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SocioCrowd: a social-network-based framework for crowd simulation

Published:26 July 2010Publication History

ABSTRACT

The goal of crowd simulation is to produce potential collective behaviors by simulating the movement process of a number of characters or agents. Some famous models are proposed to simulate crowd, including social force (e.g. [Helbing 2000]), cellular automata (e.g. [Chenny 2004]), and rule-based models (e.g. [Reynolds 1987]). Others use physiological (e.g. locomotion, energy level) and psychological (e.g. impatience, personality attributes) traits of agents to trigger heterogeneous behaviors [Pelechano 2007]. However, existing approaches do not consider the real-world social interactions among agents, and thus are unable to produce social-dependent scenarios. In this work, we propose to leverage the underlying social network, which captures social relationships among agents, for crowd simulation. A novel social-network-based framework, SocioCrowd, is developed (figure 1(a)) shows the virtual world). Based on SocioCrowd, we simulate three social-based scenarios, including community-guided flocking, following leading persons, and spatio-social information spreading. They display certain real-world social behaviors which are hardly modeled by existing methods. To lift the performance, our SocioCrowd is implemented by pure Java with GPU programming in ways of GSGL and JCUDA.

References

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        • Published in

          cover image ACM Conferences
          SIGGRAPH '10: ACM SIGGRAPH 2010 Posters
          July 2010
          156 pages
          ISBN:9781450303934
          DOI:10.1145/1836845
          • Conference Chair:
          • Cindy Grimm

          Copyright © 2010 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 26 July 2010

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