Digital Twin Simulation Environment Development for Smart Cities

By Abigail Joseph
Slide 1: Title slide showing Digital Twin Simulation Environment Development for Smart Cities project by Abigail Joseph

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Presented by Abigail Joseph, REU at Florida Atlantic University

Under the supervision of Dr. Jinwoo Jang at Florida Atlantic University

Slide 2: Definition of Digital Twin with quote from Unity Technologies

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Digital Twin

"A digital twin is a dynamic virtual copy of a physical asset, process, system or environment that looks like and behaves identically to its real-world counterpart."

1 Technologies, U. (n.d.). Digital Twins. Unity. https://unity.com/solutions/digital-twins

Slide 3: Introduction and project objectives for developing agent models and simulation environments

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Introduction

This project aims to develop data-enabled agent models and virtual simulation environments

Objectives

  • Develop a city infrastructure environment based on real 3d data
  • Define pathfinding behaviors of agents
Slide 4: Image showing the digital twin environment created from West Palm Beach 3D data

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This slide shows a visual representation of the digital twin environment that was created using real 3D data from West Palm Beach.

Slide 5: Details about the Digital Twin Environment creation using West Palm Beach data and photogrammetry

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Digital Twin Environment

Created using real, 3d data:

  • City of West Palm Beach
  • 3d mapping (x, y, and z axes)
  • Photogrammetry
Slide 6: Defining Agent Behavior using Waypoint Pathfinding with C# implementation and visual example

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Defining Agent Behavior

Waypoint Pathfinding

  • Place game objects which map the agent's route & avoid objects
  • Each waypoint is connected
  • Path is mapped, taking into account how far the agent has traveled + distance to its destination

Diagram shows:

• C# implementation of waypoint pathfinding

• AI agent with waypoints attached

Slide 7: Agent Interactions showing radius adjustments and other behaviors like pausing and walking

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Agent Interactions

Adjusting the radius around an agent can determine its avoidance of other agents (and vice versa)

Other behaviors

  • Pausing before crossing the street
  • Walking
  • Running

Diagram shows:

  • larger radius (3) - less effective avoidance (stalling)
  • small radius (0.5) - optimal
Slide 8: Visual demonstration of agent interactions and behaviors in the simulation environment

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This slide shows a visual demonstration of how agents interact within the simulation environment, displaying their pathfinding and avoidance behaviors in action.

Slide 9: Conclusion and Future Applications including pedestrian-vehicle interactions and crowd behaviors

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Conclusion

Future Applications

  • Pedestrian – vehicle interactions

A more realistic virtual environment

  • Crowds/groups of pedestrians on certain days and times (morning, afternoon, evening)
  • Detailed sidewalks, trees, etc.
  • (children, wheelchairs and canes, guide dogs, etc.)

More pedestrians, behaviors and interactions (children,wheelchairs and canes, guide dogs, etc.)

Slide 10: Questions and Feedback slide ending the presentation

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Questions & Feedback

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For a downloadable version of this presentation, email: I-SENSE@FAU.

Additional Information
The Institute for Sensing and Embedded Network Systems Engineering (I-SENSE) was established in early 2015 to coordinate university-wide activities in the Sensing and Smart Systems pillar of FAU’s Strategic Plan for the Race to Excellence.
Address
Florida Atlantic University
777 Glades Road
Boca Raton, FL 33431
i-sense@fau.edu