常用疏散软件
pathfinder软件的使用
The Behavior tab allows you to set options for Pathfinder's two primary simulation modes
Simulation modes
SFPE: SFPF模式使用了火灾防护设计手册中的SFPE概念,模式中
行人不会相互影响,即互不避让并可互相穿透。人员的行走速率由每 个房间的人群密度决定,通过出口的人流量则由出口宽度决定,以流 量为基础的选择意味着人员会自动转移到最近的出口。
STEERING: Steering模式使用路径规划、指导机制和碰撞处理相
most basic level, they are simply groups in which rooms, doors, stairs,
ramps, and exits .
You can define it’s property after choosing a floor
Importing Files
You can define Room properties in this panel
Pathfinder is built on the idea of creating floor space on which occupants can walk.
Floors are the primary method of organization in Pathfinder. At their
2D View: This view is very similar to the 3D View, but it provides an additional snapping grid and an top view of the model. You can draw some stand room geometry easily in this view with the help of those grids.
交通应急疏散仿真软件主要技术、服务条款响应表
5、可提供基于C++的应用程序接口(API),使软件具备非常强大的可移植性和可扩充性。可以用自己的模型来取代软件本身的模型,并可随意随时获取仿真时的各类参数与信息。
交通应急疏散仿真软件主要技术、服务条款响应表
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交通应急疏散仿真软件
功能描述及主要技术指标:
建立在成熟仿真引擎基础上,用于模拟各种交通和运输问题的微观仿真软件。具体可以用于完成交通需求估计、交通分配、交通运行模拟、交通评估等仿真任务。软件包含建模器(含行人建模功能)、批处理器、分析器、编程器、OD估计器、设计器、转换器全部模块,并且路网仿真规模以及路网中车辆与红绿灯数目、行人数量均不受限制;编程器可提供基于C++的应用程序接口(API),使软件具备非常强大的可移植性和可扩充性。用户可以用自己的模型来取代软件本身的模型,并可随意随时获取仿真时的各类参数与信息等。
1、软件支持GIS、Bing地图、三维地形底图或CAD格式数据导入进行建模。具备行人模型,可对行人、以及行人和车辆之间的交互关系进行模拟。
2、无论是路网规模,还是路网中车辆与行人的数量均不受限制,可以模拟整个城市、省域或者更大规模的路网。
3、可以显示模型输出的仿真结果,方便查看一组数据或多组数据,从而加速模型的标定过程,提供一系列自动化工具帮助用户管理数据,并以最快速度获得所需要的统计数据。
6Байду номын сангаас
服务要求:1、所有设备质保期为一年,并且自购买之日起一年内免费升级,每次推出升级版本后一周内通知用户,并提供在线升级服务,期满后应当继续提供技术支持、软硬件维护服务,仅收取成本费用。
基于Pathfinder的某综合楼疏散模拟研究
基于Pathfinder的某综合楼疏散模拟研究作者:张兆金张永旭来源:《消防界》2023年第21期作者简介:张兆金(1994- ),男,汉族,甘肃陇西人,本科,助理工程师,研究方向:安全管理、工程建设。
摘要:为了提高办公楼等人员聚集场所的人员快速疏散能力,防止发生拥堵踩踏等安全问题。
利用Pathfinder软件对某综合办公楼进行疏散模拟研究,根据楼内人员分布情况,研究不同楼层不同比例楼梯和电梯混合疏散的疏散时间,分析疏散过程中容易产生拥堵、踩踏等事故的情况。
研究结果显示,采用楼梯和电梯混合疏散模式可以缩短疏散时间。
某综合楼疏散容易产生拥堵的区域为一楼电梯厅与楼梯交汇处;主出入口疏散效率不高,在疏散过程中应设置疏散引导员,为综合办公楼日常管理和疏散安全管理提供借鉴。
关键词:疏散模拟;Pathfinder软件;安全管理引言商场、办公楼等大型场所人员聚集度高,潜在危险隐患较多,遇到突发状况时人员疏散难度大,在拥挤环境下极易引发踩踏事件。
踩踏、拥挤等二次事故在一定程度上提高了突发事件的影响程度。
[1]研究人员疏散的行为规律,对避免踩踏伤亡事故有着重要作用[2]。
高效组织疏散是减少突发情况下人员伤亡的重要保障[3,4],人员疏散过程中会受到较多因素的影响,传统的实验研究方法耗资巨大、周期长,难以取得有价值的成果[5]。
使用计算机仿真软件模拟人员疏散过程,可以得到大量数据,具有直观、可重复使用等特点[6],可以实时观察人员疏散情况,设置不同条件,减少疏散时间,计算机模拟仿真逐渐成为疏散研究的重要手段[7]。
通过对比常用疏散模拟软件的特点和适用范围,本文选择Pathfinder软件对某综合楼人员疏散进行模拟研究。
已有很多学者针对人员疏散模拟进行研究。
汤煜[8]等利用Pathfinder软件模拟研究了商场建筑防火疏散,提出疏散优化方案。
肖木峰[9]等利用Pathfinder软件模拟研究了装配式建筑施工安全应急疏散,优化了场地内部障碍物布局。
pathfinder 疏散软件入门教程 users_guide使用手册
403 Poyntz Avenue, Suite BManhattan, KS 66502USA+1.785.770.8511User ManualPathfinder 2012DisclaimerThunderhead Engineering makes no warranty, expressed or implied, to users of Pathfinder, and accepts no responsibility for its use. Users of Pathfinder assume sole responsibility under Federal law for determining the appropriateness of its use in any particular application; for any conclusions drawn from the results of its use; and for any actions taken or not taken as a result of analyses performed using these tools.Users are warned that Pathfinder is intended for use only by those competent in the field of egress modeling. Pathfinder is intended only to supplement the informed judgment of the qualified user. The software package is a computer model that may or may not have predictive capability when applied to a specific set of factual circumstances. Lack of accurate predictions by the model could lead to erroneous conclusions. All results should be evaluated by an informed user.AcknowledgementsThis work was originally made possible by a Small Business Innovative Research (SBIR) grant by the United States National Science Foundation.We would like to thank Rolf Jensen and Associates for their assistance with testing and other suggestions that helped guide the development of the simulator.We would also like to thank the beta testers whose feedback helped us improve the software and incorporate more useful features.Note on use of “THEY” as singular pronounIn this document we use “THEY” as a singular pronoun. As stated in the Random House Dictionary of 1987:Long before the use of generic HE was condemned as sexist, the pronouns, THEY, andTHEM were used in educated speech and in all but the most formal writing to refer toindefinite pronouns and to singular nouns of general personal reference probablybecause such nouns are often not felt to be exclusively singular. Such use is not a recent development, nor is it a mark of ignorance.See also the online Oxford dictionary at: /words/he-or-she-versus-they.Table of Contents1. Introduction (1)Graphical User Interface (1)Model Representation (3)Simulation Modes (4)Limitations and Known Issues (4)Simulator Name (4)Contact Us (4)2. Pathfinder Basics (5)Navigation View (5)3D and 2D Views (6)Navigating the 3D view (6)Navigating the 2D view (7)Resetting the view (7)Filling the view (7)Drawing in the 3D and 2D views (8)View Options (8)Render Options (8)Occupant Display (9)Coloring Rooms (9)Room Opacity (9)Model Organization with Groups (9)Creating sub-groups (10)Changing groups (10)3. Creating Movement Space (11)Floors (11)Automatically creating floors (11)Manually creating floors (13)Changing the active floor (13)Showing all floors (14)Editing floors (14)Rooms (14)Adding new rooms (14)Adding thin walls to rooms (16)Splitting rooms (16)Separating and merging rooms (17)Obstructions/Holes (18)Arbitrarily-Shaped Obstructions (Desks, Tables, etc.) (18)Walls (19)Doors (20)Thin Doors (20)Thick doors (21)Stairs (22)Stairs between edges (23)Stairs extending from one edge (24)Ramps (25)Creating Elevators (26)Elevator Representation (28)Editing Elevators (28)Nominal Load (30)Connecting/Disconnecting Floors (30)Exits (30)Importing Files (31)Importing images (31)Importing CAD files (32)Importing PyroSim and FDS files (34)Working with Imported Data (34)Working with Images (34)Working with 3D CAD, PyroSim, and FDS files (34)Working with 2D DXFs (35)Filling in missing pieces (37)4. Creating Occupants (38)Profiles (38)Seeds (40)Customizing Occupants (41)Behaviors (41)Creating a new Behavior (41)Adding actions (42)Goto Waypoint action (43)Goto Rooms action (44)Goto Elevators action (44)Wait action (45)Adding Occupants (45)Individual placement (45)Group Placement (46)Placement in rooms (47)Redistributing Profiles and Behaviors (47)5. Editing and Copying Objects (49)Transforming and Copying Objects (49)Moving (49)Rotating (50)Mirroring (52)Manipulating Objects with Handles (53)Selecting and deselecting a handle (53)Editing a handle (54)Room handles (54)Thin door handles (54)Thick door handles (55)Stair and Ramp handles (55)Occupant handles (55)Waypoint handles (56)6. Model Analysis (57)Measuring Distances (57)Checking in-use Objects (59)Warnings and Errors (59)7. Simulating (61)Parameters (61)Starting and Managing a Simulation (63)Simulating via command-line (64)Stopping and Resuming a Simulation (64)Stuck Occupants (65)8. Results (66)Summary Report (66)Door Flow Rates (67)Room History File (67)3D Results (68)Navigating through a model (68)Displaying geometry input (69)Displaying occupants (69)Selecting Occupants (69)Viewing multi-floor problems (69)Animation playback (71)Refreshing Results (71)Viewing occupant paths (72)Controlling drawing detail/speed (72)Creating Movies (72)9. Index (75)FiguresFigure 1: An example of the graphical user interface (1)Figure 2: An example of the 3D Results (2)Figure 3: An example time history graph (3)Figure 4: 3D and 2D views (6)Figure 5: Render options (8)Figure 6: Predefined groups (10)Figure 7: Floor Creation panel (12)Figure 8: Auto floor creation and sorting (12)Figure 9: Adding a new floor (13)Figure 10: Floor property panel (14)Figure 11: Drawing a room with the polygon tool (15)Figure 12: Drawing a room with the rectangle tool (15)Figure 13: Adding a thin wall to a room (16)Figure 14: Dividing a room (16)Figure 15: Special case for drawing a thin wall (17)Figure 16: Merging rooms (17)Figure 17: Separating a room (18)Figure 18: Creating an obstruction (19)Figure 19: Subtracting walls (19)Figure 20: Door tool property panel (20)Figure 21: Adding a thin door to connect two touching rooms (21)Figure 22: Adding a thick door in the empty space between two rooms (22)Figure 23: Stair geometry requirements (23)Figure 24: Property panel for the two-point stair tool (23)Figure 25: Drawing stairs with the two-point stair tool (24)Figure 26: Property panel for the one-point stair tool (24)Figure 27: Drawing stairs using the one-point stair tool (25)Figure 28: Creating an Elevator (27)Figure 29: New Elevator dialog (27)Figure 30: Elevator representation (28)Figure 31: Elevator property panel (28)Figure 32: Elevator Priority dialog (29)Figure 33: Elevator Levels dialog (30)Figure 34: An exit door (31)Figure 35: Importing a background image (32)Figure 36: Dxf unit dialog box (33)Figure 37: Drawing rooms over a background image (34)Figure 38: Property panel for the floor extraction tool (35)Figure 39: A room extracted from a PyroSim file (35)Figure 40: Room extraction results from an imported 2D Floorplan (36)Figure 41: Using the door tool to fill a doorway (37)Figure 42: The Edit Profiles dialog (38)Figure 43: An example of the 3D model dialog. (39)Figure 44: Using a custom occupant profile (41)Figure 45: New Behavior dialog (42)Figure 46: Behavior Property Panel (42)Figure 47: Exit Chooser dialog (42)Figure 48: Behavior actions list (43)Figure 49: Example of action order for a behavior (43)Figure 50: Goto Waypoint creation panel (44)Figure 51: Goto Rooms creation panel (44)Figure 52: Goto Elevators creation panel (44)Figure 53: Wait creation panel (45)Figure 54: Adding occupants individually (45)Figure 55: Add Rectangular Group of Occupants Property Panel (46)Figure 56: Editing the distribution of profiles (46)Figure 57: Distributing occupants in a rectangular region (47)Figure 58: Distributing occupants through entire rooms (47)Figure 59: Edit Group Distributions dialog (48)Figure 60: Property panel for the translate tool (49)Figure 61: Graphically moving an object (50)Figure 62: Creating an array of objects by using the translate tool (50)Figure 63: Property panel for the rotate tool (51)Figure 64: Rotating an object (51)Figure 65: Creating an array of objects using the rotate tool (52)Figure 66: Property panel for the mirror tool (52)Figure 67: Mirroring an object (53)Figure 68: Manipulator handles (53)Figure 69: Handle property panel (54)Figure 70: Door handles (54)Figure 71: Stair/ramp handles (55)Figure 72: Agent handles (55)Figure 73: Waypoint handles (56)Figure 74: Connectivity example (57)Figure 75: Select Connected Components dialog (58)Figure 76: Selecting an entire graph of connected components (59)Figure 77: The Behavior tab of the Simulation Parameters Dialog (61)Figure 78: The Run Simulation dialog showing a partially complete simulation. (64)Figure 79: Listing for an example summary report file. (66)Figure 80: A time history plot for door flow rates (67)Figure 81: 3D Results for the multi-floor-stairwell example problem (68)Figure 82: Floor location dialog for 3D results (70)Figure 83: Multi-floor layout options in 3D results (FDS model courtesy of Andreas Niggemeyer) (71)Figure 84: Movie option dialogs (74)1.Introduction1.Pathfinder is an agent based egress and human movement simulator. It provides a graphical user interface for simulation design and execution as well as 2D and 3D visualization tools for results analysis.Graphical User InterfacePathfinder includes a graphical user interface that is used primarily to create and run simulation models.A screenshot of this user interface is shown in Figure 1. This screenshot displays a model that is being created from an imported floor plan image.Figure 1: An example of the graphical user interfacePathfinder also includes a second program designed specifically for high-performance visualization of 3D time history. The 3D Results program is shown in Figure 2. In this image, occupants are moving on a model that used an imported floor plan image.Figure 2: An example of the 3D ResultsIn addition to 3D visualization, Pathfinder also provides output in the form of 2D time history plots of