1,183 research outputs found

    Pedestrian Evacuation: Vulnerable Group Member Influence on the Group Leaders’ Decision-Making and the Impact on Evacuation Time

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    As pedestrian evacuations of buildings, outdoor venues, and special events occur, dynamic interactions between pedestrians and vehicles during egress are possible. To model pedestrian and vehicle evacuations, simulation models have evolved to incorporate more realistic crowd characteristics and behaviors to provide improved results. Past studies using modeling and simulation, specifically agent-based modeling, have explored pedestrian behaviors such as decision-making, navigation within a virtual environment, group formations, intra-group interactions, inter-group dynamics, crowd behaviors such as queuing and herding, and pedestrianvehicle interactions. These studies have led to relevant insights helpful to improving the accuracy of evacuation times for normal and emergency egress for preparedness and management purposes. As evacuating crowds are composed of individual pedestrians and social or familial groups, this project contributes to the study of pedestrian evacuation by exploring the incorporation of a subgroup not often considered in this area. Vulnerable individuals, such as the physically disabled, elderly, and children, can change the decision-making dynamic of a group leader while evacuating to safety. Current agent-based simulation models explore the intra- and inter- action and the effects on evacuation times; however, the vulnerable group members\u27 influence is neglected. This project presents enhancements to pedestrian evacuations with vehicle interaction using an agent-based simulation model that includes the presence of vulnerable group members and their impact on decision-making and evacuation times. This project explores how changing behaviors due to the presence of vulnerable group members can collectively cause delays and increase evacuation times. Utilizing verification and validation methods, the credibility and reliability of the simulation model and its results are increased. The results show that the group leaders\u27 decision-making differs when leading a vulnerable group versus a non-vulnerable group. Also, evacuation times increase with increased percentages of vulnerable groups within an evacuating crowd. A simulation tool can be utilized by end-users to explore specific evacuation scenarios in preparation for upcoming events and glean insight into how evacuation times may vary with differing crowd population sizes and compositions. Including vulnerable pedestrians in simulation models for evacuations would improve output accuracy and ultimately improve event training and preparation for future evacuations

    Social aspects of collision avoidance: A detailed analysis of two-person groups and individual pedestrians

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    Pedestrian groups are commonly found in crowds but research on their social aspects is comparatively lacking. To fill that void in literature, we study the dynamics of collision avoidance between pedestrian groups (in particular dyads) and individual pedestrians in an ecological environment, focusing in particular on (i) how such avoidance depends on the group's social relation (e.g. colleagues, couples, friends or families) and (ii) its intensity of social interaction (indicated by conversation, gaze exchange, gestures etc). By analyzing relative collision avoidance in the ``center of mass'' frame, we were able to quantify how much groups and individuals avoid each other with respect to the aforementioned properties of the group. A mathematical representation using a potential energy function is proposed to model avoidance and it is shown to provide a fair approximation to the empirical observations. We also studied the probability that the individuals disrupt the group by ``passing through it'' (termed as intrusion). We analyzed the dependence of the parameters of the avoidance model and of the probability of intrusion on groups' social relation and intensity of interaction. We confirmed that the stronger social bonding or interaction intensity is, the more prominent collision avoidance turns out. We also confirmed that the probability of intrusion is a decreasing function of interaction intensity and strength of social bonding. Our results suggest that such variability should be accounted for in models and crowd management in general. Namely, public spaces with strongly bonded groups (e.g. a family-oriented amusement park) may require a different approach compared to public spaces with loosely bonded groups (e.g. a business-oriented trade fair).Comment: 25 pages, 15 figures, 3 table

    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

    Cruser Place Green Streets Plan

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    Combining green and complete street design techniques leads to multiple environmental, social and economic benefits that often enhance each other\u27s effectiveness. In urban areas confronting increased pressures of sea level rise, green streets, which incorporate landscaped features or vegetative areas to manage stormwater within the right of way, can be crucial pieces of pedestrian oriented urban design and multimodal planning frameworks that consider and plan for diverse, complementary transportation options. This plan works with the Colonial Place and Riverview Civic League as well as the Norfolk Preservation Collective to come up with green street design recommendations in order to strengthen pedestrian connections between three flood prone neighborhoods on the west side of Norfolk, Virginia. Integrating sustainable stormwater management with street design represents an opportunity to carve out new public spaces from auto oriented environments. Throughout, it is argued that streets are vital public spaces in themselves that serve important environmental functions

    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

    The Impact of Weather Conditions and Infrastructure Design on the Mobility of People with Impaired Vision

