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Virtual Crowds


Virtual Crowds
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Virtual Crowds


Virtual Crowds
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Author : Nuria Palechano
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

Virtual Crowds written by Nuria Palechano and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Mathematics categories.


There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds



Virtual Crowds


Virtual Crowds
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Author : Nuria Pelechano
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2008

Virtual Crowds written by Nuria Pelechano and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.


There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds



Virtual Crowds


Virtual Crowds
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Author : Mubbasir Kapadia
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

Virtual Crowds written by Mubbasir Kapadia and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Mathematics categories.


This volume presents novel computational models for representing digital humans and their interactions with other virtual characters and meaningful environments. In this context, we describe efficient algorithms to animate, control, and author human-like agents having their own set of unique capabilities, personalities, and desires. We begin with the lowest level of footstep determination to steer agents in collision-free paths. Steering choices are controlled by navigation in complex environments, including multi-domain planning with dynamically changing situations. Virtual agents are given perceptual capabilities analogous to those of real people, including sound perception, multi-sense attention, and understanding of environment semantics which affect their behavior choices. The roles and impacts of individual attributes, such as memory and personality are explored. The animation challenges of integrating a number of simultaneous behavior and movement demands on an agent are addressed through an open source software system. Finally, the creation of stories and narratives with groups of agents subject to planning and environmental constraints culminates the presentation.



Crowd Simulation


Crowd Simulation
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Author : Daniel Thalmann
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-10-03

Crowd Simulation written by Daniel Thalmann and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-03 with Computers categories.


Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling · Virtual human animation · Behavioral models for crowds · The connection between virtual and real crowds · Path planning and navigation · Visual attention models · Geometric and populated semantic environments · Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention – individuals appearing conscious of their environment and of others – is introduced, and a free-of-collision method for crowds is also discussed.



Modeling And Validation Of Dynamics Of Social Influence In Virtual Human Crowds


Modeling And Validation Of Dynamics Of Social Influence In Virtual Human Crowds
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Author : Elham Mohammadi Jorjafki
language : en
Publisher:
Release Date : 2018

Modeling And Validation Of Dynamics Of Social Influence In Virtual Human Crowds written by Elham Mohammadi Jorjafki and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Behaviorism (Psychology) categories.


Humans are social by nature, and therefore when they come together in a large group, the resulting crowd behavior is difficult to explain in terms of individual motion dynamics. In pedestrian crowds, social influence occurs in the form of collision avoidance and in following neighbors' actions. Understanding the dynamics of social influence can help improve crowd management strategies. Obtaining experimental data with crowds, however, is impractical due to the number of subjects needed and unsafe due to possible hazards of having many people assemble in a single place. The goal of this research is to develop a realistic virtual reality platform for crowd behavior studies and use it to validate the effect of social influence in human crowds. The specific objective of this research is to use methods from dynamical systems modeling to enable a custom virtual environment of an interactive humanoid crowd. The virtual environment is then evaluated through a behavioral experiment. Specifically, in this thesis we first adapt pedestrian motion models from the literature to produce dense pedestrian crowds where individuals can maintain close proximity and avoid unrealistic turning motions. We modify the collision avoidance and interaction functions so that the computational burden is reduced to realistically simulate human crowds of up to sixty individuals at real-time speeds on a 3D graphics environment. The crowd simulation is then utilized to test the hypothesis that behavioral contagion triggered in the form of a subset of virtual characters shifting their gaze upwards can induce a human participant to follow that action. A human-subjects study with seventy participants is conducted to assess the performance of the virtual environment as well as test the hypothesis. Participants are surveyed on the believability of the virtual environment and their postural responses measured to record the effect of behavioral contagion. Our results show that the virtual environment is effective in being perceived as natural and realistic and that participants are able to interact with the virtual crowd without experiencing any visual delays. We find that participants follow the visual gaze of virtual characters and that this action is proportional to the number of characters that trigger such a gaze. Contagion effect is further established in terms of the time spent looking up by the participants which is also found to be dependent on the size of the stimulus group.



The Multisensory Perception Of Social Cues In Virtual Crowds


The Multisensory Perception Of Social Cues In Virtual Crowds
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Author : Joanna Edel McHugh
language : en
Publisher:
Release Date : 2010

The Multisensory Perception Of Social Cues In Virtual Crowds written by Joanna Edel McHugh and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with categories.




