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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Simulation of Alternative Self-Organization Models for an Adaptive Environment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stefania Bandini, Andrea Bonomi, Giuseppe Vizzari</string-name>
          <email>fbandini, bonomi, vizzarig@disco.unimib.it</email>
          <email>vizzarig@disco.unimib.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vito Acconci</string-name>
          <email>studio@acconci.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Acconci Studio</institution>
          ,
          <addr-line>20 Jay St., Suite #215, Brooklyn, NY 11201</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Complex Systems and Artificial Intelligence research centre, University of Milano-Bicocca</institution>
          ,
          <addr-line>Viale Sarca 336, U14 Building, 20126 Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-The ambient intelligence scenario depicts electronic environments that are sensitive and responsive to the presence of people. The paper deals with a particular kind of system whose aim is to enhance the everyday experience of people moving inside the related physical environment according to the narrative description of a designer's desiderata. In this kind of situation computer simulation represents a useful way to envision the behaviour of the responsive environments modeled and implemented, without actually bringing them into existence in the real world, in order to evaluate their adherence to the designer's specification. This paper describes the simulation of an adaptive illumination facility, a physical environment endowed with a set of sensors that perceive the presence of humans (or other entities such as dogs, bicycles, cars) and interact with a set of actuators (lights) that coordinate their state to adapt the ambient illumination to the presence and behaviours of its users. The simulation system is used to compare two different selforganization models managing the adaptive illumination system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        The ambient intelligence scenario [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] describes future
human environments as dynamic places, endowed with a
large number of wirelessly interconnected electronic devices
that sense the nearby conditions and react to the perceived
signals. The aims of these facilities can be very different, from
explicitly providing electronic services to humans present in
the environment through some form of computational device
(such as personal computer or PDA), to simply realizing
some type of ambient adaptation to the users’ presence (or
deliberate acts like voice emission or gestures). Ambient
intelligence comprises thus those systems that are designed
to autonomously adapt the environment to the people living
or simply passing by in it in order to improve their everyday
experience.
      </p>
      <p>Sometimes the requirements and the specification of this
form of adaptation are clear, unambiguous and even already
formalized (e.g. in the wintertime keep the internal
temperature of each room between 19 C and 22 C); on the other hand,
sometimes the idea and specification of the desired adaptation
is given in a visual or narrative form by a designer or even by
an artist (in case of artistic installations). In this case, while
the desired overall effect of adaptation could be clear it may
be very complex to fill the gap between this form of high level
specification and a computational system.</p>
      <p>
        In this second situation computer simulation can play a
crucial role in supporting the design and realization of
adaptive, self-organizing ambient intelligence systems. In fact,
traditional design and modeling instruments can provide a
suitable support for evaluating static properties of this kind
of environment (e.g. through the construction of 3D models
representing a mock-up, proof of concept of the desired
appearance or also adaptation effect but in a single specific
situation), but they are not designed to provide abstractions
and mechanisms for the definition and simulation of reactive
environments and their behaviours. Through the definition of
specific models and their implementation in simulators it is
possible to obtain an envisioning of the static features of the
ambient intelligence system as well as its dynamic response to
the behaviour of humans and other relevant entities situated
in it. This allows performing a face validation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] of the
adaptation mechanisms and also to perform a tuning of the
relevant parameters.