CSV (comma separated values) out files and a text summary of room clearing times and doorway flow rates. An example time history plot can be seen in Figure 3. This plot shows the number of occupants in various rooms.Figure 3: An example time history graphModel RepresentationThe movement environment is a 3D triangulated mesh designed to match the real dimensions of a building model. This movement mesh can be entered manually or automatically based on imported data (e.g. FDS geometry).Walls and other impassable areas are represented as gaps in the navigation mesh. These objects are not actually passed along to the simulator, but are represented implicitly because occupants cannot move in places where no navigation mesh has been created.Doors are represented as special navigation mesh edges. In all simulations, doors provide a mechanism for joining rooms and tracking occupant flow. Depending on the specific selection of simulation options, doors may also be used to explicitly control occupant flow.Stairways are also represented as special navigation mesh edges and triangles. Occupant movement speed is reduced to a factor of their level travel speed based on the incline of the stairway. Each stairway implicitly defines two doors. These doors function just like any other door in the simulator but are controlled via the stairway editor in the user interface to ensure that no geometric errors result from a mismatch between stairways and the connecting doors.Occupants are modeled as upright cylinders on the movement mesh and travel using an agent-based technique called inverse steering. Each occupant calculates movements independently and can be given a unique set of parameters (maximum speed, exit choice, 3D model, etc).Simulation ModesPathfinder supports two movement simulation modes. In "Steering" mode, doors do not act to limit the flow of occupants; instead, occupants use the steering system to maintain a reasonable separation distance. In SFPE mode, occupants make no attempt to avoid one another and are allowed to interpenetrate, but doors impose a flow limit and velocity is controlled by density.You can freely switch between the two modes within the Pathfinder user interface and compare answers. More information about both modes is provided in the Technical Reference manual.Limitations and Known IssuesPathfinder 2011 does not integrate results from a fire model or provide support for complex behaviors (e.g. family grouping).Dynamic geometry is only partially supported (e.g. elevators are supported, but opening/closing doors, escalators, trains, etc. are not).Elevators are supported in evacuation-only circumstances. They do not model a general-purpose elevator system.Simulator NameThe name Pathfinder has been used previously to describe an egress simulator. The original Pathfinder is a 2D egress simulator created and used internally by Rolf Jensen and Associates. While the original Pathfinder inspired some of the features of the new simulator, the simulator described in this manual does not use any of the code from the original Pathfinder software.Contact UsThunderhead Engineering403 Poyntz Avenue, Suite BManhattan, KS 66502-6081USASales Information: sales@Product Support: support@Phone and Fax: +1.785.770.85112.Pathfinder BasicsPathfinder provides three main views for working on evacuation models: the 2D View, 3D view, and Navigation View. These views represent your current model. If an object is added, removed, or selected in one view, the other views will simultaneously reflect the change. Each view is briefly described below.∙Navigation View:This view lists all objects in the model in a hierarchical format. It can be used to quickly locate and modify objects by name.∙3D View: This view shows a 3D representation of the current model. The model can be explored and modified using various tools.∙2D View: This view is very similar to the 3D View, but it provides an additional snapping grid and an orthographic view of the model.Navigation ViewThe Navigation View helps you quickly find objects and data that are notalways easily accessible from the 3D and 2D views.The Navigation View is arranged in four groups:1.The Imported geometry group stores items that were imported froman image or an FDS, PyroSim, or DXF model. These objects do notaffect the simulation but are carried through to help with resultsanalysis. They can also be used to automatically extract rooms.2.The Profiles group contains the occupant profiles that have beencreated using the Edit Profiles dialog.3.The Behaviors group contains user-defined scripts that telloccupants how to behave.4.The Occupants group contains every occupant in the model. Ifoccupants are added to the model using a tool that adds more thanone occupant at a time, they will be collected in a sub-group.5.The Elevators group contains evacuation elevators in the model.6.The Floors group defines the floors in the model, and each floor contains all geometry necessaryto create a movement mesh, including room, stairway, ramp, door, and exit definitions.The buttons directly above the Navigation View perform the following actions:Auto Expand Selection when an object (or occupant) in the 3D or 2D view is selected, this action will expand the groups of the Navigation View as needed to show the selected object.Collapse All collapses all expanded groups in the Navigation View.Expand All expands all groups in the Navigation View (including sub-groups)The Floor box above the view can be used to manage floors. Any time a room, stair, ramp, or door is created it is added to a floor group matching the current selection in the Floor box. Changing the selection in the Floor box will cause the newly selected floor to be shown and all other floors to be hidden. Also, the Z property for all drawing tools will automatically default to the height of the floor currently selected in the Floor box. The visibility of any object or group of objects can always be manually set using the right-click context menu. This technique is useful if you want to show two floors at the same time (e.g. when creating a stairway).3D and 2D ViewsThe 3D and 2D views as shown in Figure 4 are the main views in which drawing is performed in Pathfinder. Both views contain tools to draw egress geometry and navigate in a model. The main difference between the two views is that the 3D view allows the model to be viewed from any direction, whereas the 2D view only allows viewing from one, orthographic direction. In addition, the 3D view contains no snap grid, whereas the 2D view does. The 3D view is entered by selecting the perspective camera, , and the 2D view is entered by selecting one of the orthographic cameras, , , or .At the top of the view is several buttons that show different camera modes, display options, and navigation modes. The panel under this is known as the property panel and is a selection context-sensitive panel. If a drawing tool is selected, it will show properties that can used to help draw. If no drawing tool is selected, and an object or several objects are selected, this panel will show the properties relevant to the selection. The panel of buttons on the left shows the drawing tools. The small panel at the bottom displays messages relevant to the current tool.Figure 4: 3D and 2D viewsNavigating the 3D viewSeveral tools are provided for navigating through the model in the 3D view, including orbit, roam, pan, and zoom tools.The main navigation tool for the 3D view is the Orbit tool, . By left-clicking and dragging, the model is rotated about its center point. The scroll-wheel can be used to zoom in and out on a specific point. Holding SHIFT on the keyboard and then clicking and dragging will pan the camera, and holding ALT while dragging will zoom in and out.Another navigation tool in the 3D view is the Roam tool, . This tool allows the camera to move in and out of the model at will. Without holding any keyboard keys, dragging the mouse will cause the camera to rotate about the camera’s location. So dragging the mouse up will make the camera look up, and dragging it left and right makes it look left and right. Holding CTRL while dragging will make the camera move forward and backward in the XY plane, and holding ALT while dragging will make the camera move up and down along the Z axis. This tool has a higher learning curve but is the most flexible viewing tool because it allows the camera to be placed anywhere in the model.The other navigation tools include a pan/drag tool, which moves the camera left and right and up and down, a zoom tool, which zooms in and out of the model while click-dragging, and a zoom box tool, which allows a box to be drawn that specifies the zoom extents.Pathfinder can also be navigated while using the Selection/manipulation tool, . To Orbit the camera while in perspective view, use a right-click and drag combination. Similarly, use a middle-click and drag to Pan in perspective view.Navigating the 2D viewNavigation in the 2D view is simpler than in the 3D view. The selection tool not only allows objects to be selected if single-clicked, but it allows the view to be panned by middle or right-clicking and dragging, and the view to be zoomed by using the scroll wheel. The drag and zoom tools are also separated into separate tools for convenience.Resetting the viewAt any time, the camera can be reset by pressing CTRL+R on the keyboard, or selecting Reset All tool, . This will cause the entire model to be visible in the current view. For all navigation tools but the Roam tool, reset will make the camera look down the negative Z axis at the model. For the roam tool, however, reset will make the camera look down the negative Y axis at the model.The camera can also be reset to the current selection at any time by pressing CTRL+E. This will cause the camera to zoom in on the selected objects and the orbit tool to rotate about the center of their bounding sphere.Filling the viewVery similar to resetting the camera, the view can be fit by pressing F on the keyboard or selecting the Fit View tool, . The difference between the Fill View and Reset All tools is that filling the screen does not change the view angle of the camera. Instead the camera will recenter/rezoom to fit the screen.Drawing in the 3D and 2D viewsDrawing can be performed in both the 3D view and the top 2D view. The 3D view allows the user to see the model from any angle, but most tools restrict drawing in the XY plane. The top view completely restricts drawing to the XY plane, but it also displays an optional snap grid. The snap grid size can be set under Edit snap grid spacing in the View menu, and it can be turned off by deselecting Show Snap Grid in the View menu.Drawing is performed in one of the two following modes:∙Normal Mode: Single-click a drawing tool button on the left side of the view. Draw the object using the instructions in the appropriate section of the manual. When the object has beencompleted, the drawn object(s) will be selected and the view will revert to the previousnavigation tool.∙Sticky Mode: Double-click a drawing tool’s button on the left panel before beginning to draw.When the object is completed, the same drawing tool will remain selected and more objects can be drawn with the tool. To escape this mode, press ESC on the keyboard, and the previousnavigation tool will be selected. A green dot on the tool’s icon indicates that the tool iscurrently in sticky mode. Single-clicking the tool’s icon again will turn off sticky mode but keep the tool selected.At any time while drawing, the user can press escape, which causes the current object to be cancelled and the previous navigation tool to be selected.For each tool there are often two ways to create its object. One way is to draw the object graphically using the mouse and keyboard. The other is to interactively create the object by typing information such as coordinates, widths, etc. in the tool’s property panel. The property panel will update the graphical preview immediately to reflect changes in the input. This allows fine-grained control in creating the object. The individual drawing tools are discussed in Creating Movement Space.View OptionsPathfinder provides a variety of view options for displaying both navigation geometry and imported geometry that can also aid with drawing. This includes options for rendering geometry, displaying agents, coloring rooms, and setting the transparency of rooms.Render OptionsIn the toolbar above the properties window in the 2D and 3D views, there are a number of buttons as shown in Figure 5 that control how geometry is rendered.Figure 5: Render optionsFrom left to right, the buttons are Wireframe Rendering, Solid Rendering, Show Textures, Show Object Outlines, Smooth Lighting, Display Navigation Geometry, and Display Imported Geometry.