Fourth Quarter: Allow user to manipulate variables