397 research outputs found

    Real-time motion planning, navigation, and behavior for large crowds of virtual humans

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    Simulating crowds in real time is a challenging problem that touches many different aspects of Computer Graphics: rendering, animation, path planning, behavior, etc. Our work has mainly focused on two particular aspects of real-time crowds: motion planning and behavior. Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstacle avoidance. The difficulty to find a satisfying trade-off between efficiency and believability is particularly challenging, and prior techniques tend to focus on a single approach. We have developed two approaches to completely solve crowd motion planning in real time. The first one is a hybrid architecture able to handle the path planning of thousands of pedestrians in real time, while ensuring dynamic collision avoidance. The scalability of this architecture allows to interactively create and distribute regions of varied interest, where motion planning is ruled by different algorithms. Practically, regions of high interest are governed by a long-term potential field-based approach, while other zones exploit a graph of the environment and short-term avoidance techniques. Our architecture also ensures pedestrian motion continuity when switching between motion planning algorithms. Tests and comparisons show that our architecture is able to realistically plan motion for thousands of characters in real time, and in varied environments. Our second approach is based on the concept of motion patches [Lee et al., 2006], that we extend to densely populate large environments. We build a population from a set of blocks containing a pre-computed local crowd simulation. Each block is called a crowd patch. We address the problem of computing patches, assembling them to create virtual environments (VEs), and controlling their content to answer designers' needs. Our major contribution is to provide a drastic lowering of computation needs for simulating a virtual crowd at runtime. We can thus handle dense populations in large-scale environments with performances never reached so far. Our results illustrate the real-time population of a potentially infinite city with realistic and varied crowds interacting with each other and their environment. Enforcing intelligent autonomous behaviors in crowds is a difficult problem, for most algorithms are too computationally expensive to be exploited on large crowds. Our work has been focused on finding solutions that can simulate intelligent behaviors of characters, while remaining computationally inexpensive. We contribute to crowd behaviors by developing situation-based behaviors, i.e., behaviors triggered depending on the position of a pedestrian. We have also extended our crowd motion planning architecture with an algorithm able to simulate group behaviors, which much enhances the user perception of the watched scene

    A context-sensitive conceptual framework for activity modeling

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    Human motion trajectories, however captured, provide a rich spatiotemporal data source for human activity recognition, and the rich literature in motion trajectory analysis provides the tools to bridge the gap between this data and its semantic interpretation. But activity is an ambiguous term across research communities. For example, in urban transport research activities are generally characterized around certain locations assuming the opportunities and resources are present in that location, and traveling happens between these locations for activity participation, i.e., travel is not an activity, rather a mean to overcome spatial constraints. In contrast, in human-computer interaction (HCI) research and in computer vision research activities taking place along the way, such as reading on the bus, are significant for contextualized service provision. Similarly activities at coarser spatial and temporal granularity, e.g., holidaying in a country, could be recognized in some context or domain. Thus the context prevalent in the literature does not provide a precise and consistent definition of activity, in particular in differentiation to travel when it comes to motion trajectory analysis. Hence in this paper, a thorough literature review studies activity from different perspectives, and develop a common framework to model and reason human behavior flexibly across contexts. This spatio-temporal framework is conceptualized with a focus on modeling activities hierarchically. Three case studies will illustrate how the semantics of the term activity changes based on scale and context. They provide evidence that the framework holds over different domains. In turn, the framework will help developing various applications and services that are aware of the broad spectrum of the term activity across contexts

    Personal Wayfinding Assistance

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    We are traveling many different routes every day. In familiar environments it is easy for us to find our ways. We know our way from bedroom to kitchen, from home to work, from parking place to office, and back home at the end of the working day. We have learned these routes in the past and are now able to find our destination without having to think about it. As soon as we want to find a place beyond the demarcations of our mental map, we need help. In some cases we ask our friends to explain us the way, in other cases we use a map to find out about the place. Mobile phones are increasingly equipped with wayfinding assistance. These devices are usually at hand because they are handy and small, which enables us to get wayfinding assistance everywhere where we need it. While the small size of mobile phones makes them handy, it is a disadvantage for displaying maps. Geographic information requires space to be visualized in order to be understandable. Typically, not all information displayed in maps is necessary. An example are walking ways in parks for car drivers, they are they are usually no relevant route options. By not displaying irrelevant information, it is possible to compress the map without losing important information. To reduce information purposefully, we need information about the user, the task at hand, and the environment it is embedded in. In this cumulative dissertation, I describe an approach that utilizes the prior knowledge of the user to adapt maps to the to the limited display options of mobile devices with small displays. I focus on central questions that occur during wayfinding and relate them to the knowledge of the user. This enables the generation of personal and context-specific wayfinding assistance in the form of maps which are optimized for small displays. To achieve personalized assistance, I present algorithmic methods to derive spatial user profiles from trajectory data. The individual profiles contain information about the places users regularly visit, as well as the traveled routes between them. By means of these profiles it is possible to generate personalized maps for partially familiar environments. Only the unfamiliar parts of the environment are presented in detail, the familiar parts are highly simplified. This bears great potential to minimize the maps, while at the same time preserving the understandability by including personally meaningful places as references. To ensure the understandability of personalized maps, we have to make sure that the names of the places are adapted to users. In this thesis, we study the naming of places and analyze the potential to automatically select and generate place names. However, personalized maps only work for environments the users are partially familiar with. If users need assistance for unfamiliar environments, they require complete information. In this thesis, I further present approaches to support uses in typical situations which can occur during wayfinding. I present solutions to communicate context information and survey knowledge along the route, as well as methods to support self-localization in case orientation is lost