      </p>
      <p>This paper describes the application of a modeling and
simulation approach to support the design of an adaptive
illumination facility that is being designed and realized by the
Acconci Studio1 in Indianapolis. In particular, the designed
system should be able to locally enhance the overall
illumination of a tunnel in order to highlight the position and
close surrounding area of pedestrians (as well as other entities
such as dogs, bicycles, cars). In this case, the simulation
offers both a support to the decisions about the number and
positioning of lights and, more important, it encapsulates the
self-organization mechanisms guiding the adaptive behaviour
of lights reacting the the presence of pedestrians and other
relevant entities in the environment. By providing the current
state of the environment, in terms of simulated outputs of
sensors detecting the presence of pedestrians, as an input
to the self-organization model it is possible to obtain its
simulated response, and the current state of lights. A schema
of the overall simulation system is shown in Figure 1: it
must be noted that the self-organization model adopted for
the simulator could be effectively used to manage the actual
system, simply providing actual inputs from field sensors and
employing its outputs to manage actual lights rather that a
Design
support
configuration</p>
      <p>Pedestrian simulation</p>
      <p>Actual sensors
(motion or presence)
System
management
configuration</p>
      <p>Simulated</p>
      <p>data
Field data</p>
      <p>Parameters
Computational model
for adaptive
illumination
Computational model
for adaptive
illumination
Parameters</p>
      <p>Actuators'
states</p>
      <p>Visualization system
Actuators'
states</p>
      <p>Actual actuators
(lights)
virtual visualization of the actual environment.</p>
      <p>
        Besides the specific aims of the ambient intelligent
system, there is an increasing interest and number of research
efforts on approaches, models and mechanisms supporting
forms of self-organization and management of the components
(both hardware and software) of such systems. The latter are
growingly viewed in terms of autonomous entities, managing
internal resources and interacting with surrounding ones so
as to obtain the desired overall system behaviour as a result
of local actions and interactions among system components.
Examples of this kind of approach can be found in both in
relatively traditional pervasive computing applications (see,
e.g., [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]), but also in a new wave of systems developed in the
vein of amorphous computing [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] such as the one on paintable
computers described in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In this rather extreme application
a whole display architecture is composed of autonomous and
interacting graphic systems, each devoted to a single pixel,
that must thus interact and coordinate their behaviours even
to display a simple character. There is however a significant
number of heterogeneous approaches to the definition of
models supporting forms of self-organization in artificial systems
and their application involves several important modeling and
engineering choices.
      </p>
      <p>
        It must be stressed that in the Indianapoli tunnel renovation
scenario the designer had a precise idea of the desired overall
adaptive illumination effect, combining a functional overall
illumination of the tunnel – allowing pedestrians and drivers
to effectively have a sufficient visibility of the environment
but also emphasizing their presence and passage through
the tunnel – but the choice of the computational model to
achieve this effect was definitely not obvious. For instance, the
rationale of the desired adaptive illumination pattern (that will
be more throughly described in Section II) is to manage lights
as if they were animated and able to follow the movement
of pedestrians. This was tecnically impossible in the specific
scenario and the effect had to be achieved by turning on and
off in a coordinated way a set of lights characterized by a fixed
position in the environment. However, the metaphor adopted
by the designer could lead to consider specific computational
models whose first class concepts are moving entities, like
Boids [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], whose presence in the portion of the environment
associated to a light indicates the need to turn a specific light
on. On the other hand, a different approach, based on Cellular
Automata [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], would lead to consider the physical structure
of the environment, that is, a discrete and finite grid whose
nodes could be either sensors or actuators, and the effective
nature of the kind of action that must be managed, that is a
change of state of the actuators.
      </p>
      <p>The aims of the paper are thus twofold: on one hand it
describes a concrete experience in which computer simulation
was adopted to fill the gap between an abstract specification of
the desired behaviour of an adaptive self-organizing
environment; on the other hand the paper discusses the adequacy and
feasibility of the adoption of two alternative computational
models to generate the desired adaptation effect and to be
effectively deployed in the real infrastructure.</p>
      <p>The following section will introduce more in details the
specific scenario in which this research effort is set, describing
the requirements for the adaptive illumination system and
the environment adaptation model. Section III introduces the
pedestrian modeling approach, while the self-organization
models that were experimented to guide the adaptive
illumination facility are described in Section IV. A description of
the developed environment supporting designers will follow,
then conclusions and future works will end the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>II. THE SCENARIO</title>
      <p>The Acconci Studio, partner of the described research effort,
has recently been involved in a project for the renovation
of a tunnel in the Viginia Avenue Garage in Indianapolis.
