154 research outputs found

    A Coupled SFM-ASCRIBE Model To Investigate the Influence of Emotions and Collective Behavior in Homogeneous and Heterogeneous Crowds

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    The understanding of crowd behavior dynamics holds immense significance in ensuring public safety across a range of situations, including emergency evacuations and large-scale events. Our research focuses on two primary objectives: investigating the impact of emotions on crowd movement and gaining valuable insights into collective behavior within crowds. To achieve this, we present a coupled model, incorporating an enhanced ASCRIBE model with an agent displacement model. We introduce heterogeneity into our model by incorporating specific mobility laws for different categories of panicked crowds, considering the influence of emotions on both speed and direction. Through numerical simulations, we analyze the model's parameters, observe the behavior of uniform crowds, and explore the collective dynamics within diverse crowds. By conducting comprehensive simulations and analyses, the findings from this study can contribute to the development of more effective crowd management strategies and emergency evacuation protocols

    The impact of animations in the perception of a simulated crowd

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    Simulating virtual crowds is an important challenge in many areas such as games and virtual reality applications. A lot of effort has been dedicated to improving pathfinding, collision avoidance, or decision making, to achieve more realistic human-like behavior. However, crowd simulation will be far from appearing realistic as long as virtual humans are limited to walking animations. Including animation variety could greatly enhance the plausibility of the populated environment. In this paper, we evaluated to what extend animation variety can affect the perceived level of realism of a crowd, regardless of the appearance of the virtual agents (bots vs. humanoids). The goal of this study is to provide recommendations for crowd animation and rendering when simulating crowds. Our results show that the perceived realism of the crowd trajectories and animations is significantly higher when using a variety of animations as opposed to simply having locomotion animations, but only if we render realistic humanoids. If we can only render agents as bots, then there is no much gain from having animation variety, in fact, it could potentially lower the perceived quality of the trajectories.Peer ReviewedPostprint (author's final draft

    A data-driven approach towards a realistic and generic crowd simulation framework

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    Jacob Sinclair studied and developed a data-driven approach towards a realistic and generic crowd simulation framework. He found that by using virtual reality and questionnaires, we can gather all types of real world data. He also found that an AI framework developed using all types of data can produce similar results to the real world. This AI framework has the potential to be used to improve areas such as emergency management and response, traffic control, building design, video games, etc

    A hybrid data gathering and agent based cognitive architecture for realistic crowd simulations

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    This paper proposes a realistic agent-based framework for crowd simulations that can encompass the input phase, the simulation process phase, and the output evaluation phase. In order to achieve this gathering, the three types of real-world data (physical, mental and visual) need to be considered. However, existing research has not used all the three data types to develop an agent-based framework since current data gathering methods are unable to collect all the three types. This paper introduces anew hybrid data gathering approach using a combination of virtual reality and questionnaires to gather all three data types. The data collected are incorporated into the simulation model to provide realism and flexibility. The performance of the framework is evaluated and benchmarked to prove the robustness and effectiveness of our framework. Various types of settings (self-set parameters and random parameters) are simulated to demonstrate that the framework can produce real-world like simulation

    Designing Agent-based Modeling in Dynamic Crowd Simulation for Stressful Environment

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    In recent years, modeling and simulation technologies have been gaining tremendous momentum in investigating crowd dynamics. Various simulation architectures have been developed and virtual environment representations have also been constructed for crowd simulations. To represent the behavior of a crowd, a number of behavior models have been proposed with different types of modeling approaches, such as flow-based models and agent-based models. Crowd models may also concern different aspects of a crowd. In modeling stress response, a method based on well-established theory of Generalized Adaptation Syndrome (GAS) has been developed to simulate the dynamic behavior of the crowd. However, there is still lacking of method to address the way virtual agent interacts with the instant changing behavior of the crowd during stressful events. This study were review current work on modelling stress and stress behavior models and extends it into the area of crowd simulation to simulate the behavior of the stress response of virtual agent during stressful events. It attempts to look into the solution of the problem and utilized a method based on the psychological theory of GAS to develop an algorithm for responsive virtual agent under stressful events by determining the dynamic behavior

    Designing agent-based modeling in dynamic crowd simulation for stressful environment

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    In recent years, modeling and simulation technologies have been gaining tremendous momentum in investigating crowd dynamics.Various simulation architectures have been developed and virtual environment representations have also been constructed for crowd simulations.To represent the behavior of a crowd, a number of behavior models have been proposed with different types of modeling approaches, such as flow-based models and agent-based models.Crowd models may also concern different aspects of a crowd. In modeling stress response, a method based on well-established theory of Generalized Adaptation Syndrome (GAS) has been developed to simulate the dynamic behavior of the crowd.However, there is still lacking of method to address the way virtual agent interacts with the instant changing behavior of the crowd during stressful events.This study were review current work on modelling stress and stress behavior models and extends it into the area of crowd simulation to simulate the behavior of the stress response of virtual agent during stressful events.It attempts to look into the solution of the problem and utilized a method based on the psychological theory of GAS to develop an algorithm for responsive virtual agent under stressful events by determining the dynamic behavior