    Agora : unified framework for crowd simulation research

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    Crowd simulation focuses on modeling the movements and behaviors of large groups of people. This area of study has become increasingly important because of its several applications in various fields such as urban planning, safety, and entertainment. In each of these domains, the presence of virtual agents exhibiting realistic behavior greatly enhances the quality of the simulations. However, the inherently multifaceted and intricate nature of human behavior presents a unique challenge, necessitating the effective combination of multiple behavior models. This thesis introduces a novel theoretical framework for modeling human behavior in crowd simulations, addressing the unresolved issue of combining a plethora of behavior models, often developed in isolation. The proposed framework decomposes human behavior into fundamental driving stimuli, which are then represented graphically through the heatmap paradigm. Subsequently, the agent behavior is influenced by the heatmaps, which guide them toward attractive areas and steer them away from repulsive locations based on the encoded stimuli. A key advantage of this approach lies in the ability to combine heatmaps using well-defined color operations, effectively integrating different aspects of human behavior. Furthermore, the heatmap paradigm facilitates objective comparison of simulation output with real-world data, employing image similarity metrics to evaluate model accuracy. To realize this framework, the thesis presents a modular software architecture designed to support various tasks involved in crowd simulation, emphasizing the separation of concerns for each task. This architecture comprises a collection of abstract modules, which are subsequently implemented using appropriate software components to realize the underlying features, resulting in the Agora framework. To assess the ability of Agora to support the various tasks involved in crowd simulation, two case studies are implemented and analyzed. The first case study simulates tourists visiting Þingvellir national park in Iceland, examining how their behavior is influenced by the visibility of the surrounding environment. The second case study employs Agora to model the thermal and density comfort levels of virtual pedestrians in an urban setting. The results demonstrate that Agora successfully supports the development, combination, and evaluation of crowd simulation models against real-world data. The authoring process, assisted by Agora, is significantly more streamlined compared to its native counterpart. The integration of multiple models is achieved by combining the heatmaps, resulting in plausible behavior, and the model assessment is made convenient through the evaluator within the framework. The thesis concludes by discussing the implications of these findings for the field of crowd simulation, highlighting the contributions and potential future directions of the Agora framework.Mannfjöldahermun fæst við gerð líkana af hreyfingu og hegðun stórra hópa af fólki. Mikilvægi þessa rannsóknasviðs hefur vaxið stöðugt vegna hagnýtingar á margvíslegum vetvangi, eins og til dæmis á vetvangi borgarskipulags, öryggis og afþreyingar. Þegar sýndarmenni hegða sér á sannfærandi hátt, leiðir það til betri hermunar fyrir þessi notkunarsvið. En mannleg hegðun er í eðli sínu margbrotin og flókin og því er það sérstök áskorun við smíði sýndarmenna að sameina, með áhrifaríkum hætti, mörg mismunandi hegðunarlíkön. Þessi ritgerð kynnir nýja fræðilega umgjörð líkanasmíði mannlegrar hegðunar fyrir mannfjöldahermun, sem tekur á þeim óleysta vanda að sameina fjölda hegðunarlíkana, sem oft eru þróuð með aðskildum hætti. Umgjörðin brýtur mannlega hegðun niður í grundvallar drifáreiti, sem eru sett fram grafískt útfrá hugmyndafræði hitakorta. Sýndarmennin hegða sér síðan undir áhrifum frá hitakortunum, sem vísa þeim í áttina að aðlaðandi svæðum og stýra þeim burt frá fráhrindandi svæðum, útfrá hinu umritaða áreiti. Lykilkostur þessarar nálgunar er sá eiginleiki að geta blandað saman hitakortum með vel skilgreindum litaaðgerðum, sem eru þá í raun samþætting mismunandi hliða mannlegrar hegðunar. Hitakortshugmyndafræðin auðveldar ennfremur hlutlægan samanburð hermunarúttaks og raungagna með notkun myndsamanburðarmælinga, til að meta nákvæmni líkana. Varðandi útfærslu, þá kynnir þessi ritgerð einingadrifna hugbúnaðarhögun sem er hönnuð til að styðja við ýmsa ferla mannfjöldahermunar, með áherslu á aðskilnað helstu viðfangsefna hvers ferlis. Þessi högun inniheldur safn huglægra eininga, sem síðan eru útfærðar með viðeigandi hugbúnaðarhlutum, sem raungera undirliggjandi eiginleika. Útkoman er sjálf Agora umbjörðin. Tvö sýnidæmi eru útfærð og greind til að meta getu Agoru til að styðja við ýmis mannfjöldahermunarverkefni. Fyrra dæmið hermir eftir ferðamönnum sem heimsækja Þingvallaþjóðgarð, og skoðar hvernig hegðun þeirra verður fyrir áhrifum sýnileika umhverfisins sem umleikur þá. Seinna dæmið nýtir Agoru til að smíða líkan af hitauppstreymis- og þéttleikaþægindum hjá sýndarvegfarendum í borgarumhverfi. Niðurstöðurnar sýna góðan árangur Agoru við að styðja þróun, samþættingu og mat mannfjöldahermunarlíkana gagnvart raungögnum. Þróunarferlið er verulega þjálla með Agoru en með hefðbundnum aðferðum. Samþætting margra líkana tókst með blöndun hitakorta, möguleg hegðun var framkölluð og mat á líkönunum varð þægilegra með umgjörðinni. Ritgerðinni lýkur með því að fjalla um áhrif þessara niðurstaðna á svið mannfjöldahegðunar, með áherslu á nýstálegt framlag þessarar rannsóknar og mögulega framtíðarþróun Agora umgjarðarinnar

