35,294 research outputs found

    Data-driven crowd simulation

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    Our objective is to simulate entire cities with the most realistic possible scenario. This kind of systems require a lot of processing power, therefore we use hybrid computer clusters with graphics cards (GPUs). GPUs allow us to accelerate calculations and visualization

    Development of a Realistic Crowd Simulation Environment for Fine-grained Validation of People Tracking Methods

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    Generally, crowd datasets can be collected or generated from real or synthetic sources. Real data is generated by using infrastructure-based sensors (such as static cameras or other sensors). The use of simulation tools can significantly reduce the time required to generate scenario-specific crowd datasets, facilitate data-driven research, and next build functional machine learning models. The main goal of this work was to develop an extension of crowd simulation (named CrowdSim2) and prove its usability in the application of people-tracking algorithms. The simulator is developed using the very popular Unity 3D engine with particular emphasis on the aspects of realism in the environment, weather conditions, traffic, and the movement and models of individual agents. Finally, three methods of tracking were used to validate generated dataset: IOU-Tracker, Deep-Sort, and Deep-TAMA

    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

    Quantifying User Reputation Scores, Data Trustworthiness, and User Incentives in Mobile Crowd-Sensing

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    Ubiquity of mobile devices with rich sensory capabilities has given rise to the mobile crowd-sensing (MCS) concept, in which a central authority (the platform) and its participants (mobile users) work collaboratively to acquire sensory data over a wide geographic area. Recent research in MCS highlights the following facts: 1) a utility metric can be defined for both the platform and the users, quantifying the value received by either side; 2) incentivizing the users to participate is a non-trivial challenge; 3) correctness and truthfulness of the acquired data must be verified, because the users might provide incorrect or inaccurate data, whether due to malicious intent or malfunctioning devices; and 4) an intricate relationship exists among platform utility, user utility, user reputation, and data trustworthiness, suggesting a co-quantification of these inter-related metrics. In this paper, we study two existing approaches that quantify crowd-sensed data trustworthiness, based on statistical and vote-based user reputation scores. We introduce a new metric - collaborative reputation scores - to expand this definition. Our simulation results show that collaborative reputation scores can provide an effective alternative to the previously proposed metrics and are able to extend crowd sensing to applications that are driven by a centralized as well as decentralized control

    Towards agent-based crowd simulation in airports using games technology

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    We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour
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