∙Wireframe Rendering: displays imported 3D geometry as wireframe only. This option is mutually exclusive with the solid rendering option. It is useful for drawing doors in the 2D view when 3D geometry has been imported.∙Solid Rendering: displays imported 3D geometry filled in. This is selected by default.∙Show Object Outlines: shows the outlines of 3D imported geometry. This is similar to showing the wireframe and solid versions at the same time.∙Smooth Lighting: uses a more realistic shading model to show all geometry. This may be a little slower to render on older graphics cards.∙Display Navigation Geometry: This toggles the visibility of all the navigation geometry. It does not affect anything else (including imported geometry and occupants).∙Display Imported Geometry: This toggles the visibility of all imported 3D geometry.Occupant DisplayOccupants can be displayed using a number of options. They can be viewed as simple shapes, including disks and cylinders. They can also be displayed as the artist’s mannequin or as their respective human avatars specified in their profiles. These options are available under View menu and Agents submenu.Coloring RoomsRooms can be colored in a variety of ways. All coloring options are available under the View menu and Color Rooms submenu. The default option is to display each room with a unique color. They can also be colored by occupant density, which means that rooms with a greater concentration of agents will be colored redder, and rooms with a lesser concentration will be colored bluer. The last option is to use a mixed mode. In this mode, the rooms are only colored by concentration if they contain agents; otherwise, they are colored with their unique colors.Room OpacitySometimes it is useful to be able to see through rooms and stairways, such as when drawing on top of an imported background image. To change the opacity of a set of components, select them and in the property panel, change the opacity. Opacity settings will carry through to 3D results visualization.Model Organization with GroupsThe main method of organization in Pathfinder is to use groups. In every model there are already some implicit groups that cannot be modified, including Imported Geometry, Profiles, Behaviors, Occupants, Elevators, and Floors as shown in Figure 6. Sub-groups can be created to further organize the model as discussed in the following sections.Figure 6: Predefined groupsCreating sub-groupsSub-groups can be created under Imported Geometry, Occupants, Elevators, and Floors (floors are discussed in the section, Floors). Groups can also be created in other sub-groups. To create a new group, right click the desired parent group in the navigation view and select New Group… or select New Group… from the Model menu. A dialog will display allowing the user to select the parent group (which will automatically be selected if performed from the right-click menu) and a name for the new group. Click “OK” to create the new group.Changing groupsAn object can be moved from one group to another at any time. To change an object’s group, drag the object to the desired group in the Navigation View or right click the object and select Change Group…. This will show a dialog that will allow the user to choose the new group. The options shown for the new group will only be valid groups for which the group can be changed. Select “OK” to change the group.3.Creating Movement SpacePathfinder is built on the idea of creating floor space on which occupants can walk. Every navigation component drawn in Pathfinder is some piece of flooring that can be travelled on, which can range from floors, to doorways, to stairs. Obstructions exist as holes in the floor.The main egress components include rooms, which are empty floor spaces bounded by walls, doors, which connect rooms on the same level, stairs/ramps, which connect rooms on different levels, and elevators, which connect multiple levels. Rooms can have any polygonal shape, and can never overlap on the same level. Doors can be either thick if they are occupying a doorway (the area between two rooms) or thin if they are simply connecting two touching rooms. Stairs/ramps are always rectangular and implicitly contain a thin door on each end to connect the adjacent rooms. Elevators can be any shape and can travel in any direction.To organize egress components, Pathfinder provides the concept of floors, which group together components at different Z locations.FloorsFloors are the primary method of organization in Pathfinder. At their most basic level, they are simply groups in which rooms, doors, stairs, ramps, and exits can be placed, but they also control the drawing plane for most tools and filtering of imported geometry.In every Pathfinder model, at least one floor must exist, and at any given time, there is one active floor. Whenever any navigation object is drawn, it will either be placed in the active floor or a subgroup of the active floor.By default when a new model is started, there is one floor at Z=0, and additional floors are either created automatically depending on where the geometry is drawn or manually created. In addition, new navigation components are automatically sorted into the appropriate floor when drawn.Automatically creating floorsWhen nothing is selected in the model, the Floor Creation panel is shown, as in Figure 7. This panel controls the automatic creation of floors and automatic sorting of new objects into floors.∙Auto sort egress components– If this is checked, navigation components are automatically sorted into the appropriate floor when created or modified; if this is unchecked, new navigation components are placed in the group specified under New Egress Components and remain in this group until manually moved.∙Automatically create floors – If this is checked, floors are automatically created as navigation components are created and modified.∙Floor height – This specifies the height at which new floors are automatically created. If a navigation component is created or moved to a location that is at least this distance from theprevious floor, a new floor will be created at a multiple of this distance from the previous floor.。
