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Chou S-A, Chen C-C, Wang J, Chen K-C, Chen L-M

A knowledge-based system for dam safety assessment in taiwan

Abstract: In Taiwan, the assessment of dam safety is normally carried out by either visual inspection orstatistical analysis of monitoring data. The process is time-consuming and to a great extent relies onthe knowledge and expertise of the personnel. With increasing power in computing facilities,systematic approaches that adopt knowledge-based expert system techniques are potential solutionsfor managing dam safety in Taiwan. In this study, we investigate recent advances in this field andpropose a knowledge-based expert system for conducting dam safety assessment in Taiwan. Theframework and the weighting system of this system are discussed.

Keywords: dam safety assessment, knowledge-based system, web applications

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Series: ecce:2001 (browse)
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Chuen-Chyi Hsieh, Te-Che Chen, Ting-Wu Ho and Chien-Cheng Chou

Taiwan High-Speed Trains Emergency Dispatching Using Ontology-Based, Multi-Agent Model

Abstract: High-speed rail (HSR) systems have played a more and more important role for todayŐs traveling public. To guarantee punctual, reliable and safe services, modern HSR systems are equipped with sophisticated computerized subsystems for daily operations. However, when a natural or man-made disaster occurs, currently extensive human interventions are needed and, consequently, extended delays and possible injuries may occur if HSR emergency dispatching plans utilized do not accommodate all the conflicts raised. Previous literature shows that multi-agent system (MAS) technology can be utilized to provide decision-making assistance in a distributed and dynamic environment and is often combined with ontology and semantic rules to enhance the reasoning capability. Hence, this research aimed at developing an ontology-driven MAS model for HSR emergency dispatching, and intelligent agents were constructed using JADE (Java Agent DEvelopment framework) and ProtŽgŽ with SWRL (Semantic Web Rule Language). The proposed model was validated with three real HSR emergency dispatching cases, plus 50 hypothetical cases. Experts from Taiwan HSR company were asked to assess the model performance. The assessment results showed that the HSR emergency dispatching plans generated were similar to those designed by experienced dispatchers, and the time required to develop a plan using the proposed model was significantly less than the time needed in the manual approach. The model is expected to help young dispatchers handle emergency dispatching cases under stress, as well as to strengthen the safety aspect of HSR services. Delays or casualties associated with a train disaster could be reduced if the proposed model is adequately utilized.

Keywords: Multi-Agent System, Ontology, High-Speed Rail, Disaster Response Phase, Emergency Dispatching

DOI: https://doi.org/10.24928/JC3-2017/0256

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Series: jc3:2017 (browse)
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Sung E-X,Tsai M-H,Kang S-C

An interactive data visualization system for flood warnings in Taiwan

Abstract: This paper reports on the development of an Interactive Data Visualization System (IDVS) for flood warnings. Information from multiple sources, such as precipitation, geographical conditions, and the alert threshold, is collected in the system. Users of the system are able to manipulate the information to enhance their understanding of the flood potential. This can help them make timely and correct decisions. We develop four interactive functions: (1) Datatip, (2) Dashboard, (3) Data brushing, and (4) Dynamic queries. A Datatip displays all related data of a particular point or an area when the mouse hovers over. A Dashboard comprises multiple views, allowing users to manipulate and compare the information. The Data brushing function highlights the selected dataset in other views when users choose specific information in which they would like to gain deeper insight. The Dynamic query function provides a scroll bar for users to explore information by dragging the slider. By integrating the four functions, the system provides users with dynamic exploration and intuitive operation. We use data collected from a flood occurring in Taiwan on 10th June 2012 to validate our system. The results show that the IDVS can effectively help integrate decision-making information in real time. The interaction between related information provides users with insightful and versatile views, which can enhance decision-making.

Keywords: data visualization,interactive interface,flood informatics,disaster mitigation

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Series: convr:2013 (browse)
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Wen M-C,Tsai M-H,Kang S-C,Chang Y-L

Flood game: an alternative approach for disaster education

Abstract: Flooding is a frequent disaster in typhoon season in Taiwan nearly every year. To prevent flooding, the decision-makers need to invest in costly constructions, such as embankments and disaster parks. They also need to carefully allocate resources, such as sand bags and pumps, to minimize the damage caused by the heavy rain during a typhoon. This paper presents an ongoing disaster education project, for disaster education for which we designed a flood game allowing high school students to play the role of the decision makers. We based the flood game on the popular “tower defense game,” in which players need to allocate limited resources before and during random attacks because the decision behaviors are very similar between the decision makers of flood prevention and the players of tower defense. The flood game has two independent goals: happiness index and money. The happiness index represents the citizens’ satisfaction. The money is a subtraction of the construction items from the total tax income. If the city is well protected, the tax income will increase and vice versa. The players need to wisely allocate the money to build the necessary facilities around the riverside in the right places and at the right time to maximize efficiency of the expenditure. We included six common construction items for flood prevention, including sand bags, pumps, dikes, disaster parks, green roofs, and green streets. We also developed six levels for the game, from the easiest (only one available construction item) to the most difficult (six available construction items) to help players progressively learn the game. If the city resists attacks from heavy rain successfully, the players can pass the level and proceed to the next one. To validate the use of the game, we tested the game with 148 high school students and found that it cannot only increase their interest in learning but also help students understand the complexity of flood prevention for the decision-makers. In the near future, we will develop follow-up teaching materials and videos to leverage the learning outcome after playing the game.

Keywords: Game-Based Learning,Interactive Game,Flood Defense,Education

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Series: convr:2013 (browse)
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Wu K-C,Tang Y-M,Chen H-C,Lin C-J,Lee Y-H

The information seeking navigation interface with spatial icons for children

Abstract: This study is to develop an Information Seeking Navigation Interface with Spatial Icons for children. Designing a way-finder in Human–computer Interaction (HCI) will make seeking information easier for children. Developing a spatial icon-seeking interface can assist children as they explore digital learning. It is for this reason that we designed a new user interface in 3D which assists the human user in seeking information through the way-finder. The original idea of this study arose from the fact that humans have different spatial abilities, and that means humans should benefit from using a mental map before searching for information on the Web. Children have limited information-searching skills and exhibit different information seeking behavioural patterns through different media-type interfaces. The field testing part of this study was done at Taiwan’s National Library of Public Information using its resource database. Taking into account the varying spatial abilities in children, this study uses three research impact factors: (1) Spatial Visualization, (2) Associative Memory, and (3) Spatial Memory. With a focus on these three factors, the recording of the experiment data, which was taken from elementary school students ageing from 7 to 11 years old, was conducted. The goal of this study is to assist children in building a mental map from this user interface. Through usability testing and statistical analysis, we not only can better understand the way children use the spatial iconography seeking interface, but also the underlying cognitive theory, and find out how the way finding behaviour emerges. The spatial information search system can be used as an information base to improve the development of the spatial Interface design.

Keywords: Information seeking habits of children,child spatial cognition,HCI

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