The tunnel is currently mostly devoted to cars, with relatively
limited space on the sidewalks and its illumination is strictly
functional. The planned renovation for the tunnel includes a
set of interventions, and in particular two main effects of
Motion
Sensor
Controlled</p>
      <p>area
Controller
Communication
line
Light
Fig. 2. A visual elaboration of the desired adaptive illumination facility (the
image appears courtesy of the Acconci Studio).
illumination, also depicted in a graphical elaboration of the
desired visual effect shown in Figure 2: an overall effect of
uniformly coloring the environment through a background,
ambient light that can change through time, but slowly with
respect to the movements and immediate perceptions of people
passing in the tunnel; a local effect of illumination reacting to
the presence of pedestrians, bicycles, cars and other physical
entities.</p>
      <p>The rationale of this local and dynamic adaptive
illumination effect is better explained by the following narrative
description of the desired effect:</p>
      <p>The passage through the building should be a volume
of color, a solid of color. It’s a world of its own, a
world in itself, separate from the streets outside at
either end. Walking, cycling, through the building
should be like walking through a solid, it should be
like being fixed in color.</p>
      <p>The color might change during the day, according to
the time of day: pink in the morning, for example,
becomes purple at noon becomes blue, or
bluegreen, at night. This world-in-itself keeps its own
time, shows its own time in its own way.</p>
      <p>The color is there to make a heaviness, a thickness,
only so that the thickness can be broken. The
thickness is pierced through with something, there’s a
sparkle, it’s you that sparkles, walking or cycling
though the passage, this tunnel of color. Well no,
not really, it’s not you: but it’s you that sets off the
sparkle – a sparkle here, sparkle there, then another
sparkle in-between – one sparkle affects the other,
pulls the other, like a magnet – a point of sparkle is
stretched out into a line of sparkles is stretched out
into a network of sparkles.</p>
      <p>These sparkles are above you, below you, they
spread out in front of you, they light your way
through the tunnel. The sparkles multiply: it’s you
who sets them off, only you, but – when another
person comes toward you in the opposite direction,
when another person passes you, when a car passes
by – some of these sparkles, some of these fire-flies,
have found a new attractor, they go off in a different
direction.</p>
      <p>The first type of effect can be achieved in a relatively simple
and centralized way, requiring in fact a uniform type of
illumination that has a slow dynamic. The second point requires a
different view on the illumination facility. In particular, it must
be able to perceive the presence of pedestrians and other
physical entities passing in it, in other words it must be endowed
with sensors (detecting either the presence or the movement
of relatively big objects). Moreover, it must be able to exhibit
local changes as a reaction to the outputs of the aforemetioned
sensors, providing thus for a non uniform component to the
overall illumination. The overall environment must be thus
split into parts, cells that represent proper subsystems: Figure 3
shows a schema of the approach we adopted to subdivide the
physical environment into autonomous units, provided with
motion/presence sensors (able to detect the arrival/presence of
relevant entities) and lights (to adapt the ambient illumination,
highlighting the presence of pedestrians).</p>
      <p>However, the effect of the presence of a pedestrian in a
portion of space should extend beyond the borders of the
occupied cell. In fact, the illumination effect should “light
the way” of a pedestrian through the tunnel. Cells must thus
be able to interact, in order to influence neighboring ones
whenever a pedestrian is detected, to trigger a (maybe less
intense) illumination.</p>
    </sec>
    <sec id="sec-3">
      <title>III. PEDESTRIAN SIMULATION MODEL</title>
      <p>
        The adopted pedestrian model is based on the Situated
Cellular Agent model, a specific class of Multilayered
MultiAgent Situated System (MMASS) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] providing a single
layered spatial structure for agents environment. A thorough
description of the model is out of the scope of this paper,
but we briefly introduce it to give some basic notion of
the elements that are necessary to describe the SCA crowd
modeling approach.
      </p>
      <sec id="sec-3-1">
        <title>A. Situated Cellular Agents</title>
        <p>A Situated Cellular Agent system is defined by the triple
Space; F; A where Space models the environment where the
set A of agents is situated, acts autonomously and interacts
through the propagation of the set F of fields and through
reaction operations. Space consists of a set P of sites arranged
in a network (i.e. an undirected graph of sites). The structure of
the space can be represented as a neighborhood function, N :
P ! 2P so that N (p) P is the set of sites adjacent to p 2
P ; the previously introduced Space element is thus the pair
P; N . Focusing instead on the single basic environmental
elements, a site p 2 P can contain at most one agent and is
defined by the 3–tuple ap; Fp; Pp where:
ap 2 A [ f?g is the agent situated in p (ap = ? when
no agent is situated in p that is, p is empty);
Fp F is the set of fields active in p (Fp = ; when no
field is active in p);</p>
        <p>Pp P is the set of sites adjacent to p (i.e. N (p)).