烟气流动模拟分析软件-人员疏散能力模拟分析软件最新-消防安全评估软件
人员疏散能力模拟分析软件Pathfinder2018——Movement Group
消防安全评估软件烟气流动模拟分析软件PyroSim与人员疏散能力模拟分析Pathfinder.
正版软件原厂唯一认证连接:https:///pyrosim/pyrosim-licensing/
正版校验原厂联系方式:电话:1-785-770-8511,邮箱************************.
原厂只授权国内1-2家正版销售商,以上网站可查询正版销售商(点开查看China and Hong Kong项),若不是以上商家售卖的软件则不是正版软件即盗版软件。
低于出厂价10700美金(72000+人民币)则为盗版软件.
北京仅一家为官方授权正版,以下为官网授权通知,可通过以上网站查证。
人员疏散能力模拟分析软件Pathfinder2018与2017年12月20日由Thunderhead Engineering公司发布,改款软件对疏散模拟进行了进一步的优化,在原有基础上对菜单及算法进行了优化,部分原有菜单增加了更细化的选项,模拟结果更加精确。
同时也增加了新的功能模块,最突出的为群组的组团疏散行为(Movement Group),该行为使指定的群组在疏散过程中组成为一个团队进行疏散,团队之间在疏散过程中相互等待,并且会生成一位领导(Leader),在疏散过程中群组跟随领导的行为,并且领导会等待每一个成员。
群组疏散只针对于具有相同行为,同区域的人员。
除此之外Pathfinder的数据库也丰富了许多,特别是对于人员的profile数据库。
消防应急预案模板软件有哪些
消防应急预案模板软件有哪些
在当今社会,消防安全备受重视,而消防应急预案的建立和执行是确保人员生
命和财产安全的重要措施。
为了提高消防预案编制的效率和质量,许多软件公司推出了各种消防应急预案模板软件。
下面对几种常见的消防应急预案模板软件进行简要介绍:
1.H3C消防预案模板软件: H3C公司是一家专业的IT解决方案提供
商,其消防预案模板软件提供了丰富的预案模板和灵活的编辑功能,用户可以根据自身需求进行定制化编辑,以满足不同场所的消防需求。
2.卓越消防预案软件:卓越公司推出的消防预案软件可以帮助用户快
速创建并管理消防预案,软件提供了多种消防预案模板,用户可以根据需要进行选择并进行修改,便于灵活应对各类突发情况。
3.消防系统一体化管理平台:一些综合性的消防系统管理软件也提供
了消防应急预案编辑功能,用户可以在管理平台中方便地创建和管理消防预案,并可以与系统其他功能相互关联,实现更高效的消防管理。
4.友望消防应急预案软件:友望公司的消防应急预案软件具有操作简
单、界面友好的特点,提供了多种消防预案模板可供选择,用户可以根据实际情况快速生成符合要求的消防预案。
总的来说,消防应急预案模板软件种类繁多,用户可以根据自身需要选择适合
的软件进行消防预案的编制和管理,提高消防安全水平,确保人员生命和财产安全。
常用疏散软件
常用的疏散模拟软件疏散模拟软件的发展十分迅速,疏散模型、算法都在不断地更新、完善。
目前,常用的疏散模拟软件有五种:(1)FDS + Evac,由芬兰VTT技术研究中心研发,FDS + Evac的运动计算模型采用Helbing的社会力模型。
软件将人员等价于有自驱动且有几何特性的粒子。
建筑内存在一个符合流体力学规律引导人员“流动”的虚拟流场,就如同在出口设置一台抽风机,吸引人员从建筑中流出来;软件不考虑人员的“再进入行”、“羊群行为”、“回避行为”(2)Building EXODUS,由英国格林威治大学研发,是一个模拟个人、行为和封闭区间的细节的计算机疏散模型。
模型包括了人与人之间、人与建筑之间和人与环境之间的互相作用。
它可以模拟大型建筑物中上千人规模的疏散并可包含火灾烟气影响因素。
在EXODUS中,空间和时间用二维空间网格和仿真时钟表示。
空间网格反映了建筑物的几何形状、出口位置、内部分区、障碍物等。
多层几何形状可以用由楼梯连接的多个网格组成,每一层放在独立的窗口中。
建筑平面图或用CAD产生的DXF文件,也可用交互工具提供,网格由节点和弧线组成,每一个节点代表一个小的空间,每一段弧代表节点之间的距离。
人员沿着弧线从一个节点到另外一个节点。
该软件由5个互相关联的子模型组成,它们是人员、移动、行为、毒性和危险子模型。
模型跟踪每一个人在建筑物中的移动轨迹,以及人们的模拟状态——或者疏散到安全地点,或者被火灾所伤害。
模型基于行为规则和个体属性,每一个人的前进和行为由一系列启发性规则决定。
行为子模型决定了人员对当前环境的响应,并将其决定传递给移动子模型。
行为子模型在两个层次起作用,即全局行为和局部行为,全局行为假设人员采用最近的可用疏散出口或者最熟悉的出口来逃生;局部行为可以模拟以下现象:决定人员对疏散警报的初始响应、冲突的解决、超越以及选择可能的绕行路径等。
这些都取决于人员的个体属性。
毒性子模型决定环境对人员的生理影响,考虑了毒性和物理危险,包括升高的温度、热辐射、C0、C02以及02含量等因素影响,并且估计了人员失去行动能力的时间;它采用‘毒性比例效果剂量’模型(FED),假设火灾危险的影响由接受到的剂量而不是暴露的浓度决定,并且累计暴露期间的比例。
人员应急疏散仿真工程软件Pathfinder从入门到精通
阅读感受
这本书的结构清晰,分为入门篇、提高篇和精通篇。这样的安排使得读者可 以根据自己的实际情况选择阅读的内容,既适合初学者快速入门,也适合有经验 的读者进一步提高。每一部分都配以实战练习,使读者能够在实践中深化理解。
阅读感受
在内容方面,书中详细介绍了Pathfinder软件的使用方法,包括其基本概念、 功能、原理等。同时,结合各阶段仿真模型实例详解,使读者能够更加深入地理 解软件的运用。书中还特别提到了薄墙19这个内容,对于我这样的初学者来说, 是一个很好的提醒和指导。
谢谢观看
精彩摘录
精彩摘录
《人员应急疏散仿真工程软件Pathfinder从入门到精通》精彩摘录 在当今社会,安全问题日益受到人们的。尤其是在建筑物内,当突发事件发 生时,如何快速、有效地疏散人群成为了一个重要的议题。《人员应急疏散仿真 工程软件Pathfinder从入门到精通》一书为我们提供了详尽的解决方案。
阅读感受
在阅读过程中,我深感这本书对于应急疏散工作的指导意义。通过学习 Pathfinder软件的使用,我们可以更加准确地模拟和预测人员疏散的情况,为应 急疏散工作提供科学的依据。书中介绍的实例应用也使我更加深入地理解了软件 的运用,对于我未来的工作具有很大的帮助。
阅读感受
《人员应急疏散仿真工程软件Pathfinder从入门到精通》是一本非常实用的 书籍。通过阅读这本书,我不仅掌握了Pathfinder软件的使用方法,还对人员疏 散工作有了更深入的理解。我相信这本书对于从事应急疏散工作的人员来说,是 一本不可或缺的参考书籍。对于其他对人员疏散感兴趣的读者来说,这本书也是 一个很好的学习资料。
目录分析
在入门篇中,目录详细列出了Pathfinder的基础知识,包括但不限于基本概 念、界面介绍、模型建立等。通过这些章节,读者可以建立起对Pathfinder的基 本认知,并开始构建自己的模拟场景。
疏散模拟软件STEPS与Pathfinder对比研究
疏散模拟软件STEPS与Pathfinder对比研究杜长宝1,2,3,朱国庆1,2,3,李俊毅1,2,3(1. 中国矿业大学安全工程学院,江苏徐州221116;2. 中国矿业大学煤矿瓦斯与火灾防治教育部重点实验室,江苏徐州221116;3. 中国矿业大学消防工程研究所,江苏徐州221116)摘要:为了解两款疏散模拟软件STEPS与Pathfinder的功能差异及适用范围,本文采用理论研究与实际模拟相结合的方法进行对比分析。
研究发现:STEPS软件采用元胞自动机(CA)模型,疏散规则简单,人员智能化程度低,疏散时人员行为特征与现实情况不完全相符,但路径决策系统很好地解决了上述问题,可以很真实地模拟常态下人员疏散;Pathfinder软件采用Agent-base模型,人员智能化程度高,个体可以回应环境刺激,人员可以轻松规避障碍物,人群中的个体行为特征丰富且与现实情况十分相符,但在出口选择上存在缺陷,只能选择前方的出口而忽略后方的出口,不能模拟常态下人员疏散。
分析得出Pathfinder模拟结果与真实情况相符程度更高,STEPS更适合模拟常态下人员疏散。
关键词:疏散;STEPS;元胞自动机;Pathfinder;Agent-baseComparative Study on Evacuation Simulation Software STEPS and PathfinderDU Chang-bao1,2,3, ZHU Guo-qing1,2,3,LI Jun-yi1,2,3(1 School of Safety Engineering, China University of Mining and Technology, Xuzhou Jiangsu 221116, China2 Ministry of Education Key Laboratory of Gas and Fire Control for Coal Mines, Xuzhou Jiangsu 221116, China3 Fire Research Institute, China University of Mining and Technology, Xuzhou Jiangsu 221116, China)Abstract: To know the different of two evacuation simulation software STEPS and Pathfinder in function and scope, this paper uses the analysis method of combining the theoretical research and practical simulation. Found that STEPS theory model is cellular automata (CA), its evacuation rules is simple and intelligence degree is low, the evacuation behavior is not completely consistent with reality, but path decision system solved the problems. In addition, STEPS can simulate the normal population. Pathfinder has a high intelligence degree, its individual can respond to environmental stimuli and also can easily avoid obstacles. Besides, the individual also has a rich attribute that strictly conform to the reality. But it has some flaws in door choice system, individuals can only choose the front direction ignoring the back, and can't simulate the normal evacuation. Finally, concluded that the intelligence degree of Pathfinder is high and its simulation results match the real better, STEPS is more suitable for simulating normal evacuation. Keywords: Evacuation, STEPS, Cellular Automata, Pathfinder, Agent-base1引言以往人员疏散的研究主要集中在对火灾现场的观察分析,对幸存者的访谈记录,对统计数据的拟合整理。
消防疏散平面图怎么画
消防疏散平面图怎么画导语:现在的商业场所,为了提高安全性,都需要在显著的标注疏散图。
