The crowd simulation for interactive virtual environments
2004, Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry - VRCAI '04
https://doi.org/10.1145/1044588.1044647Abstract
The paper will cover the issues of Collective Behavior in complex and critical event in Virtual Environment and its Application by Visualizing Space and Information. This is related to the on-going research results concerning development of the crowd simulation for interactive virtual environments. The simulation aims to reproduce realistic scenarios involving large number of the virtual human agents. We define interactive VE as an architecture of multi-agent system allowing behaviors of the agents to interact among them, with the virtual environment as well as with the real human participants. The first behavior is known as Collective behavior. One of collective behavior to be described in this paper is maximum dispersion for the group of three agents. There are some complexities in identifying the procedure for maximum dispersion behavior among three agents. For experimenting with the determined procedures, the path planning of crowd dispersion in the building environment at the time of emergency situation is applied. With this complex and critical environment an experiment is carried out and the result of simulating maximum dispersion behavior of agents is discussed.
Key takeaways
AI
AI
- The simulation enhances crowd dynamics by modeling agents' maximum dispersion behavior in emergencies.
- Path planning for three agents utilizes a synchronous method to generate multiple alternative routes.
- Collective behavior formulation includes stochastic, gas-kinetic, and fluid dynamic models for crowd dynamics.
- The SNA* algorithm integrates application-dependent data for effective multi-agent coordination.
- Research addresses the complexities of achieving no collision and no deadlock during agent dispersion.
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