A SCA agent is defined by the 3–tuple &lt; s; p; &gt; where
is the agent type, s 2 denotes the agent state and can
assume one of the values specified by its type (see below
for definition), and p 2 P is the site of the Space
where the agent is situated. As previously stated, agent type
is a specification of agent state, perceptive capabilities and
behaviour. In fact an agent type is defined by the 3–tuple
; P erception ; Action . defines the set of states
that agents of type can assume. P erception : !
[N Wf1 ] : : : [N WfjF j ] is a function associating to each
agent state a vector of pairs representing the receptiveness
coefficient and sensitivity thresholds for that kind of field.
Action represents instead the behavioural specification for
agents of type . Agent behaviour can be specified using a
language that defines the following primitives:
emit(s; f; p): the emit primitive allows an agent to start
the diffusion of field f on p, that is the site it is placed
on;
react(s; ap1 ; ap2 ; : : : ; apn ; s0): this kind of primitive
allows the specification of a coordinated change of state
among adjacent agents. In order to preserve agents’
autonomy, a compatible primitive must be included in
the behavioural specification of all the involved agents;
moreover when this coordination process takes place,
every involved agents may dynamically decide to effectively
agree to perform this operation;
transport(p; q): the transport primitive allows to define
agent movement from site p to site q (that must be
adjacent and vacant);
trigger(s; s0): this primitive specifies that an agent must
change its state when it senses a particular condition in
its local context (i.e. its own site and the adjacent ones);
this operation has the same effect of a reaction, but does
not require a coordination with other agents.</p>
        <p>For every primitive included in the behavioural specification
of an agent type specific preconditions must be specified;
moreover specific parameters must also be given (e.g. the
specific field to be emitted in an emit primitive, or the
conditions to identify the destination site in a transport) to
precisely define the effect of the action, which was previously
briefly described in general terms.</p>
        <p>Each SCA agent is thus provided with a set of sensors
that allows its interaction with the environment and other
agents. At the same time, agents can constitute the source
of given fields acting within a SCA space (e.g. noise emitted
by a talking agent). Formally, a field type t is defined by
Wt; Di usiont; Comparet; Composet where Wt denotes
the set of values that fields of type t can assume; Di usiont :
P Wf P ! (Wt)+ is the diffusion function of the
field computing the value of a field on a given space site
taking into account in which site (P is the set of sites
that constitutes the SCA space) and with which value it has
been generated. It must be noted that fields diffuse along the
spatial structure of the environment, and more precisely a field
diffuses from a source site to the ones that can be reached
through arcs as long as its intensity is not voided by the
diffusion function. Composet : (Wt)+ ! Wt expresses how
fields of the same type have to be combined (for instance, in
order to obtain the unique value of field type t at a site), and
Comparet : Wt Wt ! fT rue; F alseg is the function that
compares values of the same field type. This function is used
in order to verify whether an agent can perceive a field value
by comparing it with the sensitivity threshold after it has been
modulated by the receptiveness coefficient.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. SCA Based Pedestrian Model</title>
        <p>The above introduced SCA model has beed applied to
represent a very simple tunnel with two ends and some
columns in it; pedestrians enter the tunnel from one end and
they move towards the other end, avoiding obstacles either
immobile (i.e. columns), and mobile (i.e. other pedestrians
moving in the opposite direction).</p>
        <p>The SCA Space is the same cellular space defined for the
D-MAN described in Section IV. To support agent navigation
in this space, in each end of the tunnel we positioned an
additional site in which a “beacon” agent (a static agent emitting
a simple presence field) is situated. In the environment, thus,
only two types of field are present.</p>
        <p>To exploit this environmental specification in order to obtain
the above overall system behaviour, we defined two types
of agent, respectively interpreting the one type of field as
attractive and ignoring the other one. This can be achieve
through a simple transport primitive, specifying that the
agent should move towards the free adjacent site in which
the intensity of the field considered attractive is maximum.