商家如果不清楚如何绘制消防疏散图,可以从本篇文章获知答案。
利用专业的平面图绘制工具,你也可以画出合格的消防疏散图。
免费获取建筑平面布置图软件:/floorplan/疏散平面图用什么软件画?一般绘制消防疏散图,可以用纸笔等简单的工具手绘,也可以用Excel、Word 等平常的软件工具,当然也有专业的消防疏散图软件。
手绘麻烦,且需要绘画功底,而用软件绘制的好处就在于,方便快捷、而且专业准确。
今天就给大家介绍一款专业的消防疏散平面图制作软件——亿图图示。
亿图图示软件特色:1、丰富的背景样式:几十套背景样式供用户使用,且只需拖拽样式到画布即可替换背景。
2、无限量的图框:可以在画布中添加无限量的图框,大大满足用户的创作需求。
3、页面适应到绘画:画布可无限量之大,一键点击“页面适应到绘图”,软件即可自动剪切画布至绘图区域。
4、免费更新提醒:当软件有新的版本或模板更新时,软件可提醒用户进行更新操作。
5、软件咨询服务:在绘图过程中遇到操作难题,可在线与客服人员联系,并解决问题。
专业的消防疏散图制作软件——亿图图示亿图图示是一款功能齐全、符号丰富、使用简单的消防疏散图制作软件。
内置有全面丰富的消防疏散示意图符号,以及可编辑的免费模板与例子,帮助用户轻松快捷地绘制消防逃生示意图。
除消防疏散平面图制作工具以外,亿图图示还提供家居规划、办公室布局、花园设计、水暖管道规划等绘制工具。
具体来说,亿图图示在消防疏散图制作上有以下特点:•内置矢量的消防疏散示意图符号和建筑平面图图形,用户可直接拖放使用;•为用户提供免费的消防疏散图模板与实例作为参考;•支持高保真的图片、PDF、Word、HTML网页、SVG矢量图等的导出,打印、共享便利;•同时支持房屋平面图、家居规划、办公室布局、花园设计、水暖管道规划等,是一款多功能的平面设计软件。
配置需求Windows 7, 8, 10, XP, Vista, CitrixMac OSX 10.10+Linux Debian, Ubuntu, Fedora, CentOS, OpenSUSE, Mint, Knoppix, RedHat, Gentoo及更多全面丰富的消防疏散图符号消防疏散示意图的“警示”作用便是通过一系列清晰明显的符号来表现。
EASE EVAC 中文简介
四 重要资料索引
官方网站 试用版下载 案例下载
三 运行环境
Software and Hardware Requirements Minimum Software Requirements: • Microsoft Windows XP (Service Pack 3), Windows Vista (Service Pack 1) and Windows 7 • Adobe Acrobat Reader 4.0 (or later) • Microsoft .NET Framework v 2.0, which can be downloaded from here: /downloads/details.aspx?displaylang=en&FamilyID=0856eacb-4362-4 b0d-8edd-aab15c5e04f5 • Microsoft .NET Framework v 4.0, which can be downloaded from here: /downloads/details.aspx?displaylang=en&FamilyID=9CFB2D51-5FF4-4 491-B0E5-B386F32C0992 Minimum Hardware Requirements: • 1 GB RAM (2 GB or more recommended, especially for Vista and 7) • 1000 x 600 display resolution (1024 x 768 or higher recommended display resolution) • 1.5 GHz processor speed or higher • Multiple processors (cores) are supported and recommended
消防安全人员疏散软件的比较
人员疏散软件的比较一、人员疏散软件-Simulex1Simulex软件简介Simulex的开发公司是由苏格兰集成环境解决有限公司(Integrated Environmental Solutions Ltd)的Peter Thompson博士开发,用来模拟大量人员在多层建筑物中的疏散。
年费1000英镑,永久使用2600英镑,采用C++语言编制。
只能模拟在紧急情况下人员的疏散活动,不能模拟在建筑物正常运作情况下的人流运动。
2软件应用能力2.1疏散能力可以模拟大型、复杂几何形状、带有多个楼层和楼梯的建筑物,可以容纳上千人,用户可以看到在疏散过程中,每个人在建筑物中的任意一点、任意时刻的移动。
仿真结束后,会生成一个包含疏散过程详细信息的文本文件。
2.2场景设置Simulex把一个多层建筑物定义为一系列二维楼层平面图,这些楼层平面通过楼梯相连接。
从每一个楼层进入楼梯的出口要在楼层平面窗口和楼梯窗口都指定。
楼梯和楼层片面由“link”连接,在模型中将其位置放在出口的位置。
模型中的人员可以通过连接从楼层进入楼梯,反之亦然。
Simulex无内置制图工具,楼层平面图必须来自于CAD软件包,例如AutoCAD,CADD,或者QuickCAD。
平面图必须用标准的二维DXF文件格式存储。
2.3人群设定Simulex用三个圆来代表每一个人的平面面积,精确地模拟了实际的人员。
每一个被模拟的人由一个位于中间的不完全的圆圈,和两个稍小的、与中间的圆重叠的肩膀圆圈所组成,它们排列在不完全的圆圈两侧。
如下图所示simulex人群设定2.4楼梯及连接定义Simulex假设一个楼梯可以用二维线性走廊代替,三维螺旋形楼梯也被简化成二维直线形式。
对于连接的定义,用户需要在楼层平面和楼梯之间定义特定宽度的连接,以构造一栋建筑物的三维形式。
无论何时,只要楼层平面和楼梯之间有开口就需要一个连接,每一个连接都有宽度和位置。
2.5出口定义最终出口直线代表了建筑物中人员的最终目标,当一个人到达最终出口,就认为已经逃生。
pathfinder和pyrosim联用的原理
pathfinder和pyrosim联用的原理Pathfinder和PyroSim是两个与火灾模拟和建筑疏散模拟相关的软件,联合使用时可实现对建筑物内部火灾场景的仿真和分析。
以下是它们联合使用的基本原理:1.建筑模型创建:使用PyroSim软件创建建筑的三维模型。
PyroSim是一个基于Fire Dynamics Simulator(FDS)的图形用户界面,用于构建火灾模拟模型。
用户可以在PyroSim 中绘制建筑的几何形状、添加材料属性、定义火源和其他模拟参数。
2.火灾场景定义:在PyroSim中定义火灾场景的参数,包括火源的位置、火势、燃烧特性等。
PyroSim会将这些信息转化为FDS模型可以理解的输入文件。
3.仿真设置:设置PyroSim的仿真参数,如模拟的时间范围、时间步长等。
4.模拟导出:PyroSim将生成的FDS输入文件导出保存。
5.建筑疏散模拟:使用Pathfinder软件进行建筑疏散模拟。
Pathfinder是一款专业的人员疏散模拟软件,用于模拟人员在建筑内部的移动和疏散行为。
用户需要在Pathfinder中导入建筑的几何形状和相关信息。
6.路径规划和疏散分析:Pathfinder根据导入的建筑模型,考虑火灾场景中的烟气扩散、火源位置等因素,模拟人员在建筑内的移动路径和疏散行为。
这使用户能够评估在火灾条件下人员的疏散效果。
7.结果分析:Pathfinder生成关于疏散过程的详细报告和可视化结果,包括人员密度、疏散时间等指标。
总体来说,PyroSim和Pathfinder的联合使用允许工程师和设计者在火灾发生时评估建筑内的人员疏散情况,以优化建筑的安全性和逃生设计。
疏散、排烟及火灾风险模拟软件
疏散模拟软件目前国际上较为流行的常用疏散模拟软件一览表目前国内性能化防火设计项目中采用较多的疏散模型工具有SIMULEX、STEPS、BuildingEXODUS,以及日本避难安全检证法提供的水力模型等,下面简要对其进行介绍。
SIMULEX软件是由苏格兰集成环境解决有限公司(Integrated Environmental Solu-tions Ltd)的Peter Thompson博士开发,用来模拟大量人员在多层建筑物中的疏散。
可以运行于任何32位微软操作系统的基于intel的PC(win95/98/ME/2000),采用C++语言编制。
STEPS(Simulation of Transient Evacuation and Pedestrian Movements,瞬态疏散和步行者移动模拟)是一个三维疏散软件,由Mott MacDonald设计。
办公区、体育场馆、购物中心和地铁车站都是可以作为事例的地方,这些地方要求确保在正常情况下的简单运输,而在紧急情况下可以快速疏散。
在大而拥挤的地方,通过模拟所获得的最优化的人流可以提供一个更适宜的环境和更有效的消防安全设计。
STEPS与SIMULEX软件特点对比排烟模拟软件目前,世界各国的研究者建立了许多室内火灾区域模拟的模型,以CFAST、ASET、BR12、CCFM-VENTS、CFIRE-X、COMPBRN、HAVARD MARD4以及中国科学技术大学的FAC3等为典型代表。
常用的区域模型有ASET和ASET-B、HARVARD-V和FIRST、CFAST和HAZARD1模型。
其他区域排烟模型软件一栏表自从1983年Kumar首先建立火灾场模型以来,出现了许多场模拟的大型通用商业软件和火灾专用软件。
通用商业软件以PHOENICS、FLUENT、CFX、STAR-CD等为代表,都具有非常友好的用户界面形式和方便的前后处理系统。
用于火灾数值模拟的专用软件有瑞典Lund 大学的SOFIE、美国NIST开发的FDS和英国的JASMINE等,它们的特点是针对性较强。
STEPS软件介绍
STEPS软件介绍STEPS(全称为Space-Time Evolution of Pedestrian and Evacuation Dynamics)是一种用于模拟人行为和疏散行为的计算机软件。
它被广泛应用于交通规划、城市规划和社会科学研究等领域。
STEPS能够模拟人群在给定环境中的行为,并以三维视觉效果展示模拟结果。
下面将对STEPS的功能、应用和优势进行详细介绍。
首先,STEPS具备多种功能,使得它能够高度准确地模拟人类行为。
首先,STEPS可以模拟个体的感知能力,包括听觉、视觉和空间感知。
其次,STEPS可以模拟人们的决策制定过程,根据现实世界中的情况做出合理的行动选择。
第三,STEPS还可以模拟人们的运动能力,包括行走、奔跑和推挤等。
最后,STEPS还可以模拟人群聚集和分散的各种现象,如人群集聚、队列形成和疏散等。
其次,STEPS在许多领域中得到广泛应用。
首先,STEPS被广泛用于交通规划领域。
通过模拟人们的行为和移动方式,STEPS可以帮助规划师评估不同交通系统的效能,并优化交通网络。
其次,STEPS还可以用于城市规划领域。
通过模拟人群的空间分布和移动行为,STEPS可以帮助规划师设计出更人性化和高效的城市布局。
此外,STEPS还可以用于研究社会学现象,如人们对公共场所的利用和社会互动方式。
还可以用于研究紧急情况下的疏散行为,如火灾、地震和恐怖袭击等。
最后,STEPS具有许多优势,使其成为模拟人类行为的最佳选择。
首先,STEPS可以模拟复杂的人群行为,包括人群的聚集、分散和集体行动等。
这使得STEPS在研究城市规划和疏散行为等问题时非常有效。
其次,STEPS具有较高的准确性和可靠性。
通过模拟真实世界中的情况,STEPS可以准确地预测人群行为,并提供有用的数据和结果。
此外,STEPS还具有良好的可视化功能,可以以三维视觉效果展示模拟结果,使用户更直观地理解模拟过程。
最后,STEPS还具有较强的可扩展性和灵活性。
CAD中的火灾和安全逃生模拟
CAD中的火灾和安全逃生模拟CAD(计算机辅助设计)是一种广泛应用于建筑、工程和制造行业的软件工具。
在建筑设计中,火灾和安全逃生模拟是一个重要的因素。
本文将介绍如何利用CAD软件进行火灾和安全逃生模拟。
首先,我们需要准备CAD软件和相关插件或扩展。
目前市面上有许多CAD软件可供选择,比如AutoCAD、SketchUp等。
此外,一些专门用于火灾和安全模拟的软件也能提供更多的功能和选项。
在开始模拟之前,我们需要准备建筑模型。
在CAD软件中创建或导入建筑模型非常重要,因为它是模拟过程的基础。
我们可以使用CAD软件的绘图工具创建建筑结构,或者导入3D模型文件。
确保建筑模型的尺寸和比例准确。
接下来,我们需要添加火灾模拟元素。
CAD软件通常提供了各种元素和工具,用于模拟火灾。
我们可以在建筑模型中添加烟雾、火焰、燃烧物等元素,并设置它们的属性和行为。
通过调整这些元素的参数,我们可以模拟出不同类型和规模的火灾场景。
在进行火灾模拟时,考虑到建筑物内部的疏散路线和安全设施是非常重要的。
我们可以使用CAD软件的绘图工具创建疏散路线图,并标记出应急出口、疏散门、灭火装置等设施。
这将有助于模拟逃生过程,并评估建筑的安全性。
完成火灾和安全模拟后,我们可以使用CAD软件的动画功能生成模拟结果。
通过设置适当的参数和视图,我们可以观察火灾发展的过程,以及人员如何应对和逃生。
这将为建筑设计者和安全专家提供有关改进建筑安全性的宝贵信息。
此外,CAD软件也能帮助我们分析模拟结果。
通过对火灾发展过程的数据进行分析,我们可以评估建筑物内部的热量分布、逃生时间、逃生路径的通行能力等指标。
这将帮助我们确定建筑物中的安全隐患,并采取相应的措施。
总之,CAD软件在火灾和安全模拟中发挥着重要的作用。
通过使用CAD软件的各种工具和功能,我们可以创建建筑模型、添加火灾模拟元素、分析模拟结果等。
这将有助于建筑设计者和安全专家评估建筑的安全性,改进建筑设计和逃生预案,从而确保人们在火灾发生时能够尽快、安全地撤离。
Pathfinder疏散软件与元胞自动机模型对比
