Computational Model Library

Displaying 10 of 896 results for "Jan Van Bavel" clear search

Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.

This is v0.01 of a UE5.2.1 agent based model.

This model simulates the propagation of photons in a water tank. A source of light emits an impulse of photons with equal energy represented by yellow dots. These photons are then scattered by water particles before possibly reaching the photo-detector represented by a gray line. Different types of water are considered. For each one of them we calculate the total received energy.

The water tank is represented by a blue rectangle with fixed dimensions. It’s exposed to the air interface and has totally absorbent barriers. Four types of water are supported. Each one is characterized by its absorption and scattering coefficients.
At the source, the photons are generated uniformly with a random direction within the beamwidth. Each photon travels a random distance drawn from a distribution depending on the water characteristics before encountering a water particle.
Based on the updated position of the photon, three situations may occur:
-The photon hits the barrier of the tank on its trajectory. In this case it’s considered as lost since the barriers are assumed totally absorbent.

Default Initial skill, read ODD for more info. The purpose of the model presented by Salau is to study the ’player profit vs. club benefit’ dilemma present in professional soccer organizations.

The ABM looks at how the performance of Water Service Delivery is affected by the relation between management practices and integrity in terms of transparency, accountability and participation

3spire is an ABM where farming households make management decisions aimed at satisficing along the aspirational dimensions: food self-sufficiency, income, and leisure. Households decision outcomes depend on their social networks, knowledge, assets, household needs, past management, and climate/market trends

The Groundwater Commons Game

Juan Castilla-Rho Rodrigo Rojas | Published Thursday, May 11, 2017 | Last modified Saturday, September 16, 2017

The Groundwater Commons Game synthesises and extends existing work on human cooperation and collective action, to elucidate possible determinants and pathways to regulatory compliance in groundwater systems globally.

Varying effects of connectivity and dispersal on interacting species dynamics

Kehinde Salau | Published Monday, August 29, 2011 | Last modified Saturday, April 27, 2013

An agent-based model of species interaction on fragmented landscape is developed to address the question, how do population levels of predators and prey react with respect to changes in the patch connectivity as well as changes in the sharpness of threshold dispersal?

Peer reviewed Umwelten Ants

Kit Martin | Published Thursday, January 15, 2015 | Last modified Thursday, August 27, 2015

Simulates impacts of ants killing colony mates when in conflict with another nest. The murder rate is adjustable, and the environmental change is variable. The colonies employ social learning so knowledge diffusion proceeds if interactions occur.

Stylized agricultural land-use model for resilience exploration

Patrick Bitterman | Published Tuesday, June 14, 2016 | Last modified Monday, April 08, 2019

This model is a highly stylized land use model in the Clear Creek Watershed in Eastern Iowa, designed to illustrate the construction of stability landscapes within resilience theory.

This agent-based simulation model for group interaction is rooted in social psychological theory. The
model integrates affect control theory with networked interaction structures and sequential behavior protocols as they are often encountered in task groups. By expressing status hierarchy through network structure we build a bridge between expectation states theory and affect control theory, and are able to reproduce central results from the expectation states research program in sociological social psychology. Furthermore, we demonstrate how the model can be applied to analyze specialized task groups or sub-cultural domains by combining it with empirical data sources. As an example, we simulate groups of open-source software developers and analyze how cultural expectations influence the occupancy of high status positions in these groups.

Displaying 10 of 896 results for "Jan Van Bavel" clear search

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