High Level Control Of Simulated Crowds


High Level Control Of Simulated Crowds
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Author : David Jacka
language : en
Publisher: LAP Lambert Academic Publishing
Release Date : 2011-02

High Level Control Of Simulated Crowds written by David Jacka and has been published by LAP Lambert Academic Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02 with categories.


The use of virtual crowds in visual e ects has grown tremendously since the war-ring armies of virtual orcs and elves were seen in The Lord of the Rings. These crowds are generated by agent-based simulations, where each agent has the ability to reason and act for itself.This autonomy is e ective at automatically producing realistic, complex group behaviour but leads to problems in controlling the crowds.Due to interaction between crowd members, the link between the behaviour of the individual and that of the whole crowd is not obvious. he control of a crowd's behaviour is, therefore, time consuming and frustrating, as manually editing the behaviour of individuals is often the only control approach available.This problem of control has not been widely addressed in crowd simulation research.We propose, implement and test a system in which a user may control the behaviour of a crowd by means of general constraints. This Constraint Satisfaction system automatically alters the behaviour of the individuals in the crowd such that the group behaviour meets the provided constraint



Virtual Crowd Interactive Applications


Virtual Crowd Interactive Applications
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Author : Adam Roughton
language : en
Publisher:
Release Date : 2015

Virtual Crowd Interactive Applications written by Adam Roughton and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Collective behavior categories.


This thesis explores virtual crowd interactive applications: applications where large numbers of physically distributed people (tens of thousands) interact as a unified crowd. The purpose is to drive what social psychology identifies as the collective experience, a sense of: unity with many others; belonging; and validation of a shared perspective of the world. Three research objectives are addressed: a design model for collective interaction in a distributed interactive application; a system capable of supporting the interaction requirements of the design model; and a performance test harness for evaluating candidate systems against the interaction requirements of the design model. The first research objective addressed how virtual crowd interactive applications should be designed to drive the collective experience. The model, derived from social psychology, proposes applications where participants: interact over shared state; collaborate on shared input(s); interact directly with a subset of the crowd; and are able to express emotion. From this model two conceptual applications were derived: CrowdALOUD!, where participants submit text in unison to drive crowd chants on a shared visual canvas; and HiveBall, where participants collectively control a player character. The second and third research objectives addressed the architectural challenges of virtual crowd interactive applications. A system was required that could: aggregate large numbers of input events with low latency; support thousands of concurrent users; and broadcast state with low latency. Concentus was developed to meet these requirements, building on concepts from the stream processing domain. To evaluate the performance of Concentus, a test harness was developed to simulate a crowd of users interacting with the system. Concentus and the performance test harness were evaluated with three application load variants: CrowdALOUD! Symbol (low input freq., small data size); CrowdALOUD! Text (low, large); and HiveBall (high, moderate). The supported crowd size was most dependent on the data requirements of applications. Concentus was able to handle 50,000 users for Symbol; 25,000 for Text; and 20,000 for HiveBall. Two aggregation approaches were evaluated: a parallel and a serial one. The serial approach had the best performance for all of the load variants. Finally, with the exception of some HiveBall test runs, the test harness performed as expected.



Simulating Heterogeneous Crowds With Interactive Behaviors


Simulating Heterogeneous Crowds With Interactive Behaviors
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Author : Nuria Pelechano
language : en
Publisher: CRC Press
Release Date : 2016-10-26

Simulating Heterogeneous Crowds With Interactive Behaviors written by Nuria Pelechano and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-26 with Computers categories.


Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate



2017 Ieee Virtual Humans And Crowds For Immersive Environments Vhcie


2017 Ieee Virtual Humans And Crowds For Immersive Environments Vhcie
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Author :
language : en
Publisher:
Release Date : 2017

2017 Ieee Virtual Humans And Crowds For Immersive Environments Vhcie written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Digital computer simulation categories.


Recently many tools, including algorithms and systems, have made it easier to populate immersive virtual environments (VEs) with autonomous characters Today it is common to explore virtual environments that can reach the size of an entire city that can be populated by many thousands of virtual characters Through both invited and contributed presentations, we will present state of the art character and crowd animation techniques for interactive characters, some examples of new research opportunities by the availability of populated virtual environment, new research on avatars and discuss technological requirements for future applications.