3,655 research outputs found
Pedestrian flows in bounded domains with obstacles
In this paper we systematically apply the mathematical structures by
time-evolving measures developed in a previous work to the macroscopic modeling
of pedestrian flows. We propose a discrete-time Eulerian model, in which the
space occupancy by pedestrians is described via a sequence of Radon positive
measures generated by a push-forward recursive relation. We assume that two
fundamental aspects of pedestrian behavior rule the dynamics of the system: On
the one hand, the will to reach specific targets, which determines the main
direction of motion of the walkers; on the other hand, the tendency to avoid
crowding, which introduces interactions among the individuals. The resulting
model is able to reproduce several experimental evidences of pedestrian flows
pointed out in the specialized literature, being at the same time much easier
to handle, from both the analytical and the numerical point of view, than other
models relying on nonlinear hyperbolic conservation laws. This makes it
suitable to address two-dimensional applications of practical interest, chiefly
the motion of pedestrians in complex domains scattered with obstacles.Comment: 25 pages, 9 figure
Overview of crowd simulation in computer graphics
High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
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
Modeling self-organization in pedestrians and animal groups from macroscopic and microscopic viewpoints
This paper is concerned with mathematical modeling of intelligent systems,
such as human crowds and animal groups. In particular, the focus is on the
emergence of different self-organized patterns from non-locality and anisotropy
of the interactions among individuals. A mathematical technique by
time-evolving measures is introduced to deal with both macroscopic and
microscopic scales within a unified modeling framework. Then self-organization
issues are investigated and numerically reproduced at the proper scale,
according to the kind of agents under consideration.Comment: 24 pages, 13 figure
LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning
We present a novel procedural framework to generate an arbitrary number of
labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to
design accurate algorithms or training models for crowded scene understanding.
Our overall approach is composed of two components: a procedural simulation
framework for generating crowd movements and behaviors, and a procedural
rendering framework to generate different videos or images. Each video or image
is automatically labeled based on the environment, number of pedestrians,
density, behavior, flow, lighting conditions, viewpoint, noise, etc.
Furthermore, we can increase the realism by combining synthetically-generated
behaviors with real-world background videos. We demonstrate the benefits of
LCrowdV over prior lableled crowd datasets by improving the accuracy of
pedestrian detection and crowd behavior classification algorithms. LCrowdV
would be released on the WWW
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
From individual behaviour to an evaluation of the collective evolution of crowds along footbridges
This paper proposes a crowd dynamic macroscopic model grounded on microscopic
phenomenological observations which are upscaled by means of a formal
mathematical procedure. The actual applicability of the model to real world
problems is tested by considering the pedestrian traffic along footbridges, of
interest for Structural and Transportation Engineering. The genuinely
macroscopic quantitative description of the crowd flow directly matches the
engineering need of bulk results. However, three issues beyond the sole
modelling are of primary importance: the pedestrian inflow conditions, the
numerical approximation of the equations for non trivial footbridge geometries,
and the calibration of the free parameters of the model on the basis of in situ
measurements currently available. These issues are discussed and a solution
strategy is proposed.Comment: 23 pages, 10 figures in J. Engrg. Math., 201
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