Pathfinder疏散软件与元胞自动机模型对比Pathfinder疏散软件与元胞自动机模型对比疏散是城市规划和建筑设计过程中一个重要的考虑因素。
在紧急情况下,疏散系统的效率可能会直接关系到人民的生命安全。
传统的疏散软件和元胞自动机模型是目前应用最广泛的两种疏散模型。
本文将对这两种模型进行对比,以帮助读者更好地理解它们的优劣势。
首先,我们来介绍一下Pathfinder疏散软件。
Pathfinder是一款由Thunderhead Engineering公司开发的商业疏散软件,用于模拟建筑物内的人员疏散过程。
它通过建立人员行为和建筑环境之间的关联模型,预测和优化疏散路径。
Pathfinder使用了一种基于离散事件仿真的方法,将人群分为不同的群体,每个群体都具有特定的行为特征,例如行走速度和避让偏好。
通过模拟人员的移动和交互,Pathfinder可以帮助用户分析和评估疏散效率,设计安全出口位置和通道。
相比之下,元胞自动机模型是一种不同的疏散模型。
元胞自动机模型是一种基于规则的离散动力学模型,可以通过简单的局部规则描述全局行为。
在疏散模型中,每个个体被视为一个元胞,其行为受到其周围邻近元胞的影响。
元胞自动机模型假设个体之间的交互是基于相邻元胞的状态,例如附近的密度和路径阻塞程度。
通过迭代更新每个元胞的状态,元胞自动机模型可以模拟整个疏散过程。
两种模型在疏散模拟中都具有一定的优势。
Pathfinder疏散软件具有可视化和交互性强的优点。
用户可以方便地在软件界面上设计建筑物和人员模型,并通过图形展示人员行动轨迹。
Pathfinder还提供了丰富的分析工具,用户可以根据实验结果调整模型参数和布局设计,来优化疏散路径。
此外,Pathfinder还可以模拟特殊情况下的人员行为,例如进退urbortunities,这在实际疏散过程中可能是关键因素。
然而,Pathfinder疏散软件也有一些局限性。
由于采用了离散事件仿真方法,Pathfinder对于复杂场景中大规模人员模型的模拟可能存在一定的计算复杂度。
常用人员疏散模拟软件疏散策略及适用性对比研究
常用人员疏散模拟软件疏散策略及适用性对比研究摘要:疏散模拟软件是现代社会重要的安全工具,能够预测人员在突发情况下的行为,制定最佳的疏散策略。
本文以常用的四种疏散模拟软件为研究对象,分析了它们提供的疏散策略及其适用性,从而为实际安全管理工作提供参考。
研究表明,不同的软件在给出疏散策略时所考虑的因素和方法不同,需要根据实际情况选择合适的软件,才能得出最优的结果。
同时,本文提出未来疏散模拟软件可以考虑更多的因素,如心理因素、气象条件等,以提高模拟结果的可靠性。
关键词:疏散模拟软件;疏散策略;适用性;心理因素;气象条件1.介绍由于人口数量的增加和城市化的加速,安全问题已经成为我们面临的重大挑战之一。
在火灾、地震等突发事件中,疏散是最关键的一环。
为了提高疏散效率和减少人员伤亡,疏散模拟软件应运而生。
疏散模拟软件可以在虚拟场景中模拟人员在紧急情况下的行为,从而帮助制定最佳的疏散策略。
目前市面上有许多种疏散模拟软件,为了使用软件能够更好地应对突发事件, 本文通过分析比较评估四种常用的疏散模拟软件,包括Simulex> Pedestrian Dynamics> Pathfinder 和FDS+Evac 软件,从策略和适用性角度入手,为实际安全管理工作提供参考。
2.疏散策略比较2.1 Simulex 软件Simulex软件采用基于规则的疏散策略,即根据人员离出口的距离、紧急性等因素判断其行动的优先级,并按优先级顺序疏散。
它考虑了人员的行动惯性,如最短路径、最小加速度和最小速度等。
研究表明,Simulex软件可以有效地模拟疏散过程, 具有较高的准确性和可靠性。
3.2 Pedestrian Dynamics 软件Pedestrian Dynamics软件采用基于群体行为的疏散策略,即预测人员在疏散过程中的互动行为,并根据环境的不同情况制定相应的疏散策略。
该软件可以考虑紧急情况下的应急反应和人员的协同行为,从而使得疏散效率更高。
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常用疏散软件This manuscript was revised by the office on December 10, 2020.常用的疏散模拟软件疏散模拟软件的发展十分迅速,疏散模型、算法都在不断地更新、完善。
目前,常用的疏散模拟软件有五种:(1)FDS + Evac,由芬兰VTT技术研究中心研发,FDS + Evac的运动计算模型采用Helbing的社会力模型。
软件将人员等价于有自驱动且有几何特性的粒子。
建筑内存在一个符合流体力学规律引导人员“流动”的虚拟流场,就如同在出口设置一台抽风机,吸引人员从建筑中流出来;软件不考虑人员的“再进入行”、“羊群行为”、“回避行为”(2)Building EXODUS,由英国格林威治大学研发,是一个模拟个人、行为和封闭区间的细节的计算机疏散模型。
模型包括了人与人之间、人与建筑之间和人与环境之间的互相作用。
它可以模拟大型建筑物中上千人规模的疏散并可包含火灾烟气影响因素。
在EXODUS中,空间和时间用二维空间网格和仿真时钟表示。
空间网格反映了建筑物的几何形状、出口位置、内部分区、障碍物等。
多层几何形状可以用由楼梯连接的多个网格组成,每一层放在独立的窗口中。
建筑平面图或用CAD产生的DXF文件,也可用交互工具提供,网格由节点和弧线组成,每一个节点代表一个小的空间,每一段弧代表节点之间的距离。
人员沿着弧线从一个节点到另外一个节点。
该软件由5个互相关联的子模型组成,它们是人员、移动、行为、毒性和危险子模型。
模型跟踪每一个人在建筑物中的移动轨迹,以及人们的模拟状态——或者疏散到安全地点,或者被火灾所伤害。
模型基于行为规则和个体属性,每一个人的前进和行为由一系列启发性规则决定。
行为子模型决定了人员对当前环境的响应,并将其决定传递给移动子模型。
行为子模型在两个层次起作用,即全局行为和局部行为,全局行为假设人员采用最近的可用疏散出口或者最熟悉的出口来逃生;局部行为可以模拟以下现象:决定人员对疏散警报的初始响应、冲突的解决、超越以及选择可能的绕行路径等。
这些都取决于人员的个体属性。
毒性子模型决定环境对人员的生理影响,考虑了毒性和物理危险,包括升高的温度、热辐射、C0、C02以及02含量等因素影响,并且估计了人员失去行动能力的时间;它采用‘毒性比例效果剂量’模型(FED),假设火灾危险的影响由接受到的剂量而不是暴露的浓度决定,并且累计暴露期间的比例。
EXODUS建模可以采用实验数据或者从其他模型得到数值数据,允许CFAST计算数据导入到EXODUS中。
EXODUS模拟完毕后,可以使用数据分析工具来处理数据输出文件。
另外,提供了基于虚拟现实的后处理图形环境,提供疏散的三维动画演示。
(3)Pathfinder,由美国Thunderhead engineering公司研发,Pathfinder包含SFPE和steering两种人员运动模式。
SFPE模式中,通过空间密度确定人员运动速度,人员会寻找最近的出口且相互之间不影响;steering模式根据路径规划、指导机制、碰撞处理相结合控制人员运动,如果人员之间的距离和最近点的路径超过阀值,可以再生新的路径,以适应新的形势(4)Simulex,软件最先是由英国Edinburgh大学设计,后来由苏格兰的Peter Thompson博士继续发展的人员疏散模拟软件,可以用来模拟大量人员在多层建筑物中的疏散过程。
该软件可以模拟大型、复杂几何形状、带有多个楼层和楼梯的建筑物,可以接受CAD生成的定义单个楼层的文件;可以容纳上千人,用户可以看到在疏散过程中,每个人在建筑中的任意一点、任意时刻的移动。
模拟结束后,会生成一个包含疏散过程详细信息的文本文件。
SIMULEX把一个多层建筑定义为一系列二维楼层平面图,它们通过楼梯连接;用三个圆代表每一个人的平面形状,精确地模拟了实际的人员。
SIMULEX的移动特性基于对每一个人穿过建筑物空间时的精确模拟。
模拟了的移动类型包括:正常不受阻碍的行走,由于与其他人接近造成的速度降低、行走超越、身体的旋转和障碍避让。
SIMULEX还模拟了最近路径出口选择机制,而心理影响因素和烟气影响因素将是模型将要进一步发展的一部分。
由于SIMULEX软件的易用性以及它能够较为真实地反映出疏散过程中可能出现的各种情况,已经被越来越多地应用于实际工程中。
(5)STEPS,由英国Mott MacDonald公司研发的一款基于元胞自动机的疏散软件,模型假定人员总是沿着最短路径的单元格行走,人员可以设置许多属性参数,如耐心等级、适应性、个体特征、对环境的熟悉程度、从众程度等;软件可以应用动态决策系统在疏散过程中改变条件,如出口的可用性和人员的出口选择等疏散软件的适用范围不同疏散模拟软件的适用的范围存在区别,上述疏散软件的适用范围如表3所示。
STEPS软件是由英国Mott MacDonaId公司开发的一个三维疏散软件,可以模拟办公区、体育场馆、购物中心和地铁车站等场所,这些场所要求确保在正常情况下的交通,而在紧急情况下可以快速疏散。
在大而拥挤的地方,通过模拟所获得的最优化人流,可以为建筑消防设计提供一个更适宜的环境和更有效的安全疏散设计方案。
目前,STEPS已经被应用于加拿大埃得蒙顿机场、印度德里地铁、美国明尼阿波利斯LRT、英国生命国际中心和伦敦希思罗机场第五出口铁路/地铁。
通过与NFPA基于建筑法规标准的设计作比较,STEPS的有效性已经得到验证。
1.2.4 STEPS软件简介STEPS 的设计是用来预测建筑群内人群在正常及紧急情况下的疏散,这些建筑群是指类似地下车站或者办公大楼的地方。
STEPS具有很大的灵活性,它可以分配具有不同属性的人员,给予他们各自的耐心等级和适应性等心理影响因素;也可以指定年龄、尺寸和性别。
同时,它还考虑了人员对建筑物的熟悉性,它也将影响疏散人员的个体行为。
其中,耐心等级决定了当出口附近的人群拥挤时,人员是继续排队等候,还是动态转向另一个最近的出口。
STEPS也很独特,它具有在疏散过程中改变条件的能力—像日常生活中发生的那样。
烟气可能封闭特定的出口,紧急设施可能开始向人群服务,并且人员在不同的时间从不同的区域开始疏散。
模拟一开始,人群首先依照他们预置的特性进行行动,影响人员行为的因素与现实生活相同—人们向相反的方向移动、阻塞、减速以及排队。
当一个紧急情况产生,每个人的行程将因为从正常模式转到疏散模式而被重新设定,但是仍旧遵循他们的各自特性。
使用者可按照需要将模型平面界定为不同大小的网格系统。
目前STEPS模型中只允许每个人占据一个网格。
当开始计算时,STEPS会使用一种递归算法来寻找每一个网格与出口之间的距离。
STEPS与SIMULEX一样都属于用于人员疏散模拟计算的精细网格模型,都可以用于使用人数众多的多层建筑的疏散模拟分析。
这两个疏散软件各有特色,由于它们在各自擅长的领域的出众特点,它们在工程中的应用也越来越广泛。
STEPS与SIMULEX两种软件特点对比如表5-4-10所示。
选择对象1到达目标所需时间STEPS 认定该时间是人群到目标的距离 D 除以人群行走的速度 W:T Walk = D / WD 从目标潜力表中获得。
W 由用户指定。
2在目标处排队所需时间STEPS 计算该值是在紧急人群之前到达目标的人群数量 N,去除以这个数量的流速率 F。
T Queue = N / F NN是通过比较紧急人群与同一平面上其他人群的 T Walk 得到。
低 T Walk 的人群被认为是在紧急人群之前行走的。
F 由用户指定。
3行走时间的调整T Walk 参数给出了在目标处没有排队时的全部所需时间,因此,直接增加 T Walk 和 T Queue的值意味着延长人群到目标实际所需时间。
当人群实际没有到达队伍的尾端时,需要考虑步行时间的调整。
假定人们将聚集在目标的周围,以期占领单位中具有最低的潜力。
因此,如果我们有一个潜力命令清单,我们就可以找到潜在 D2 的人,只是在前面目前的 1 。
利用这一潜力,我们可以计算时间,将不会走到达到队列的尾端.假定一个人将围绕自己的目标以他最低的潜能占据最小的空间,因此我们需要有一个潜能排序表,这样就能找到具备 D2 这种潜能的人,这个人正好排在队伍的最前面。
利用这个潜能,我们可以不用通过找到队列的最后一个就能计算出准确的时间T Adjustment Walk = D2 / WW 由用户指定。
4实际行走时间我们现在可以计算到达队伍末端实际所需时间:T Real Time to Walk = T Walk –T Adjustment Walk5排队时间的调整T Queue 参数考虑了在紧急人群前到达目标时所有人消耗的时间。
然而,当人群对撞时会耗费时间(这会耗费 T Real Time to Walk),因此,我们有必要对排队时间进行调整。
STEPS 计算在 T Real Time to Walk 期间应该到达目标的人数 N2,然后按下式计算排队时需要调整的时间:T Adjustment Queue = N2 / F6实际排队时间我们现在就能按下式计算到达队伍的尾端实际所需时间:T Real Time to Queue = T Queue –T Adjustment Queue7耐性不同类型的人耐性不同,我们将目标处排队人的耐性按数字 0-1 进行定义,有耐性的人会在目标地点比没有耐性的人做更长时间的等待。
这个系数对排队时间计算的影响如下:C Adjust Queue = 1 –C Patience * (0.5 –Patience) / 0.5C Patience 是 0 与 1 之间的系数,用户在编辑决策对话框中直接定义。
根据不同类型人群对自己排队时间的估算,我们随后就能按下式计算他的实际排队时间:T Estimated Time to Queue = T Real Time to Queue * C Adjust Queue8最终分数目标处的最低分数是:T Total = T Real Time to Walk * C Walking + T Estimated Time to Queue * C QueuingC Walking 是一个系数在 0 与 1 之间,由用户直接在编辑决策过程对话框中定义。
C Queuing 是一个系数在 0 与 1 之间,由用户直接进入编辑决策过程对话框中定义。