26,042 research outputs found
Quantitative validation of PEDFLOW for description of unidirectional pedestrian dynamics
The results of a systematic quantitative validation of PEDFLOW based on the
experimental data from FZJ are presented. Unidirectional flow experiments,
totaling 28 different combinations with varying entry, corridor and exit
widths, were considered. The condition imposed on PEDFLOW was that all the
cases should be run with the same input parameters. The exit times and
fundamental diagrams for the measuring region were evaluated and compared. This
validation process led to modifications and enhancements of the model
underlying PEDFLOW. The preliminary conclusions indicate that the results agree
well for densities smaller than 3 m-2 and a good agreement is observed even at
high densities for the corridors with bcor = 2.4 m, and bcor = 3.0 m. For
densities between 1 and 2 m-2 the specific flow and velocities are
underpredicted by PEDFLOW.Comment: 6 pages, 3 figures, 1 Table, conference PED201
Attack on the clones: managing player perceptions of visual variety and believability in video game crowds
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a âclone spottingâ activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds
An information theory based behavioral model for agent-based crowd simulations
Crowds must be simulated believable in terms of their appearance and behavior to improve a virtual environmentâs realism. Due to the complex nature of human behavior, realistic behavior of agents in crowd simulations is still a challenging problem. In this paper, we propose a novel behavioral model which builds analytical maps to control agentsâ behavior adaptively with agent-crowd interaction formulations. We introduce information theoretical concepts to construct analytical maps automatically. Our model can be integrated into crowd simulators and enhance their behavioral complexity. We made comparative analyses
of the presented behavior model with measured crowd data and two agent-based crowd simulators
The Hughes model for pedestrian dynamics and congestion modelling
In this paper we present a numerical study of some variations of the Hughes
model for pedestrian flow under different types of congestion effects. The
general model consists of a coupled non-linear PDE system involving an eikonal
equation and a first order conservation law, and it intends to approximate the
flow of a large pedestrian group aiming to reach a target as fast as possible,
while taking into account the congestion of the crowd.
We propose an efficient semi-Lagrangian scheme (SL) to approximate the
solution of the PDE system and we investigate the macroscopic effects of
different penalization functions modelling the congestion phenomena.Comment: 6 page
From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups
Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games
Survey on Evaluation Methods for Dialogue Systems
In this paper we survey the methods and concepts developed for the evaluation
of dialogue systems. Evaluation is a crucial part during the development
process. Often, dialogue systems are evaluated by means of human evaluations
and questionnaires. However, this tends to be very cost and time intensive.
Thus, much work has been put into finding methods, which allow to reduce the
involvement of human labour. In this survey, we present the main concepts and
methods. For this, we differentiate between the various classes of dialogue
systems (task-oriented dialogue systems, conversational dialogue systems, and
question-answering dialogue systems). We cover each class by introducing the
main technologies developed for the dialogue systems and then by presenting the
evaluation methods regarding this class
10 simple rules to create a serious game, illustrated with examples from structural biology
Serious scientific games are games whose purpose is not only fun. In the
field of science, the serious goals include crucial activities for scientists:
outreach, teaching and research. The number of serious games is increasing
rapidly, in particular citizen science games, games that allow people to
produce and/or analyze scientific data. Interestingly, it is possible to build
a set of rules providing a guideline to create or improve serious games. We
present arguments gathered from our own experience ( Phylo , DocMolecules ,
HiRE-RNA contest and Pangu) as well as examples from the growing literature on
scientific serious games
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