In a synthetic environment, the synthetic human-made environment (SHME) is the representation (i.e. modeling) of buildings, bridges, roads, and other man-made structures.
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation.
Social simulation is a research field that applies computational methods to study issues in the social sciences. The issues explored include problems in computational law, psychology, organizational behavior, sociology, political science, economics, anthropology, geography, engineering, archaeology and linguistics.
Crowd simulation is the process of simulating the movement of a large number of entities or characters. It is commonly used to create virtual scenes for visual media like films and video games, and is also used in crisis training, architecture and urban planning, and evacuation simulation.
Modelling biological systems is a significant task of systems biology and mathematical biology. Computational systems biology aims to develop and use efficient algorithms, data structures, visualization and communication tools with the goal of computer modelling of biological systems. It involves the use of computer simulations of biological systems, including cellular subsystems, to both analyze and visualize the complex connections of these cellular processes.
SEDRIS is an international data coding standard infrastructure technology created to represent environmental data in virtual environments. Environmental data represented by SEDRIS may be concrete, such as trees and mountains, or abstract, such as the behavior of light. The infrastructure frees users to place their focus on application development and also facilitates the exchange of data for reuse and wider scrutiny. Research into shared ways to represent environmental data was begun in the 1980s in order to permit distributed simulations to work together. SEDRIS was launched in 1994 by program managers of the United States Army's Simulation Training and Instrumentation Command and the US Department of Defense's Defense Advanced Research Projects Agency.
Purdue University's Synthetic Environment for Analysis and Simulations, or SEAS, is currently being used by Homeland Security and the US Defense Department to simulate crises on the US mainland. SEAS "enables researchers and organizations to try out their models or techniques in a publicly known, realistically detailed environment." It "is now capable of running real-time simulations for up to 62 nations, including Iraq, Afghanistan, and China. The simulations gobble up breaking news, census data, economic indicators, and climactic events in the real world, along with proprietary information such as military intelligence. [...] The Iraq and Afghanistan computer models are the most highly developed and complex of the 62 available to JFCOM-J9. Each has about five million individual nodes representing things such as hospitals, mosques, pipelines, and people."
Artificiality is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity.
A Synthetic Natural Environment (SNE) is the representation in a synthetic environment of the physical world within which all models of military systems exist and interact. It includes both data and models representing the elements of the environment, their effects on military systems, and models of the impact of military systems on environmental variables.
Modeling and simulation (M&S) is the use of models as a basis for simulations to develop data utilized for managerial or technical decision making.
A synthetic environment is a computer simulation that represents activities at a high level of realism, from simulation of theaters of war to factories and manufacturing processes. These environments may be created within a single computer or a vast distributed network connected by local and wide area networks and augmented by super-realistic special effects and accurate behavioral models. SE allows visualization of and immersion into the environment being simulated.
In a synthetic environment, Synthetic Psychological Environment (SPE) refers to the representation of influences to individuals and groups as a result of culture ).
A Dynamic terrain is the representation of terrain together with the capability for modification during a simulation.
The Simulation Interoperability Standards Organization (SISO) is an organization dedicated to the promotion of modeling and simulation interoperability and reuse for the benefit of diverse modeling and simulation communities, including developers, procurers, and users, worldwide.
Live, Virtual, & Constructive (LVC) Simulation is a broadly used taxonomy for classifying Models and Simulation (M&S). However, categorizing a simulation as a live, virtual, or constructive environment is problematic since there is no clear division between these categories. The degree of human participation in a simulation is infinitely variable, as is the degree of equipment realism. The categorization of simulations also lacks a category for simulated people working real equipment.
Human-in-the-loop or HITL is defined as a model that requires human interaction. HITL is associated with modeling and simulation (M&S) in the live, virtual, and constructive taxonomy. HITL models may conform to human factors requirements as in the case of a mockup. In this type of simulation a human is always part of the simulation and consequently influences the outcome in such a way that is difficult if not impossible to reproduce exactly. HITL also readily allows for the identification of problems and requirements that may not be easily identified by other means of simulation.
Synthetic data is "any production data applicable to a given situation that are not obtained by direct measurement" according to the McGraw-Hill Dictionary of Scientific and Technical Terms; where Craig S. Mullins, an expert in data management, defines production data as "information that is persistently stored and used by professionals to conduct business processes."
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
DART is a 3D radiative transfer model, designed for scientific research, in particular remote sensing. Developed at CESBIO since 1992, DART model was patented in 2003. It is freeware for scientific activities.
Artificial life is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline was named by Christopher Langton, an American theoretical biologist, in 1986. In 1987 Langton organized the first conference on the field, in Los Alamos, New Mexico. There are three main kinds of alife, named for their approaches: soft, from software; hard, from hardware; and wet, from biochemistry. Artificial life researchers study traditional biology by trying to recreate aspects of biological phenomena.
Virtual humans are simulations of human beings on computers. The research domain is concerned with their representation, movement and behavior. There is a wide range of applications: simulation, games, film and TV productions, human factors and ergonomic and usability studies in various industries, clothing industry, telecommunications (avatars), medicine, etc. These applications require different know-hows. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc. The merging