Crowd management is a considerable challenge in many countries including Saudi Arabia, where millions of pilgrims from all over the world visit Mecca to perform the sacred act of Hajj. This holy ritual requires large crowds to perform the same activities during specific times, which makes crowd management both critical and difficult. Without proper crowd management and control, the occurrence of disasters such as stampedes, suffocation, and congestion becomes highly probable. At present, the internet of things (IoT) and its enabling technologies represent efficient solutions for managing and controlling crowd, minimizing casualties, and integrating different intelligent technologies. Moreover, IoT allows intensive interaction and heterogeneous communication among different devices over the internet, thereby generating big data. This paper proposes an intelligent IoT approach for crowd management with congestion avoidance in the Mina area, which is located in the holy city of Mecca. The approach implements a learning mechanism that classifies pilgrims based on the collected data and exploits the advantages of both IoT and cloud infrastructures to monitor crowds within a congested area, identify evacuation paths for pilgrims and guide the pilgrims to avoid congestion in real time. Moreover, the approach attempts to maximize crowd safety based on realistic scenarios by controlling and adapting pilgrim movements according to the characteristics of the possible hazards, pilgrim behavior, and environmental conditions. We evaluated our proposed approach by performing simulations based on real data sets and scenarios.INDEX TERMS Big Data, cloud computing, classified evacuation, intelligent crowd management, IoT.
From a design point of view, coordination is radically undertheorized and under-explored. Arguably, playground games are the universal, cross-cultural venue in which people learn about and explore coordination between one another, and between the worlds of articulated rules and the worlds of experience and action. They can therefore (1) teach us about the processes inherent in human coordination, (2) provide a model of desirable coordinative possibilities, and (3) act as a design framework from which to explore the relationship between game and game play---or, to put it in terms of an inherent tension in human-computer interaction, between plans and situated actions. When brought together with a computer language for coordination that helps us pare down coordinative complexity to essential components, we can create systems that have highly distributed control structures. In this paper, we present the design of four such student-created collaborative, distributed, interactive systems for face-to-face use. These take their inspiration from playground games with respect to who can play (plurality), how (appropriability) and to what ends (acompetitiveness). As it happens, our sample systems are themselves games; however, taking playground games as our model helps us create systems that support game play featuring not enforcement of plans but emergence of rules, roles, and turn taking.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.