86 research outputs found

    Authoring virtual crowds: a survey

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    Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic,natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment(e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providingtheir capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is acomplex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to deliveringintuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowdsimulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation andvisualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influencethat the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical userinterfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for futureresearch that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.This work has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska Curie grant agreement No 860768 (CLIPE project). This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement No 739578 and the Government of the Republic of Cyprus through the Deputy Ministry of Research, Innovation and Digital PolicyPeer ReviewedPostprint (author's final draft

    Simulating collective transport of virtual ants

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    This paper simulates the behaviour of collective transport where a group of ants transports an object in a cooperative fashion. Different from humans, the task coordination of collective transport, with ants, is not achieved by direct communication between group individuals, but through indirect information transmission via mechanical movements of the object. This paper proposes a stochastic probability model to model the decision-making procedure of group individuals and trains a neural network via reinforcement learning to represent the force policy. Our method is scalable to different numbers of individuals and is adaptable to users' input, including transport trajectory, object shape, external intervention, etc. Our method can reproduce the characteristic strategies of ants, such as realign and reposition. The simulations show that with the strategy of reposition, the ants can avoid deadlock scenarios during the task of collective transport

    Evaluation framework for crowd behaviour simulation and analysis based on real videos and scene reconstruction

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    This paper has been presented at : 6th Latin-American Conference on Networked and Electronic Media (LACNEM 2015)Crowd simulation has been regarded as an important research topic in computer graphics, computer vision, and related areas. Various approaches have been proposed to simulate real life scenarios. In this paper, a novel framework that evaluates the accuracy and the realism of crowd simulation algorithms is presented. The framework is based on the concept of recreating real video scenes in 3D environments and applying crowd and pedestrian simulation algorithms to the agents using a plug-in architecture. The real videos are compared with recorded videos of the simulated scene and novel Human Visual System (HVS) based similarity features and metrics are introduced in order to compare and evaluate simulation methods. The experiments show that the proposed framework provides efficient methods to evaluate crowd and pedestrian simulation algorithms with high accuracy and low cost

    Agent-based models of social behaviour and communication in evacuations:A systematic review

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    Most modern agent-based evacuation models involve interactions between evacuees. However, the assumed reasons for interactions and portrayal of them may be overly simple. Research from social psychology suggests that people interact and communicate with one another when evacuating and evacuee response is impacted by the way information is communicated. Thus, we conducted a systematic review of agent-based evacuation models to identify 1) how social interactions and communication approaches between agents are simulated, and 2) what key variables related to evacuation are addressed in these models. We searched Web of Science and ScienceDirect to identify articles that simulated information exchange between agents during evacuations, and social behaviour during evacuations. From the final 70 included articles, we categorised eight types of social interaction that increased in social complexity from collision avoidance to social influence based on strength of social connections with other agents. In the 17 models which simulated communication, we categorised four ways that agents communicate information: spatially through information trails or radii around agents, via social networks and via external communication. Finally, the variables either manipulated or measured in the models were categorised into the following groups: environmental condition, personal attributes of the agents, procedure, and source of information. We discuss promising directions for agent-based evacuation models to capture the effects of communication and group dynamics on evacuee behaviour. Moreover, we demonstrate how communication and group dynamics may impact the variables commonly used in agent-based evacuation models

    Crowd And Acoustical Modelling In Digital Cultural Heritage

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    The broad term of heritage refers to the study of human activity in the past and its cultural narratives and to virtualize heritage means to actualize the heritage content digitally. Istilah warisan secara meluas merujuk kepada kajian kegiatan manusia pada masa lampau dan pengkisahan budayanya dan memayakan warisan bermaksud merealisasikan kandungan warisan secara digital

    Menge: A Modular Framework for Simulating Crowd Movement

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    We present Menge, a cross-platform, extensible, modular framework for simulating pedestrian movement in a crowd.  Menge's architecture is inspired by an implicit decomposition of the problem of simulating crowds into component subproblems.  These subproblems can typically be solved in many ways; different combinations of subproblem solutions yield crowd simulators with likewise varying properties.  Menge creates abstractions for those subproblems and provides a plug-in architecture so that a novel simulator can be dynamically configured by connecting built-in and bespoke implementations of solutions to the various subproblems.  Use of this type of framework could facilitate crowd simulation research, evaluation, and applications by reducing the cost of entering the domain, facilitating collaboration, and making comparisons between algorithms simpler.  We show how the Menge framework is compatible with many prior models and algorithms used in crowd simulation and illustrate its flexibility via a varied set of scenarios and applications

    Agent-based models of social behaviour and communication in evacuations: A systematic review

