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Modeling and simulation of pedestrian behaviors in crowded places

Published:04 February 2011Publication History
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Abstract

Pedestrian simulation has many applications in computer games, military simulations, and animation systems. A realistic pedestrian simulation requires a realistic pedestrian behavioral model that takes into account the various behavioral aspects of a real pedestrian. In this article, we describe our work on such a model, which aims to generate human-like pedestrian behaviors. To this end, various important factors in a real-pedestrian's decision-making process are considered in our model. These factors include a pedestrian's sensory attention, memory, and navigational behaviors. In particular, a two-level navigation model is proposed to generate realistic navigational behavior. As a result, our pedestrian model is able to generate various realistic behaviors such as overtaking, waiting, side-stepping and lane-forming in a crowded area. The simulated pedestrians are also able to navigate through complex environment, given an abstract map of the environment.

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        cover image ACM Transactions on Modeling and Computer Simulation
        ACM Transactions on Modeling and Computer Simulation  Volume 21, Issue 3
        March 2011
        141 pages
        ISSN:1049-3301
        EISSN:1558-1195
        DOI:10.1145/1921598
        Issue’s Table of Contents

        Copyright © 2011 ACM

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        New York, NY, United States

        Publication History

        • Published: 4 February 2011
        • Revised: 1 September 2010
        • Accepted: 1 September 2010
        • Received: 1 June 2009
        Published in tomacs Volume 21, Issue 3

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