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We study how we can automatically create a data structure that represents the walkable surfaces in such an environment, and how it can be updated dynamically and efficiently when it changes. We refer to this structure as a navigation mesh. This mesh enables efficient crowd simulation, which is our next topic of research. We study and develop a crowd simulation framework and its components, which ranges from global (AI) planning to local animation. We create models for realistic crowd behaviors, which includes studying how (groups of) people move and avoid collisions in such environments, based on agent profiles and semantics (such as terrain annotations).

Augmented and Virtual Reality Interfaces for Crowd Simulation Software - A Position Statement for Research on Use-Case-Dependent Interaction

Augmented and Virtual Reality Interfaces for Crowd Simulation Software.

HP Sprout interface with blocks to build the environment and place start and target points for the crowd simulation.

Abstract

In this position paper, we claim that immersive technologies, such as Augmented and Virtual Reality, are well-suited interfaces for the usage of crowd simulation software in different contexts. We introduce three use cases; planning, awareness creation, and education. Based on an overview of different Augmented and Virtual Reality approaches, we identify the ones most suitable for each of the three scenarios and illustrate related implementations. Initial observations with their usage confirm our statements, but also highlight areas to explore with future research.

Reference

  • Wolfgang Hürst and Roland Geraerts. Augmented and Virtual Reality Interfaces for Crowd Simulation Software - A Position Statement for Research on Use-Case-Dependent Interaction. Will appear in IEEE VR 2019, 23-27 March 2019 (Osaka, Japan).

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