1,073 research outputs found

    Natural User Interface for Education in Virtual Environments

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    Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual simulators can be created in contrast to physical ones. In this research we present a novel environment for learning, using a natural user interface. We, humans, are not designed to operate and manipulate objects via keyboard, mouse or a controller. The natural way of interaction and communication is achieved through our actuators (hands and feet) and our sensors (hearing, vision, touch, smell and taste). That is the reason why it makes more sense to use sensors that can track our skeletal movements, are able to estimate our pose, and interpret our gestures. After acquiring and processing the desired – natural input, a system can analyze and translate those gestures into movement signals

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Beyond the shortest-path: Towards cognitive occupancy modeling in BIM

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    Current approaches to simulate occupants' wayfinding in AEC mostly employ direct routing algorithms that assume global knowledge of the navigation environment to compute a shortest path between two locations. This simplification overlooks evidence concerning the role of perception and cognition during wayfinding in complex buildings, leading to potentially erroneous predictions that may hinder architects' ability to design wayfinding by architecture. To bridge this gap, we present a novel simulation paradigm entitled Cognitive Occupancy Modeling in BIM to simulate wayfinding by means of a vision-based cognitive agent and a semantically-enriched navigation space extracted from BIM (Building Information Modeling). To evaluate the predictive power of the proposed paradigm against human behavior, we conducted a wayfinding experiment in Virtual Reality (VR) with 149 participants, followed by a series of simulation experiments with cognitive and direct routing agents. Results highlight a significant correspondence between human participants' and cognitive agents' wayfinding behavior that was not observed with direct routing agents, demonstrating the potential of cognitive modeling to inform building performance simulations in AEC

    An Information Perception-Based Emotion Contagion Model for Fire Evacuation

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    In fires, people are easier to lose their mind. Panic will lead to irrational behavior and irreparable tragedy. It has great practical significance to make contingency plans for crowd evacuation in fires. However, existing studies about crowd simulation always paid much attention on the crowd density, but little attention on emotional contagion that may cause a panic. Based on settings about information space and information sharing, this paper proposes an emotional contagion model for crowd in panic situations. With the proposed model, a behavior mechanism is constructed for agents in the crowd and a prototype of system is developed for crowd simulation. Experiments are carried out to verify the proposed model. The results showed that the spread of panic not only related to the crowd density and the individual comfort level, but also related to people’s prior knowledge of fire evacuation. The model provides a new way for safety education and evacuation management. It is possible to avoid and reduce unsafe factors in the crowd with the lowest cost

    The next step after Japan? (Virtual reality, training and crisis management). Transatlantic Security Paper No. 2, June 2012

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    The recent crisis in Japan, which combined tsunami and technological events, shows that any crisis, especially those in developed and developing countries, is from here out a hybrid crisis, mixing natural factors and human/technological (NATECH). Faced with such dramatic events, which exceed any means available for emergency rescue service, it is necessary a) to remain prudent and b) to prepare. One of the means for preparing is unquestionably training. However, here, undoubtedly there are important constraints: How to train, for example, while reproducing vividly and realistically, an event? How to exceed the admittedly useful, although very limited, level of the table-top exercise? How also to avoid the unnecessary mobilization of dozens, even hundreds, of field and operation staffers to take part in an exercise which could lead to a disappointing outcome? A major crisis, a major exercise, in effect. The solution of virtual reality has emerged, in Europe and in the United States. It is also sometimes called “serious game”

    Distributed Hybrid Simulation of the Internet of Things and Smart Territories

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    This paper deals with the use of hybrid simulation to build and compose heterogeneous simulation scenarios that can be proficiently exploited to model and represent the Internet of Things (IoT). Hybrid simulation is a methodology that combines multiple modalities of modeling/simulation. Complex scenarios are decomposed into simpler ones, each one being simulated through a specific simulation strategy. All these simulation building blocks are then synchronized and coordinated. This simulation methodology is an ideal one to represent IoT setups, which are usually very demanding, due to the heterogeneity of possible scenarios arising from the massive deployment of an enormous amount of sensors and devices. We present a use case concerned with the distributed simulation of smart territories, a novel view of decentralized geographical spaces that, thanks to the use of IoT, builds ICT services to manage resources in a way that is sustainable and not harmful to the environment. Three different simulation models are combined together, namely, an adaptive agent-based parallel and distributed simulator, an OMNeT++ based discrete event simulator and a script-language simulator based on MATLAB. Results from a performance analysis confirm the viability of using hybrid simulation to model complex IoT scenarios.Comment: arXiv admin note: substantial text overlap with arXiv:1605.0487

    Leveraging VGI Integrated with 3D Spatial Technology to Support Urban Intensification in Melbourne, Australia

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    High density residential development in metropolitan Melbourne, where contradictory imperatives of neighbourhood character and urban intensification play important roles, remains an uncertain practice. One key issue for plan implementation is the lack of consistency between authorities, developers and the community in interpreting the standards, design guidelines, and state/local strategies, especially those relating to neighbourhood character. There is currently no mechanism to incorporate community perceptions and place experiences as subjective aspects of neighbourhood character in development assessments. There is also little use of micro-scale and multi-dimensional spatial analysis to integrate these subjective aspects with objective measures (e.g. building volume and height; streetscape) to communicate effectively—and in a limited timeframe—with all stakeholders. This paper explores the potential of two emerging geospatial technologies that can be leveraged to respond to these problems. Evidence in the literature suggests that volunteered geographic information (VGI) can provide community input around subjective aspects of the urban environment. In addition, a deluge of three-dimensional (3D) spatial information (e.g. 3D city models) is increasingly available for micro-level (building- or property-level) assessment of the physical aspects of the urban environment. This paper formulates and discusses a conceptual framework to link these two spatial technological advancements in a virtual geographic environment (VGE) that accounts for micro-scale 3D spatial analysis incorporating both subjective and objective aspects of neighbourhood character relevant in implementing compact city strategies

    SIMULATION AS DECISION SUPPORT SYSTEM FOR DISASTER PREVENTION

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    This paper describes the overall architecture of a simulator developed by Simulation Team and Genova University to address the problem of strategic decision making related to prevention and mitigation of natural disasters risks. The proposed approach combines a Decision Support System for supporting decision makers in strategic planning with interoperable simulation and serious games. The scenario used for the validation in this case focuses with a particular attention on hydrogeology and related risks within urban environments. The authors propose a multilevel and multi resolution simulation able to match the models of the flooding with that one of the population reproducing interest groups as well as single people. Indeed the population is simulated by intelligent agents (IAs) that include physiological, social and psychological parameters reproducing feelings and emotions that allow them to live and move inside the virtual city both in normal conditions as well as during the disasters. In facts in normal conditions works devoted to serve as preventive actions devoted to prevent certain events and or mitigate their impact are carried out; vice versa during the crisis, decisions change addressing the identification of convenient operational planning and/or evacuation site. Each time, an action is undertaken by the decision makers, the IAs react dynamically by changing their feelings and their political consensus, so it becomes possible to plan the actions in an effective way by maintaining the consensus and support of the population
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