2008 22nd Workshop on Principles of Advanced and Distributed Simulation 2008
DOI: 10.1109/pads.2008.13
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Advancing the Layered Approach to Agent-Based Crowd Simulation

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Cited by 41 publications
(25 citation statements)
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“…Although the use of a spatial database and a physics middleware for a social-force-driven crowd simulation is not new [1,19], to the best our knowledge, no existing crowd simulation has specifically exploited the uniqueness of airport traveller experience or used the layered AI approach in combination with a physics middleware and the social-forces approach as a backdrop for a real-time virtual crowd setting in a video game situation. We use the available games technology, and extend them to fulfil our aims and goals.…”
Section: Fig 1 London Gatwick Airport South Terminal Map Adapted Fmentioning
confidence: 99%
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“…Although the use of a spatial database and a physics middleware for a social-force-driven crowd simulation is not new [1,19], to the best our knowledge, no existing crowd simulation has specifically exploited the uniqueness of airport traveller experience or used the layered AI approach in combination with a physics middleware and the social-forces approach as a backdrop for a real-time virtual crowd setting in a video game situation. We use the available games technology, and extend them to fulfil our aims and goals.…”
Section: Fig 1 London Gatwick Airport South Terminal Map Adapted Fmentioning
confidence: 99%
“…Several methods that face the challenges of real-time crowd simulation have been proposed [1,7,17,18]. One of the earliest applications of agent-based modelling was seen in Reynold's boid method [17], which has recently been extended onto the Sony Playstation 3 architecture to simulate up 15,000 agents at 60 frames-per-second [18].…”
Section: Crowd Simulationmentioning
confidence: 99%
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