    From audiences to mobs : crowd simulation with psychological factors

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    Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.Thesis (Ph. D.) -- Bilkent University, 2010.Includes bibliographical references leaves 90-101.Crowd simulation has a wide range of application areas such as biological and social modeling, military simulations, computer games and movies. Simulating the behavior of animated virtual crowds has been a challenging task for the computer graphics community. As well as the physical and the geometrical aspects, the semantics underlying the motion of real crowds inspire the design and implementation of virtual crowds. Psychology helps us understand the motivations of the individuals constituting a crowd. There has been extensive research on incorporating psychological models into the simulation of autonomous agents. However, in our study, instead of the psychological state of an individual agent as such, we are interested in the overall behavior of the crowd that consists of virtual humans with various psychological states. For this purpose, we incorporate the three basic constituents of affect: personality, emotion and mood. Each of these elements contribute variably to the emergence of different aspects of behavior. We thus examine, by changing the parameters, how groups of people with different characteristics interact with each other, and accordingly, how the global crowd behavior is influenced. In the social psychology literature, crowds are classified as mobs and audiences. Audiences are passive crowds whereas mobs are active crowds with emotional, irrational and seemingly homogeneous behavior. In this thesis, we examine how audiences turn into mobs and simulate the common properties of mobs to create collective misbehavior. So far, crowd simulation research has focused on panicking crowds among all types of mobs. We extend the state of the art to simulate different types of mobs based on the taxonomy. We demonstrate various scenarios that realize the behavior of distinct mob types. Our model is built on top of an existing crowd simulation system, HiDAC (High-Density Autonomous Crowds). HiDAC provides us with the physical and low-level psychological features of crowds. The user normally sets these parameters to model the non-uniformity and diversity of the crowd. In our work, we free the user of the tedious task of low-level parameter tuning, and combine all these behaviors in distinct psychological factors. We present the results of our experiments on whether the incorporation of a personality model into HiDAC was perceived as intended.Durupınar, FundaPh.D

    Walking with virtual humans : understanding human response to virtual humanoids' appearance and behaviour while navigating in immersive VR