    Modular soft pneumatic actuator system design for compliance matching

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    The future of robotics is personal. Never before has technology been as pervasive as it is today, with advanced mobile electronics hardware and multi-level network connectivity pushing âsmartâ devices deeper into our daily lives through home automation systems, virtual assistants, and wearable activity monitoring. As the suite of personal technology around us continues to grow in this way, augmenting and offloading the burden of routine activities of daily living, the notion that this trend will extend to robotics seems inevitable. Transitioning robots from their current principal domain of industrial factory settings to domestic, workplace, or public environments is not simply a matter of relocation or reprogramming, however. The key differences between âtraditionalâ types of robots and those which would best serve personal, proximal, human interactive applications demand a new approach to their design. Chief among these are requirements for safety, adaptability, reliability, reconfigurability, and to a more practical extent, usability. These properties frame the context and objectives of my thesis work, which seeks to provide solutions and answers to not only how these features might be achieved in personal robotic systems, but as well what benefits they can afford. I approach the investigation of these questions from a perspective of compliance matching of hardware systems to their applications, by providing methods to achieve mechanical attributes complimentary to their environment and end-use. These features are fundamental to the burgeoning field of Soft Robotics, wherein flexible, compliant materials are used as the basis for the structure, actuation, sensing, and control of complete robotic systems. Combined with pressurized air as a power source, soft pneumatic actuator (SPA) based systems offers new and novel methods of exploiting the intrinsic compliance of soft material components in robotic systems. While this strategy seems to answer many of the needs for human-safe robotic applications, it also brings new questions and challenges: What are the needs and applications personal robots may best serve? Are soft pneumatic actuators capable of these tasks, or âusefulâ work output and performance? How can SPA based systems be applied to provide complex functionality needed for operation in diverse, real-world environments? What are the theoretical and practical challenges in implementing scalable, multiple degrees of freedom systems, and how can they be overcome? I present solutions to these problems in my thesis work, elucidated through scientific design, testing and evaluation of robotic prototypes which leverage and demonstrate three key features: 1) Intrinsic compliance: provided by passive elastic and flexible component material properties, 2) Extrinsic compliance: rendered through high number of independent, controllable degrees of freedom, and 3) Complementary design: exhibited by modular, plug and play architectures which combine both attributes to achieve compliant systems. Through these core projects and others listed below I have been engaged in soft robotic technology, its application, and solutions to the challenges which are critical to providing a path forward within the soft robotics field, as well as for the future of personal robotics as a whole toward creating a better society

    Director's Discretionary Fund Report for Fiscal Year 1997

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    This technical memorandum contains brief technical papers describing research and technology development programs sponsored by the Ames Research Center Director's Discretionary Fund during fiscal year 1997 (October 1996 through September 1997). Appendices provide administrative information for each of the sponsored research programs

    Mobile Robots Navigation

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    Mobile robots navigation includes different interrelated activities: (i) perception, as obtaining and interpreting sensory information; (ii) exploration, as the strategy that guides the robot to select the next direction to go; (iii) mapping, involving the construction of a spatial representation by using the sensory information perceived; (iv) localization, as the strategy to estimate the robot position within the spatial map; (v) path planning, as the strategy to find a path towards a goal location being optimal or not; and (vi) path execution, where motor actions are determined and adapted to environmental changes. The book addresses those activities by integrating results from the research work of several authors all over the world. Research cases are documented in 32 chapters organized within 7 categories next described
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