The behavioural specification of these agents is completed
by an obstacle avoidance rule (another transport that moves
the agent towards a random different lane whenever the best
possible destination is occupied by an obstacle). Finally, agents
reaching their destination, that is, one of the tunnel ends, are
removed from the environment and they are positioned at the
other end, so they start over their crossing of the tunnel.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. ADAPTIVE ILLUMINATION MODEL</title>
      <sec id="sec-4-1">
        <title>A. CA Based Approach</title>
        <p>
          We employed a Cellular Automata model to realize the
local effect of illumination as a self-organized reaction to
the presence of pedestrians. CA cells, related to a portion
of the physical environment, comprise sensors and
actuators, as schematized in Figure 3. The former can trigger
the behaviours of the latter, both through the interaction of
elements enclosed in the same cell and by means of the local
interaction among adjacent cells. The transition rule models
mechanisms of reaction and diffusion, and it was derived by
previous applications to reproduce natural phenomena such as
percolation processes of pesticides in the soil, in percolation
beds for the coffee industry and for the experimentation of
elasticity properties of batches for tires [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. In this specific
application the rule manages the interactions of cells arranged
through a multilayered architecture based on the Multilayered
Automata Network model [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], schematized in Figure 3.
        </p>
        <p>
          Multilayered Automata Network have been defined as a
generalization of Automata Networks [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. The main feature
of the Multilayered Automata Network is the explicit
introduction of a hierarchical structure based on nested graphs, that
are graphs whose vertexes can be in turn be a nested graph
of lower level. A Multilayered Automata Network is directly
obtained from the nested graph structure by introducing states
and a transition function.
        </p>
        <p>
          The irregular nature of the cellular space is not the only
difference between the adopted approach and the traditional
CA models. In fact, CAs are in general closed and synchronous
systems, in which cells update their state in parallel triggered
by a global clock. Dissipative Cellular Automata (DCA) [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]
differ from the basic CAs mainly for two characteristics:
while CA are synchronous and closed systems, DCA are
open and asynchronous. DCA cells are characterized by a
thread of control of their own, autonomously managing the
elaboration of the local cell state transition rule. DCA can
thus be considered as an open agent system [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], in which the
cells update their state independently of each other and they
are directly influenced by the environment.
        </p>
        <p>The model we defined and adopted, Dissipative
Multilayered Automata Network (D-MAN), takes thus the
advantages of both the Multilayered Automata Network and the
Dissipative Cellular Automata. An informal definition this
model describes D-MAN as Multilayered Automata Network
in which the cells update their state in an asynchronous way
and they are open to influences by the external environment.</p>
        <p>The multilayered cellular structure of the D-MAN is
composed of three layers:
the first layer is related to the basic discretization of the
physical environment into cells, corresponding to a local
controller. Each of these cells effectively comprises the
two additional layers;</p>
        <p>Level 0
Sensors Layer</p>
        <p>Level 0
Actuators Layer</p>
        <p>Level 1
Intra-controller
communication</p>
        <p>Level 2
Inter-controller
communication
the perception and actuation layers, respectively
comprising the sensors and actuators (lights).</p>
        <p>This structure is schematized in Figure 4. The rationale
of keeping separated these cells is to be able to specify and
configure specific functions describing (i) how to compute the
overall internal activation state of a cell given the status of
the internal sensor(s) and the current state of activation of
neighbours and (ii) how to translate this state of activation
into a state of actuation for that specific layer (in other words,
how to translate into a lighting effect the state of the cell).</p>
        <p>
          Specific transition rules must thus be defined to manage
different interactions and influences that take place in this
structure, and mainly (i) the direct influence of a sensor that
detected a pedestrian to the actuators in the same cell, and
(ii) the influence of a high level cell to the neighboring ones
(given the internal structure of each cell, due to the presence of
a specific level of actuators inside it, this interaction effectively
affects a part of a neighboring cell). Moreover, the effect of
external stimuli must gradually vanish, and lights must fade in
absence of pedestrians: while an active state of the sensor and
high activation states of neighbours cause an increase of the
cell activation state, it decreases in absence of these triggering
conditions. More details about the formal definition of the
model can be found in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          The adaptive illumination model is thus characterized by
