2,207 research outputs found

    Accounting for Patterns of Collective Behavior in Crowd Locomotor Dynamics for Realistic Simulations

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    International audienceDo people in a crowd behave like a set of isolated individuals or like a cohesive group? Studies of crowd modeling usually consider pedestrian behavior either from the point of view of an isolated individual or from that of large swarms. We introduce here a study of small crowds walking towards a common goal and propose to make the link between individual behavior and crowd dynamics. Data show that participants, even though not instructed to behave collectively, do form a cohesive group and do not merely treat one another as obstacles. We present qualitative and quantitative measurements of this collective behavior, and propose a first set of patterns characterizing such behavior. This work is part of a wider effort to test crowd models against observed data

    Humans do not always act selfishly: social identity and helping in emergency evacuation simulation

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    To monitor and predict the behaviour of a crowd, it is imperative that the technology used is based on an accurate understanding of crowd psychology. However, most simulations of evacuation scenarios rely on outdated assumptions about the way people behave or only consider the locomotion of pedestrian movement. We present a social model for pedestrian simulation based on self-categorisation processes during an emergency evacuation. We demonstrate the impact of this new model on the behaviour of pedestrians and on evacuation times. In addition to the Optimal Steps Model for locomotion, we add a realistic social model of collective behaviour

    Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication

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    We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding to explore unknown environments and obtain a cognitive map for navigation purposes, in addition to dealing with low level motion within each room based on social forces. Communication and roles are added to achieve individualistic behaviors and a realistic way to spread information about the environment. To expand the range of realistic human behaviors, we use a system (PMFserv) that implements human behavior models from a range of ability, stress, emotion, decision theoretic and motivation sources. An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations

    Two-way multi-lane traffic model for pedestrians in corridors

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    We extend the Aw-Rascle macroscopic model of car traffic into a two-way multi-lane model of pedestrian traffic. Within this model, we propose a technique for the handling of the congestion constraint, i.e. the fact that the pedestrian density cannot exceed a maximal density corresponding to contact between pedestrians. In a first step, we propose a singularly perturbed pressure relation which models the fact that the pedestrian velocity is considerably reduced, if not blocked, at congestion. In a second step, we carry over the singular limit into the model and show that abrupt transitions between compressible flow (in the uncongested regions) to incompressible flow (in congested regions) occur. We also investigate the hyperbolicity of the two-way models and show that they can lose their hyperbolicity in some cases. We study a diffusive correction of these models and discuss the characteristic time and length scales of the instability

    The design and simulation of traffic networks in virtual environments

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    For over half a century, researchers from a diverse set of disciplines have been studying the behaviour of traffic flow to better understand the causes of traffic congestion, accidents, and related phenomena. As the global population continues to rise, there is an increasing demand for more efficient and effective transportation infrastructures that are able to accommodate a greater number of civilians without compromising travel times, journey quality, cost, or accessibility. With recent advances in computing technology, transportation infrastructures are now typically developed using design and simulation packages that enable engineers to accurately model large-scale road networks and evaluate their designs through visual simulation. However, as these projects increase in scale and complexity, methodologies to intuitively design more complex and realistic simulations are highly desirable. The need of such technology translates across to the entertainment industry, where traffic simulations are integrated into computer games, television, film, and virtual tourism applications to enhance the realism and believability of the simulated scenario. In this thesis two significant challenges related to the design and simulation of traffic networks for use in virtual environments are presented. The first challenge is the development of intuitive techniques to assist the design and construction of high-fidelity three-dimensional road networks for use in both urban and rural virtual environments. The second challenge considers the implementation of computational models to accurately simulate the behaviour of drivers and pedestrians in transportation networks, in real time. An overview of the literature in the field is presented in this work with novel contributions relating to the challenges defined above

    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

    Planning Approaches to Constraint-Aware Navigation in Dynamic Environments

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    Path planning is a fundamental problem in many areas, ranging from robotics and artificial intelligence to computer graphics and animation. Although there is extensive literature for computing optimal, collision-free paths, there is relatively little work that explores the satisfaction of spatial constraints between objects and agents at the global navigation layer. This paper presents a planning framework that satisfies multiple spatial constraints imposed on the path. The type of constraints specified can include staying behind a building, walking along walls, or avoiding the line of sight of patrolling agents. We introduce two hybrid environment representations that balance computational efficiency and search space density to provide a minimal, yet sufficient, discretization of the search graph for constraint-aware navigation. An extended anytime dynamic planner is used to compute constraint-aware paths, while efficiently repairing solutions to account for varying dynamic constraints or an updating world model. We demonstrate the benefits of our method on challenging navigation problems in complex environments for dynamic agents using combinations of hard and soft, attracting and repelling constraints, defined by both static obstacles and moving obstacles
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