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    University of Minnesota M.S. thesis. July 2019. Major: Design. Advisor: Gordon Legge. 1 computer file (PDF); viii, 104 pages.Nineteen normally-sighted, low vision, and blind pedestrians provided self-reported effects of environmental, infrastructural, and social factors influencing outdoor mobility in the Minnesota’s Twin-Cities metropolitan area. Focus groups and interviews were conducted to gather data on challenges associated with year-round, independent outdoor navigation emphasizing winter pedestrian mobility. Study themes included weather pressures (e.g., precipitation, temperature), infrastructural/engineering features (e.g., street, sidewalk, intersection design and maintenance), and safety concerns related to motorists and obstacles. Results identify pedestrian hazard impacts on quality of life and behavioral adaptations visually-impaired pedestrians create to increase safety and efficiency during mobility. Conclusions prompt considerations for urban planners, engineers, community activists, and stakeholders concerning mobility issues for visually-impaired pedestrians. Recommendations are provided to promote equity and wellbeing in pedestrian mobility

    Interactive Motion Planning for Multi-agent Systems with Physics-based and Behavior Constraints

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    Man-made entities and humans rely on movement as an essential form of interaction with the world. Whether it is an autonomous vehicle navigating crowded roadways or a simulated pedestrian traversing a virtual world, each entity must compute safe, effective paths to achieve their goals. In addition, these entities, termed agents, are subject to unique physical and behavioral limitations within their environment. For example, vehicles have a finite physical turning radius and must obey behavioral constraints such as traffic signals and rules of the road. Effective motion planning algorithms for diverse agents must account for these physics-based and behavior constraints. In this dissertation, we present novel motion planning algorithms that account for constraints which physically limit the agent and impose behavioral limitations on the virtual agents. We describe representational approaches to capture specific physical constraints on the various agents and propose abstractions to model behavior constraints affecting them. We then describe algorithms to plan motions for agents who are subject to the modeled constraints. First, we describe a biomechanically accurate elliptical representation for virtual pedestrians; we also describe human-like movement constraints corresponding to shoulder-turning and side-stepping in dense environments. We detail a novel motion planning algorithm extending velocity obstacles to generate collisionfree paths for hundreds of elliptical agents at interactive rates. Next, we describe an algorithm to encode dynamics and traffic-like behavior constraints for autonomous vehicles in urban and highway environments. We describe a motion planning algorithm to generate safe, high-speed avoidance maneuvers using a novel optimization function and modified control obstacle formulation, and we also present a simulation framework to evaluate driving strategies. Next, we present an approach to incorporate high-level reasoning to model the motions and behaviors of virtual agents in terms of verbal interactions with other agents or avatars. Our approach leverages natural-language interaction to reduce uncertainty and generate effective plans. Finally, we describe an application of our techniques to simulate pedestrian behaviors for gathering simulated data about loading, unloading, and evacuating an aircraft.Doctor of Philosoph

    The Map Of Transmilenio – Representation, System And City

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    In this paper, I address the following questions: What do experts negotiate when they discuss the contents of a map of a transportation system? Is it a negotiation of a purely representational tool or is the negotiation also about what the transportation system is and how it should evolve? What implications does this have for the development of the city of Bogotá? Departing from Peirce’s triad of index, symbol and icon, I trace the discussions surrounding the evolution of the map of the urban transportation system Transmilenio in the city of Bogotá. I find that the experts involved were not only negotiating the representational contents (symbol and interpretant), but also the system itself (object and index). I also suggest how a map as an icon can have consequences for the city. Therefore, I propose to analyse the map as a screening device to avoid the limitations of a purely representational analysis

    Human Motion Trajectory Prediction: A Survey

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    With growing numbers of intelligent autonomous systems in human environments, the ability of such systems to perceive, understand and anticipate human behavior becomes increasingly important. Specifically, predicting future positions of dynamic agents and planning considering such predictions are key tasks for self-driving vehicles, service robots and advanced surveillance systems. This paper provides a survey of human motion trajectory prediction. We review, analyze and structure a large selection of work from different communities and propose a taxonomy that categorizes existing methods based on the motion modeling approach and level of contextual information used. We provide an overview of the existing datasets and performance metrics. We discuss limitations of the state of the art and outline directions for further research.Comment: Submitted to the International Journal of Robotics Research (IJRR), 37 page

    The Map of Transmilenio : Representation, System, and City

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    In this paper, I address the following questions: What do experts negotiate when they discuss the contents of a map of a transportation system? Is it a negotiation of a purely representational tool or is the negotiation also about what the transportation system is and how it should evolve? What implications does this have for the development of the city of Bogotá? Departing from Peirce’s triad of index, symbol and icon, I trace the discussions surrounding the evolution of the map of the urban transportation system Transmilenio in the city of Bogotá. I find that the experts involved were not only negotiating the representational contents (symbol and interpretant), but also the system itself (object and index). I also suggest how a map as an icon can have consequences for the city. Therefore, I propose to analyse the map as a screening device to avoid the limitations of a purely representational analysis
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