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    In this thesis, we present a set of studies whose results have allowed us to analyze how to improve the realism, navigation, and behaviour of the avatars in an immersive virtual reality environment. In our simulations, participants must perform a series of tasks and we have analyzed perceptual and behavioural data. The results of the studies have allowed us to deduce what improvements are needed to be incorporated to the original simulations, in order to enhance the perception of realism, the navigation technique, the rendering of the avatars, their behaviour or their animations. The most reliable technique for simulating avatars’ behaviour in a virtual reality environment should be based on the study of how humans behave within the environment. For this purpose, it is necessary to build virtual environments where participants can navigate safely and comfortably with a proper metaphor and, if the environment is populated with avatars, simulate their behaviour accurately. All these aspects together will make the participants behave in a way that is closer to how they would behave in the real world. Besides, the integration of these concepts could provide an ideal platform to develop different types of applications with and without collaborative virtual reality such as emergency simulations, teaching, architecture, or designing. In the first contribution of this thesis, we carried out an experiment to study human decision making during an evacuation. We were interested to evaluate to what extent the behaviour of a virtual crowd can affect individuals' decisions. From the second contribution, in which we studied the perception of realism with bots and humans performing just locomotion or varied animations, we can conclude that the combination of having human-like avatars with animation variety can increase the overall realism of a crowd simulation, trajectories and animation. The preliminary study presented in the third contribution of this thesis showed that realistic rendering of the environment and the avatars do not appear to increase the perception of realism in the participants, which is consistent with works presented previously. The preliminary results in our walk-in-place contribution showed a seamless and natural transition between walk-in-place and normal walk. Our system provided a velocity mapping function that closely resembles natural walk. We observed through a pilot study that the system successfully reduces motion sickness and enhances immersion. Finally, the results of the contribution related to locomotion in collaborative virtual reality showed that animation synchronism and footstep sound of the avatars representing the participants do not seem to have a strong impact in terms of presence and feeling of avatar control. However, in our experiment, incorporating natural animations and footstep sound resulted in smaller clearance values in VR than previous work in the literature. The main objective of this thesis was to improve different factors related to virtual reality experiences to make the participants feel more comfortable in the virtual environment. These factors include the behaviour and appearance of the virtual avatars and the navigation through the simulated space in the experience. By increasing the realism of the avatars and facilitating navigation, high scores in presence are achieved during the simulations. This provides an ideal framework for developing collaborative virtual reality applications or emergency simulations that require participants to feel as if they were in real life.En aquesta tesi, es presenta un conjunt d'estudis els resultats dels quals ens han permès analitzar com millorar el realisme, la navegació i el comportament dels avatars en un entorn de realitat virtual immersiu. En les nostres simulacions, els participants han de realitzar una sèrie de tasques i hem analitzat dades perceptives i de comportament mentre les feien. Els resultats dels estudis ens han permès deduir quines millores són necessàries per a ser incorporades a les simulacions originals, amb la finalitat de millorar la percepció del realisme, la tècnica de navegació, la representació dels avatars, el seu comportament o les seves animacions. La tècnica més fiable per simular el comportament dels avatars en un entorn de realitat virtual hauria de basar-se en l'estudi de com es comporten els humans dins de l¿entorn virtual. Per a aquest propòsit, és necessari construir entorns virtuals on els participants poden navegar amb seguretat i comoditat amb una metàfora adequada i, si l¿entorn està poblat amb avatars, simular el seu comportament amb precisió. Tots aquests aspectes junts fan que els participants es comportin d'una manera més pròxima a com es comportarien en el món real. A més, la integració d'aquests conceptes podria proporcionar una plataforma ideal per desenvolupar diferents tipus d'aplicacions amb i sense realitat virtual col·laborativa com simulacions d'emergència, ensenyament, arquitectura o disseny. En la primera contribució d'aquesta tesi, vam realitzar un experiment per estudiar la presa de decisions durant una evacuació. Estàvem interessats a avaluar en quina mesura el comportament d'una multitud virtual pot afectar les decisions dels participants. A partir de la segona contribució, en la qual estudiem la percepció del realisme amb robots i humans que realitzen només una animació de caminar o bé realitzen diverses animacions, vam arribar a la conclusió que la combinació de tenir avatars semblants als humans amb animacions variades pot augmentar la percepció del realisme general de la simulació de la multitud, les seves trajectòries i animacions. L'estudi preliminar presentat en la tercera contribució d'aquesta tesi va demostrar que la representació realista de l¿entorn i dels avatars no semblen augmentar la percepció del realisme en els participants, que és coherent amb treballs presentats anteriorment. Els resultats preliminars de la nostra contribució de walk-in-place van mostrar una transició suau i natural entre les metàfores de walk-in-place i caminar normal. El nostre sistema va proporcionar una funció de mapatge de velocitat que s'assembla molt al caminar natural. Hem observat a través d'un estudi pilot que el sistema redueix amb èxit el motion sickness i millora la immersió. Finalment, els resultats de la contribució relacionada amb locomoció en realitat virtual col·laborativa van mostrar que el sincronisme de l'animació i el so dels avatars que representen els participants no semblen tenir un fort impacte en termes de presència i sensació de control de l'avatar. No obstant això, en el nostre experiment, la incorporació d'animacions naturals i el so de passos va donar lloc a valors de clearance més petits en RV que treballs anteriors ja publicats. L'objectiu principal d'aquesta tesi ha estat millorar els diferents factors relacionats amb experiències de realitat virtual immersiva per fer que els participants se sentin més còmodes en l'entorn virtual. Aquests factors inclouen el comportament i l'aparença dels avatars i la navegació a través de l'entorn virtual. En augmentar el realisme dels avatars i facilitar la navegació, s'aconsegueixen altes puntuacions en presència durant les simulacions. Això proporciona un marc ideal per desenvolupar aplicacions col·laboratives de realitat virtual o simulacions d'emergència que requereixen que els participants se sentin com si estiguessin en la vida realPostprint (published version

    Using Q method and agent based modelling to understand hurricane evacuation decisions

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    A significant minority of at risk residents in the USA do not evacuate from an approaching hurricane when they are advised to by local authorities. This causes unnecessary deaths, injuries and suffering; a situation which is likely to intensify under predicted climate change. This thesis argues that non-evacuation is not fully understood as both the academic and policy framing of the decision to evacuate is centred around technical and socio-economic approaches which assume that risk is objective and “rational” people will evacuate if they have the material means to do so. This thesis argues that rationalities are differentiated and decision making is also a process which is influenced by members of a social network. Therefore there is a need for a more constructivist approach to get a deeper understanding of the subjectivity of hurricane evacuation. In this thesis, the theory of reasoned action is used as the framework of decision making as it highlights the importance of subjective attitudes and subjective norms on behaviour. A mixed methods case study of Hurricane Ike is used to analyse the evacuation of Galveston Island, Texas. Firstly a “Q” study was undertaken with 40 residents of Galveston, which unveiled four distinct subjective evacuation attitudes, demonstrating that people understand hurricane risk in different ways which impact on their decision to evacuate. The results of the Q study were then used to parameterise an agent based model, designed to investigate community level evacuation. The model showed that it is possible to explain island-level evacuation through the combination of subjective evacuation attitudes and subjective norms which can interact to produce emergent, or unpredicted behaviour. This thesis represents a fundamental challenge to positivist approaches and clearly demonstrates the value of a more constructivist approach to understanding hurricane evacuation based on subjective evacuation attitudes and subjective norms
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