several features that make it difficult to predict how it will
react to particular stimuli (i.e. patterns of pedestrian movement
in the related environment), from the number and positioning
of sensors and actuators, to the parameters of the transition
rule. The transition rule per se is characterized by several
parameters whose configuration can actually deeply alter the
achieved illumination effect, to the point that we developed an
ad hoc UI to show its behaviour when triggered trough mouse
clicks [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. To couple this model with a pedestrian
simulation model sharing the discrete representation of the spatial
aspect of the environment allows to simulate the behaviour
of the adaptive illumination facility as a response to specific
patterns of usage of the environment by pedestrians was thus
considered an effective way to envision the performance of
the adaptive illumination facility in plausible situations.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Boids Based Approach</title>
        <p>The narrative description of the desired adaptive
illumination effect by the designer explicitly mentioned “fire-flies”,
insects forming a swarm. This description effectively leads to
consider the possibility to adopt for the self-organization of
the illumination facility computational models developed to
generate collective behaviours of insects (but also flocks, herds
and schools) such as the boids model. This particular model
is very effective in generating coordinated animal motion,
with a relatively simple computation essentially based on the
mutual local perception of individuals situated in a physical
environment. In our system, lights cannot actually move, but
boids can represent the fact that a light is active in a predefined
environment structure representing a discrete and finite set of
allowed positions. The movement of boids represents thus the
dynamic update of lights’ statuses in the illumination facility.</p>
        <p>The basic model comprises three simple steering behaviors,
describing how an individual boid maneuvers basing on the
positions and velocities its nearby flockmates. These behaviours,
also schematized in Figure 5, are:
cohesion: steer to move toward the average position (the
centroid) of local flockmates;
separation: steer to avoid crowding (i.e. in the opposite
direction of the the centroid of local flockmates);
alignment: steer towards the average heading of local
flockmates.</p>
        <p>The notion of locality mentioned in these rules is essentially
related to the possibility of boids to detect others of their kind
situated within a certain range from their current position.
These three steering behaviours produce vector representing
a contribution to the overall action of the single boid, that
is thus obtained as the vectorial sum of these contributions
multiplied for specific scalar constants. These constants must
be properly calibrated to avoid excessive dispersion and
cohesion of the boids. Moreover, in this specific application, boids
must also be attracted by people situated in the environment:
a fourth contribution to the overall boid behaviour must thus
be introduced, otherwise the boids wander in a realistic way
(from the point of view of simulating a collective behaviour)
but completely ignoring the presence of humans in the
environment.</p>
        <p>Before introducing an additional contribution to the
behavioural specification of a boid to tackle this issue, we
first considered that the basic boid model is conceived for
a continuous environmental spatial representation, that is not
suited to this situation. The adopted approach was to translate
the cohesion and separation contributions of the model into
elements of the aforementioned SCA model, mainly for two
reasons: (i) this model is by definition discrete and (ii) it was
already adopted to model pedestrians and the environment
they are situated in. Alignment was not considered since SCA
agents are not characterized by a direction or heading in space,
but just by their position (i.e. a node in a graph structure).</p>
        <p>
          To realize a model featuring the main characteristics of
boids using SCAs we decided to provide each boid with a
form of presence field, diffusing a sign indicating its position
in nearby sites. Presence fields’ diffusion function decreases
by a constant value the intensity of a field for each node
the site crosses in the course of the diffusion operation until
the value is void, while the composition function simply
adds up the value of all presence fields in a given site. In
this way, presence field in a given site represents a measure
of its crowdedness and it can be used by boids to select
sites that represent a good compromise between cohesion
and separation. The behavioural specification of SCA boids
comprises thus essentially two basic actions, a field emission
and a trasnport action interpreting the value of the presence
field as sort of social force [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. In addition, we model the
presence of pedestrians as another presence fields that is
generated by the pedestrian agents present in the coordinated
model simulating the behaviours of people moving in the
tunnel. Boids agents’ transport action favors thus as a preferred
destination those sites characterized by an average intensity
of the boids presence field and a high intensity for pedestrian
presence field. Also in this case, the model is characterized by
a number of parameters having a serious impact on the overall
adaptive illumination effect.
