On Sun, Jan 18, 2015 at 7:14 AM, Tom Pfeifer <t.pfei...@computer.org> wrote:
> Sorry but I'm sceptical about the scheme. It adds very little value > compared > to its own complexity. In particular the timing of the lights is highly > volatile > in modern cities, and it seems impossible to collect the ground truth as a > mapper just by observing them. I'm going to have to agree with this. What's the practical purpose of this schema? I the only thing I can come up with would be to recreate the system for a driving game of some realistic fashion, however, that seems to be more of something the game designer would need to implement on their own rather than expecting some overly baroque tagging model in a third-party database (ie, OSM) to sort out for them. The GPS navigation model doesn't really bring up a solid case for this, either (with the exception of turn lanes that prohibit turn on red and have their own signals, in which there's bound to be a simpler way to indicate the presence of left or right turn signals and whether or not they allow turn on red to give navigation systems finer grain control over cost assignment, ie, in the pacific northwest US model, a right turn would have the same penalty as a two-way stop, as would a left turn to a one-way street (since you can make a left on red arrow if it's to a one-way street in that part of the world, even from a two way), but all other left turns involving a left turn signal would "cost" more). I guess we're going to need a better idea of what this is trying to solve beyond just mapping for the sake of detail overkill (which I have nothing against, but let's not make things overly complex just for the sake of this).
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