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    Most modern agent-based evacuation models involve interactions between evacuees. However, the assumed reasons for interactions and portrayal of them may be overly simple. Research from social psychology suggests that people interact and communicate with one another when evacuating and evacuee response is impacted by the way information is communicated. Thus, we conducted a systematic review of agent-based evacuation models to identify 1) how social interactions and communication approaches between agents are simulated, and 2) what key variables related to evacuation are addressed in these models. We searched Web of Science and ScienceDirect to identify articles that simulated information exchange between agents during evacuations, and social behaviour during evacuations. From the final 70 included articles, we categorised eight types of social interaction that increased in social complexity from collision avoidance to social influence based on strength of social connections with other agents. In the 17 models which simulated communication, we categorised four ways that agents communicate information: spatially through information trails or radii around agents, via social networks and via external communication. Finally, the variables either manipulated or measured in the models were categorised into the following groups: environmental condition, personal attributes of the agents, procedure, and source of information. We discuss promising directions for agent-based evacuation models to capture the effects of communication and group dynamics on evacuee behaviour. Moreover, we demonstrate how communication and group dynamics may impact the variables commonly used in agent-based evacuation models.Comment: Pre-print submitted to Safety Science special issue following the 2023 Pedestrian and Evacuation Dynamics conferenc

    Data Driven Crowd Motion Control with Multi-touch Gestures

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    Controlling a crowd using multi‐touch devices appeals to the computer games and animation industries, as such devices provide a high‐dimensional control signal that can effectively define the crowd formation and movement. However, existing works relying on pre‐defined control schemes require the users to learn a scheme that may not be intuitive. We propose a data‐driven gesture‐based crowd control system, in which the control scheme is learned from example gestures provided by different users. In particular, we build a database with pairwise samples of gestures and crowd motions. To effectively generalize the gesture style of different users, such as the use of different numbers of fingers, we propose a set of gesture features for representing a set of hand gesture trajectories. Similarly, to represent crowd motion trajectories of different numbers of characters over time, we propose a set of crowd motion features that are extracted from a Gaussian mixture model. Given a run‐time gesture, our system extracts the K nearest gestures from the database and interpolates the corresponding crowd motions in order to generate the run‐time control. Our system is accurate and efficient, making it suitable for real‐time applications such as real‐time strategy games and interactive animation controls

    Interactive control of multi-agent motion in virtual environments

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    With the increased use of crowd simulation in animation, specification of crowd motion can be very time consuming, requiring a lot of user input. To alleviate this cost, we wish to allow a user to interactively manipulate the many degrees of freedom in a crowd, whilst accounting for the limitation of low-dimensional signals from standard input devices. In this thesis we present two approaches for achieving this: 1) Combining shape deformation methods with a multitouch input device, allowing a user to control the motion of the crowd in dynamic environments, and 2) applying a data-driven approach to learn the mapping between a crowd’s motion and the corresponding user input to enable intuitive control of a crowd. In our first approach, we represent the crowd as a deformable mesh, allowing a user to manipulate it using a multitouch device. The user controls the shape and motion of the crowd by altering the mesh, and the mesh in turn deforms according to the environment. We handle congestion and perturbation by having agents dynamically reassign their goals in the formation using a mass transport solver. Our method allows control of a crowd in a single pass, improving on the time taken by previous, multistage, approaches. We validate our method with a user study, comparing our control algorithm against a common mouse-based controller. We develop a simplified version of motion data patches to model character-environment interactions that are largely ignored in previous crowd research. We design an environment-aware cost metric for the mass transport solver that considers how these interactions affect a character’s ability to track the user’s commands. Experimental results show that our system can produce realistic crowd scenes with minimal, high-level, input signals from the user. In our second approach, we propose that crowd simulation control algorithms inherently impose restrictions on how user input affects the motion of the crowd. To bypass this, we investigate a data-driven approach for creating a direct mapping between low-dimensional user input and the resulting high-dimensional crowd motion. Results show that the crowd motion can be inferred directly from variations in a user’s input signals, providing a user with greater freedom to define the animation

    Selected Papers from the 5th International Electronic Conference on Sensors and Applications

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    This Special Issue comprises selected papers from the proceedings of the 5th International Electronic Conference on Sensors and Applications, held on 15–30 November 2018, on sciforum.net, an online platform for hosting scholarly e-conferences and discussion groups. In this 5th edition of the electronic conference, contributors were invited to provide papers and presentations from the field of sensors and applications at large, resulting in a wide variety of excellent submissions and topic areas. Papers which attracted the most interest on the web or that provided a particularly innovative contribution were selected for publication in this collection. These peer-reviewed papers are published with the aim of rapid and wide dissemination of research results, developments, and applications. We hope this conference series will grow rapidly in the future and become recognized as a new way and venue by which to (electronically) present new developments related to the field of sensors and their applications
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