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Simulating believable crowd and group behaviors

Published: 15 December 2010 Publication History

Abstract

Crowds and groups are a vital element of life, and simulating them in a convincing manner is one of the great challenges in computer graphics and interactive techniques. This course focuses on the problem of efficiently simulating realistic crowd and group behavior for a range of applications, including games and design of spaces. It covers data driven methods, where the characteristics of crowds are simulated based on real world data; evaluation and perceptual issues, and creation of behavioral variety; interactive simulation and control of large scale crowds and traffic for games and other real time applications; and finally a case study of using crowd simulation for design of spaces in the Disney theme parks.

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Cited By

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  • (2023)Heterogeneous Crowd Simulation Using Parametric Reinforcement LearningIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313903129:4(2036-2052)Online publication date: 1-Apr-2023
  • (2022)Multiparty Interaction Between Humans and Socially Interactive AgentsThe Handbook on Socially Interactive Agents10.1145/3563659.3563665(113-154)Online publication date: 27-Oct-2022
  • (2022)ACSEE: Antagonistic Crowd Simulation Model With Emotional Contagion and Evolutionary Game TheoryIEEE Transactions on Affective Computing10.1109/TAFFC.2019.295439413:2(729-745)Online publication date: 1-Apr-2022
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            cover image ACM Conferences
            SA '10: ACM SIGGRAPH ASIA 2010 Courses
            December 2010
            1481 pages
            ISBN:9781450305273
            DOI:10.1145/1900520
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            Published: 15 December 2010

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            December 15 - 18, 2010
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            Cited By

            View all
            • (2023)Heterogeneous Crowd Simulation Using Parametric Reinforcement LearningIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313903129:4(2036-2052)Online publication date: 1-Apr-2023
            • (2022)Multiparty Interaction Between Humans and Socially Interactive AgentsThe Handbook on Socially Interactive Agents10.1145/3563659.3563665(113-154)Online publication date: 27-Oct-2022
            • (2022)ACSEE: Antagonistic Crowd Simulation Model With Emotional Contagion and Evolutionary Game TheoryIEEE Transactions on Affective Computing10.1109/TAFFC.2019.295439413:2(729-745)Online publication date: 1-Apr-2022
            • (2022)The Handbook on Socially Interactive AgentsundefinedOnline publication date: 27-Oct-2022
            • (2021)Explicit Modeling of Personal Space for Improved Local Dynamics in Simulated CrowdsACM Transactions on Modeling and Computer Simulation10.1145/346220231:4(1-29)Online publication date: 23-Jul-2021
            • (2021)Designing a Multi-Agent Occupant Simulation System to Support Facility Planning and Analysis for COVID-19Proceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462030(15-30)Online publication date: 28-Jun-2021
            • (2021)Socio-Spatial ComfortProceedings of the ACM on Human-Computer Interaction10.1145/34329374:CSCW3(1-33)Online publication date: 5-Jan-2021
            • (2021)Synthesizing affective virtual reality multicharacter experiencesComputer Animation and Virtual Worlds10.1002/cav.200432:3-4Online publication date: 24-May-2021
            • (2020)Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behaviorComputer Animation and Virtual Worlds10.1002/cav.192831:6Online publication date: Jun-2020
            • (2019)Within a Virtual Crowd: Exploring Human Movement Behavior during Immersive Virtual Crowd InteractionProceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3359997.3365709(1-10)Online publication date: 14-Nov-2019
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