37 research outputs found

    Évaluation de l'impact des facteurs émotionnels lors d'interactions physiques entre humains réels et virtuels

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    Avec l'expansion de l'informatique dans tous les domaines de la vie courante, les interactions avec des agents virtuels sont devenues courantes. Par ailleurs, nous savons que les émotions influencent les interactions entre individus. Dans cette thèse, nous nous plaçons dans le cas de la marche expressive non contrainte pour étudier, dans un premier temps, l'influence des émotions sur les interactions entre deux marcheurs réels. Puis, dans un deuxième temps, nous nous intéressons aux interactions entre un marcheur expressif virtuel et un sujet réel. La première étape de ce travail a consisté à concevoir et valider un protocole expérimental permettant l'analyse de marches expressives non contraintes. Nous avons ainsi capturé les mouvements de deux acteurs dans des tâches de marche seul ou en groupe. Dans la deuxième partie de ce travail, nous avons étudié les données de marche en groupe afin de mettre en évidence l'émergence d'un comportement de synchronisation entre les marcheurs de type meneur-suiveur. Nous avons également montré que les caractéristiques des émotions (comme le dialogue par exemple) peuvent avoir une influence sur cette synchronisation. Enfin, dans la troisième et dernière partie de cette thèse, nous avons étudié l'influence des émotions sur les interactions entre un humain virtuel et un humain réel. Pour cela, nous avons adopté une démarche en trois étapes : conception et analyse d'une base de données de marches expressives entre deux acteurs réels en ligne droite ; validation de la base de données par une étude en perception ; animation d'un humain virtuel grâce aux données de la base de données puis analyse de la marche entre des sujets réels et l'humain virtuel. Les résultats obtenus ont montré une forte similarité entre les deux situations.With the growing of information technologies in all everyday life situations, interactions with virtual agents are now common. Furthermore, we know that people's emotions influence interactions between them. In this thesis, we consider the case of unconstrained and expressive walk to study the influence of emotions on interactions between two real walkers. Then, we focus on the interactions between a virtual expressive human and a real subject. The first step of this work was to design and validate an experimental protocol allowing the analysis of unconstrained and expressive walks. Thus, we captured the motion of two actors walking alone and walking together. In the second part, we studied the data from the group walk situation and we highlighted the emergence of a leader-follower behavior between the walkers. We also showed that the characteristics of the emotions (eg dialogue) have an influence on this kind of synchronization. Last and not least, we studied the influence of emotions on interactions between a virtual human and a real one. We used a three-step process : creation and analysis of a database of expressive walks along a line between two walkers ; validation of the database through a perceptual study ; animation of a virtual human with the data from the database and analyze of the walk between real subjects and the virtual human. Results showed a strong similarity between the two situations.RENNES1-Bibl. électronique (352382106) / SudocSudocFranceF

    GASP: from Modular Programming to Distributed Execution

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    International audienceWe present in this paper a generic animation and simulation platform which integrates the different animation models: descriptive, generative and behavioural models. The integration of these models in the same platform allows to offer to each dynamic entity a more realistic and a richer environment, and thereby to increase possible interactions between an actor and its environment. Therefore we describe the kernel of the platform, then we explain how it is used from the programmer point of view and we illustrate its use in the field of driving simulation

    Time-delayed Follow-the-Leader model for pedestrians walking in line

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    International audienceWe use the results of a pedestrian tracking experiment to identify a follow-the-leader model for pedestrians walking-in-line. We demonstrate the existence of a time-delay between a subject's response and the predecessor's corresponding behavior. This time-delay induces an instability which can be damped out by a suitable relaxation. By comparisons with the experimental data, we show that the model reproduces well the emergence of large-scale structures such as congestions waves. The resulting model can be used either for modeling pedestrian queuing behavior or can be incorporated into bi-dimensional models of pedestrian traffic. Acknowledgements: This work has been supported by the french 'Agence Nationale pour la Recherche (ANR)' in the frame of the contract "Pedigree" (ANR-08-SYSC-015-01). JH acknowledges support of the ANR and the Institut de Mathématiques de Toulouse, where he conducted this research. AJ acknowledges support of the ANR and of the Laboratoire de physique t A c orique in Orsay where she conducted this research. PD is on leave from CNRS, Institut de Mat A c matiques de Toulouse, France

    A Synthetic-Vision Based Steering Approach for Crowd Simulation

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    International audienceIn the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations

    Un méta-langage pour la création d'œuvres artistiques collectives

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    National audienceLa création artistique contemporaine se nourrit de l'utilisation des nouvelles technologies. Cela implique une dimension de création collective qui nécessite de nouveaux outils de conception

    Métissage artistique orchestré par ordinateur par Stéphane Donikian. Relire le "droit à la paresse", entretien avec le Collectif 1.0.3, propos recueillis par Dominique Chouchan.

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    National audienceL'informatique contribue à redessiner le travail des artistes, qu'ils soient musiciens, cinéastes ou peintres. Elle favorise également de nouvelles relations entre un spectacle et son public

    Automatic Orchestration of Behaviours through the management of Resources and Priority Levels

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    International audienceReproducing daily behaviours requires to be able to schedule behaviours depending on resources and priority constraints. A simple way is to say that behaviours which are using the same resources are mutually exclusive. This approach is not sufficient to obtain realism, as in the real life, humans are able to combine them in a more microscopic way. One way consists in a global speci cication of all behaviours in one model, integrating all possible combinations. This solution becomes rapidly too complex and has motivated the work presented in this paper. It consists in an extension of HPTS, our behavioural model which integrates several psychological requirements, by the introduction of resources and priority levels. In the contrary of some previous approaches, it is not necessary to specify exhaustively all behaviours that are mutually exclusive; this is done implicitly by attaching resources to nodes, preference values to transitions, and a priority function to each behaviour, and by using a scheduling algorithm at run-time

    Crowd of virtual humans: a new approach for real time navigation in complex and structured environments

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    The navigation activity is an every day practice for any human being capable of locomotion. Our objective in this work is to reproduce this crucial human activity inside virtual environments. Putting together the high complexity of a realistic environment such as a city, a big amount of virtual humans and the real-time constraint requires to optimize each aspect of the animation process. In this paper, we present a suitable topological structuring of the geometric environment to allow fast path finding as well as an efficient reactive navigation algorithm for virtual humans evolving inside a crowd. 1
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