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Discussion</title>
        <p>The above introduced models were adopted and tested in
the Indianapolis tunnel scenario; both of them proved their
adequacy to effectively represent a formal, computational,
non ambiguous and executable specification of the designer’s
narration. They undergone a successful face validation, that
followed several iterations to define a good value for the
models’ parameters to achieve the desired results. However,
the models have specific features that can have an impact on
some of the non-functional properties they exhibit.</p>
        <p>It must be stressed that even if the designer used the term
“fire-flies” in the narrative description of the desired effect, the
idea to follow the metaphor and to employ one of the most
commonly adopted model for this kind of collective behaviour
does not necessarily imply a smooth and simple definition of
a model achieving the desired effect. First of all the boids
model is based on a continuous spatial representation and
thus it must be adapted to the discrete spatial structure of the
illumination facility. Then a modification to the basic model
must be introduced to achieve a “goal driven” behaviour (i.e.
the tendency of boids to move towards people, preserving the
swarm behaviour). Finally it must be noted that this modeling
approach does not take into account the effective infrastructure
that will be effectively employed to realize the illumination
facility.</p>
        <p>The CA based approach is based on the idea of viewing the
environment itself as an assembly of autonomous units able to
interact with their neighbours. The adaptive illumination effect
is achieved as a reaction of these units to an external stimulus
generated by sensors and as a results of their interaction.
As a result it is much simpler to conceive a direct effective
implementation of this approach in a concrete system made
up of a set of micro-controllers responsible for the monitoring
of a certain part of the environment and for the control of
the lights it includes. On the other hand, there is no simple
way to distribute the boids model in a distributed control
system: the simple fact that boids can perceive the presence of
other individuals of their kind in a potentially distant position,
according to their range of perception, leads to consider that
in case of distribution of this form of computation to different
autonomous units would lead to higher costs in terms of
network communication, that is instead essentially constant
in the CA based case.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSIONS AND FUTURE WORKS</title>
      <p>
        The paper introduced a simulation approach to supporting
the design of an ambient intelligence infrastructure aimed at
improving the everyday experience of pedestrians and people
passing through the related environment. A specific scenario
related to the definition and development of an adaptive
illumination facility was introduced, and two different
computational models model specifying its dynamic behaviour was
defined. An agent-based pedestrian model simulating inputs
and stimuli to the adaptation module was also introduced.
The models described in the previous Sections are part of a
prototype supporting the design and definition of the overall
illumination facility through the simulation and envisioning
of its dynamic behaviour according to specific values for the
relevant parameters (e.g. parameters of the transition rule of
the CA, but also the number of lights and sensors, and so on);
a screenshot of the system is shown in Figure 6: the central
window shows a three-dimensional view of the tunnel, while
the top panel shows a bi-dimensional view highlighting the
position of pedestrians and the state of lights. The
simulation takes place in the actual 3D model of the tunnel, that
was adopted to achieve in a semi-automatic way a discrete
representation of the environment that was adopted both for
enabling the pedestrian simulation and for the positioning
of lights. Part of the simulator, based on an platform for
agent–based simulation [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], generates patterns of movement
of pedestrians simulating inputs for the CA and another part
of the system generates a visualization of the system dynamics,
interpreting the states of the CA.
      </p>
      <p>The renovation project is currently under development on
the architectural and engineering side, whereas the introduced
models have shown their adequacy to the problem
specification, both in order to provide a formal specification of the
behaviour for the system components and possibly as a control
mechanism. The realized prototype explored the possibility of
realizing an ad hoc tool that can integrate the traditional CAD
systems for supporting designers in simulating and envisioning
the dynamic behaviour of complex, self-organizating
installations. It has been used to understand the adequacy of the
modeling approach in reproducing the desired self-organized
adaptive behaviour of the environment to the presence of
pedestrians. We are currently improving the prototype, on one
hand, to provide a better support for the Indianapolis project
and, on the other, to realize a more general framework for
supporting designers of dynamic self-organizing environments.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGEMENTS</title>
      <p>The authors wish to thank some collaborators at the Acconci
Studio and in particular Nathan DeGraaf, Jono Podborseck
and James Clar for their collaboration to the present work and
research effort.</p>
    </sec>
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