4,175 research outputs found

    Humans do not always act selfishly: social identity and helping in emergency evacuation simulation

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    To monitor and predict the behaviour of a crowd, it is imperative that the technology used is based on an accurate understanding of crowd psychology. However, most simulations of evacuation scenarios rely on outdated assumptions about the way people behave or only consider the locomotion of pedestrian movement. We present a social model for pedestrian simulation based on self-categorisation processes during an emergency evacuation. We demonstrate the impact of this new model on the behaviour of pedestrians and on evacuation times. In addition to the Optimal Steps Model for locomotion, we add a realistic social model of collective behaviour

    Group emotion modelling and the use of middleware for virtual crowds in video-games

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    In this paper we discuss the use of crowd simulation in video-games to augment their realism. Using previous works on emotion modelling and virtual crowds we define a game world in an urban context. To achieve that, we explore a biologically inspired human emotion model, investigate the formation of groups in crowds, and examine the use of physics middleware for crowds. Furthermore, we assess the realism and computational performance of the proposed approach. Our system runs at interactive frame-rate and can generate large crowds which demonstrate complex behaviour

    Overview of crowd simulation in computer graphics

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    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added

    Agent Behaviour Simulator (ABS):a platform for urban behaviour development

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    Computer Graphics have become important for many applicationsand the quality of the produced images have greatly improved. Oneof the interesting remaining problems is the representation of densedynamic environments such as populated cities. Although recentlywe saw some successfulwork on the rendering such environments,the real?time simulation of virtual cities populated by thousands ofintelligent animated agents is still very challenging.In this paperwe describe a platformthat aims to accelerate the developmentof agent behaviours. The platform makes it easy to enterlocal rules and callbacks which govern the individual behaviours.It automatically performs the routine tasks such as collision detectionallowing the user to concentrate on defining the more involvedtasks. The platform is based on a 2D-grid with a four-layered structure.The two first layers are used to compute the collision detectionagainst the environment and other agents and the last two are usedfor more complex behaviours.A set of visualisation tools is incorporated that allows the testingof the real?time simulation. The choices made for the visualisationallow the user to better understand the way agents move inside theworld and how they take decisions, so that the user can evaluate ifit simulates the expected behaviour.Experimentation with the system has shown that behaviours inenvironments with thousands of agents can be developed and visualisedin effortlessly

    Pedestrian flows in bounded domains with obstacles

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    In this paper we systematically apply the mathematical structures by time-evolving measures developed in a previous work to the macroscopic modeling of pedestrian flows. We propose a discrete-time Eulerian model, in which the space occupancy by pedestrians is described via a sequence of Radon positive measures generated by a push-forward recursive relation. We assume that two fundamental aspects of pedestrian behavior rule the dynamics of the system: On the one hand, the will to reach specific targets, which determines the main direction of motion of the walkers; on the other hand, the tendency to avoid crowding, which introduces interactions among the individuals. The resulting model is able to reproduce several experimental evidences of pedestrian flows pointed out in the specialized literature, being at the same time much easier to handle, from both the analytical and the numerical point of view, than other models relying on nonlinear hyperbolic conservation laws. This makes it suitable to address two-dimensional applications of practical interest, chiefly the motion of pedestrians in complex domains scattered with obstacles.Comment: 25 pages, 9 figure

    System Issues in Multi-agent Simulation of Large Crowds

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    Crowd simulation is a complex and challenging domain. Crowds demonstrate many complex behaviours and are consequently difficult to model for realistic simulation systems. Analyzing crowd dynamics has been an active area of research and efforts have been made to develop models to explain crowd behaviour. In this paper we describe an agent based simulation of crowds, based on a continuous field force model. Our simulation can handle movement of crowds over complex terrains and we have been able to simulate scenarios like clogging of exits during emergency evacuation situations. The focus of this paper, however, is on the scalability issues for such a multi-agent based crowd simulation system. We believe that scalability is an important criterion for rescue simulation systems. To realistically model a disaster scenario for a large city, the system should ideally scale up to accommodate hundreds of thousands of agents. We discuss the attempts made so far to meet this challenge, and try to identify the architectural and system constraints that limit scalability. Thereafter we propose a novel technique which could be used to richly simulate huge crowds
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