3,054 research outputs found
Path Finding and Collision Avoidance in Crowd Simulation
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environments. We describe in this paper a system designed to simulate pedestrian behaviour in crowds in real time, concentrating particularity on collision avoidance. On-line planning is also referred as the navigation problem. Additional difficulties in approaching navigation problem are that some environments are dynamic. In our model we adopted a popular methodology in computer games, namely A* algorithm. The idea behind A* is to look for the shortest possible routes to the destination not through exploring exhaustively all the possible combination but utilizing all the possible directions at any given point. The environment is formed in regions and the algorithm is used to find a path only in visual region. In order to deal with collision avoidance, priority rules are given to some entities as well as some social behaviour
How simple rules determine pedestrian behavior and crowd disasters
With the increasing size and frequency of mass events, the study of crowd
disasters and the simulation of pedestrian flows have become important research
areas. Yet, even successful modeling approaches such as those inspired by
Newtonian force models are still not fully consistent with empirical
observations and are sometimes hard to calibrate. Here, a novel cognitive
science approach is proposed, which is based on behavioral heuristics. We
suggest that, guided by visual information, namely the distance of obstructions
in candidate lines of sight, pedestrians apply two simple cognitive procedures
to adapt their walking speeds and directions. While simpler than previous
approaches, this model predicts individual trajectories and collective patterns
of motion in good quantitative agreement with a large variety of empirical and
experimental data. This includes the emergence of self-organization phenomena,
such as the spontaneous formation of unidirectional lanes or stop-and-go waves.
Moreover, the combination of pedestrian heuristics with body collisions
generates crowd turbulence at extreme densities-a phenomenon that has been
observed during recent crowd disasters. By proposing an integrated treatment of
simultaneous interactions between multiple individuals, our approach overcomes
limitations of current physics-inspired pair interaction models. Understanding
crowd dynamics through cognitive heuristics is therefore not only crucial for a
better preparation of safe mass events. It also clears the way for a more
realistic modeling of collective social behaviors, in particular of human
crowds and biological swarms. Furthermore, our behavioral heuristics may serve
to improve the navigation of autonomous robots.Comment: Article accepted for publication in PNA
Pedestrian vision and collision avoidance behavior: investigation of the information process space of pedestrians using an eye tracker
This study investigates the Information Process Space (IPS) of
pedestrians, which has been widely used in microscopic pedestrian
movement simulation models. IPS is a conceptual framework to define the
spatial extent within which all objects are considered as potential obstacles
for each pedestrian when computing where to move next. The particular
focus of our study was identifying the size and shape of IPS by examining
observed gaze patterns of pedestrians. A series of experiments was conducted
in a controlled laboratory environment, in which up to 4 participants walked
on a platform at their natural speed. Their gaze patterns were recorded by a
head-mounted eye tracker and walking paths by laser-range-scanner–based
tracking systems at the frequency of 25Hz. Our findings are threefold:
pedestrians pay much more attention to ground surfaces to detect immediate
potential environmental hazards than fixating on obstacles; most of their
fixations fall within a cone-shape area rather than a semicircle; and the
attention paid to approaching pedestrians is not as high as that paid to static
obstacles. These results led to an insight that the structure of IPS should be
re-examined by researching directional characteristics of pedestrians’ vision
Cellular Automata Applications in Shortest Path Problem
Cellular Automata (CAs) are computational models that can capture the
essential features of systems in which global behavior emerges from the
collective effect of simple components, which interact locally. During the last
decades, CAs have been extensively used for mimicking several natural processes
and systems to find fine solutions in many complex hard to solve computer
science and engineering problems. Among them, the shortest path problem is one
of the most pronounced and highly studied problems that scientists have been
trying to tackle by using a plethora of methodologies and even unconventional
approaches. The proposed solutions are mainly justified by their ability to
provide a correct solution in a better time complexity than the renowned
Dijkstra's algorithm. Although there is a wide variety regarding the
algorithmic complexity of the algorithms suggested, spanning from simplistic
graph traversal algorithms to complex nature inspired and bio-mimicking
algorithms, in this chapter we focus on the successful application of CAs to
shortest path problem as found in various diverse disciplines like computer
science, swarm robotics, computer networks, decision science and biomimicking
of biological organisms' behaviour. In particular, an introduction on the first
CA-based algorithm tackling the shortest path problem is provided in detail.
After the short presentation of shortest path algorithms arriving from the
relaxization of the CAs principles, the application of the CA-based shortest
path definition on the coordinated motion of swarm robotics is also introduced.
Moreover, the CA based application of shortest path finding in computer
networks is presented in brief. Finally, a CA that models exactly the behavior
of a biological organism, namely the Physarum's behavior, finding the
minimum-length path between two points in a labyrinth is given.Comment: To appear in the book: Adamatzky, A (Ed.) Shortest path solvers. From
software to wetware. Springer, 201
Human Motion Trajectory Prediction: A Survey
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
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