6,180 research outputs found

    Assessing the perceived realism of agent crowd behaviour within virtual urban environments using psychophysics

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    Inhabited virtual environments feature in a growing number of graphical applications. Simulated crowds are employed for different purposes; ranging from evaluation of evacuation procedures to driving interactable elements in video games. For many applications, it is important that the displayed crowd behaviour is perceptually plausible to the intended viewers. Crowd behaviour is inherently in flux, often depending upon many different variables such as location, situation and crowd composition. Researchers have, for a long time, attempted to understand and reason about crowd behaviour, going back as far as famous psychologists such as Gustave Le Bon and Sigmund Freud who applied theories of mob psychology with varying results. Since then, various other methods have been tried, from articial intelligence to simple heuristics, for crowd simulation. Even though the research into methods for simulating crowds has a long history, evaluating such simulations has received less attention and, as this thesis will show, increased complexity and high-delity recreation of recorded behaviours does not guarantee improvement in the plausibility for a human observer. Actual crowd data is not always perceived more real than simulation, making it dicult to identify gold standards, or a ground truth. This thesis presents new work on the use of psychophysics for perceptual evaluation of crowd simulation in order to develop methods and metrics for tailoring crowd behaviour for target applications. Psychophysics itself is branch of psychology dedicated to studying the relationship between a given stimuli and how it is perceived. A three-stage methodology of analysis, synthesis and perception is employed in which crowd data is gathered from the analysis of real instances of crowd behaviour and then used to synthesise behavioural features for simulation before being perceptually evaluated using psychophysics. Perceptual thresholds are calculated based on the psychometric function and key congurations are identied that appear the most perceptually plausible to human viewers. The method is shown to be useful for the initial application and it is expected that it will be applicable to a wide range of simulation problems in which human perception and acceptance is the ultimate measure of success

    Assessing the perceived realism of agent grouping dynamics for adaptation and simulation

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    Virtual crowds are a prominent feature for a range of applications; from simulations for cultural heritage, to interactive elements in video games. A body of existing research seeks to develop and improve algorithms for crowd simulation, typically with a goal of achieving more realistic behaviours. For applications targeting human interaction however, what is judged as realistic crowd behaviour can be subjective, leading to situations where actual crowd data is not always perceived to be more real than simulation, making it difficult to identify a ground truth. We present a novel method using psychophysics to assess the perceived realism of behavioural features with respect to virtual crowds. In this instance, a focus is given to the grouping dynamics feature, whereby crowd composition in terms of group frequency and density is evaluated through thirty-six conditions based on crowd data captured from three pedestrianised real-world locations. The study, conducted with seventy-eight healthy participants, allowed for the calculation of perceptual thresholds, with configurations identified that appear most real to human viewers. The majority of these configurations correlate with the values extracted from the crowd data, with results suggesting that viewers have more perceptual flexibility when group frequency and density are increased, rather than decreased.</p

    Perceived Realism of Pedestrian Crowds Trajectories in VR

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    Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism

    Multi-agent geo-simulation of crowds and control forces in conflict situations : models, application and analysis

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    Peu de modèles et de simulations qui décrivent les comportements de foule en situations de conflit impliquant des forces de l’ordre et des armes non-létales (NLW) existent. Ce mémoire présente des modèles d’agents de la foule et des forces de l’ordre ainsi que des NLWs dans des situations de conflit. Des groupes ainsi que leurs interactions et actions collectives sont explicitement modélisés, ce qui repousse les approches de simulation de foule existantes. Les agents sont caractérisés par des profils d’appréciation de l’agressivité et ils peuvent changer leurs comportements en relation avec la Théorie de l’identité sociale. Un logiciel a été développé et les modèles ont été calibrés avec des scénarios réalistes. Il a démontré la faisabilité technique de modèles sociaux aussi complexes pour des foules de centaines d’agents, en plus de générer des données pour évaluer l’efficacité des techniques d’intervention.Few models and simulations that describe crowd behaviour in conflict situations involving control forces and non-lethal weapons (NLW) exist. This thesis presents models for crowd agents, control forces, and NLWs in crowd control situations. Groups as well as their interactions and collective actions are explicitly modelled, which pushes further currently existing crowd simulation approaches. Agents are characterized by appreciation of aggressiveness profiles and they can change their behaviours in relation with the Social Identity theory. A software application was developed and the models were calibrated with realistic scenarios. It demonstrated the technical feasibility of such complex social models for crowds of hundreds of agents, as well generating data to assess the efficiency of intervention techniques

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Urban tourism crowding dynamics: Carrying capacity and digital twinning

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    The increase in tourism activity globally has led to overcrowding, causing damage to local ecosystems and degradation of the tourism experience. To plan tourist activity it is necessary to define adequate indicators and understand the dynamics of tourist crowds. The main goals of this dissertation are the development of (1) an algorithm for assessing spatially fine-grained, physical carrying capacity (PCC) for a complex urban fabric, (2) an agent-based simulation model for the egress of participants in public open space tourism attraction events and (3) an agent-based simulation model using the PCC algorithm for tourism crowding stress analysis in urban fabric constrained scenarios. OpenStreetMap open-data was used throughout this research. The proposed PCC algorithm was tested in Santa Maria Maior parish in Lisbon that has a complex ancient urban fabric. The GAMA agent-based platform was used in the two simulation studies. The first compared two scenarios (normal and COVID-19) in three major public spaces in Lisbon and the second focused on the simulation of a real-time tourism crowding stress analysis scenario of visitors’ arrival at the Lisbon Cruise Terminal. The results show the proposed algorithm’s feasibility to determine the PCC of complex urban fabrics zones and its application as an initial reference value for the evaluation of real-time crowding stress, namely in simulations for assessing overtourism scenarios, both in public open spaces as in highly constrained urban fabrics.O aumento da atividade turística a nível global tem levado à superlotação, causando danos aos ecossistemas locais e degradação da experiência turística. Para planear a atividade turística é necessário definir indicadores adequados e entender as dinâmicas das multidões turísticas. Os principais objetivos desta dissertação são o desenvolvimento de (1) um algoritmo para avaliar a capacidade de carga física (CCF) de fino grão espacial para uma malha urbana complexa, (2) um modelo de simulação baseado em agentes para o escoamento de participantes em eventos de atração turística em espaços abertos e (3) um modelo de simulação baseado em agentes usando o algoritmo de CCF para análise do stress de aglomeração de turistas em cenários de malha urbana restritiva. Os dados abertos do OpenStreetMap foram usados nesta investigação. O algoritmo CCF proposto foi testado na freguesia de Santa Maria Maior, em Lisboa, que tem uma malha urbana antiga e complexo. A plataforma GAMA baseada em agentes foi usada nos dois estudos de simulação. O primeiro comparou dois cenários (normal e COVID-19) em três grandes espaços públicos de Lisboa e o segundo analisou o stress de aglomeração causado pela chegada de navios ao Terminal de Cruzeiros de Lisboa. Os resultados mostram a viabilidade do algoritmo proposto para determinar a CCF de zonas com tecidos urbanos complexos e a sua aplicação como valor de referência inicial para a avaliação do stress de superlotação em tempo real, nomeadamente na avaliação de cenários de aglomeração turística excessiva, tanto em espaços abertos, como em malhas urbanas intrincadas
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