Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry 2013
DOI: 10.1145/2534329.2534336
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Immersive human-in-the-loop HMD evaluation of dynamic group behavior in a pedestrian crowd simulation that uses group agent-based steering

Abstract: Figure 1: Formation capabilities of the articulated object approach: (a) U-formation. (b) The group adapted a formation to pass through a narrow alley. (c) Formation with locked hinges allows for a hand-holding couple. (d) Conversation formation. (e) Asymmetric L-formation. AbstractMost prior virtual crowds are simulated based on individualistic movement and behavior, but in recent years a few works have begun to offer approaches for human-like social group movement and plausible interactions between people in… Show more

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Cited by 19 publications
(13 citation statements)
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“…Evaluation was conducted using a bespoke questionnaire and qualitative descriptions of video recordings. VR was also used by Rojas and Yang (2013) and Rojas et al (2014) to study small group formations, and Ahn et al (2012) used a similar method to compare different collision avoidance algorithms in a street scene. In this case, the user remained stationary, and observed the scene using a CAVE environment.…”
Section: Validation Of Simulation Models Using Vrmentioning
confidence: 99%
See 1 more Smart Citation
“…Evaluation was conducted using a bespoke questionnaire and qualitative descriptions of video recordings. VR was also used by Rojas and Yang (2013) and Rojas et al (2014) to study small group formations, and Ahn et al (2012) used a similar method to compare different collision avoidance algorithms in a street scene. In this case, the user remained stationary, and observed the scene using a CAVE environment.…”
Section: Validation Of Simulation Models Using Vrmentioning
confidence: 99%
“…Whilst some existing work has considered the use of crowd simulations in virtual reality (VR) settings, it has generally focused on three areas: firstly, the validation of simulation models by a human observer (Ahn et al 2012;Kim et al 2016;Pelechano et al 2008a, b;Rojas and Yang 2013;Rojas et al 2014); secondly, investigations of additional human-agent interactions, such as gestures and gaze (Kyriakou et al 2016;Narang et al 2016); and finally, user response to agent proximity (proxemics). Proxemics is of most relevance to our work, but existing investigations use 1 3 single agents or objects, or small groups in predefined configurations, rather than full crowd simulation models (Bruneau et al 2015;Llobera et al 2010;Wilcox et al 2006;Sanz et al 2015), and also use physiological measures of arousal rather than measures of affect.…”
Section: Introductionmentioning
confidence: 99%
“…Yeh et al [YCP*08] placed different types of composite agents to constrain agents in groups. Rojas and Yang [RY13] introduced a group agent consisting of several hinge‐connected slots which each member follows. Alonso‐Mora et al [AMBR*12] enabled a large number of robots to transform among a set of formations by computing their goal positions in each formation assignment.…”
Section: Related Workmentioning
confidence: 99%
“…A set of experiments were performed in crowd simulation perception, to design for example realistic immersive crowds (McDonnell et al (2009); Ennis and O'Sullivan (2012)). VR has also been used to evaluate simulation quality (Pelechano et al (2008); Rojas and Yang (2013)). However, the interaction loop between users and their environment differs in virtual conditions in comparison with real conditions.…”
Section: Related Workmentioning
confidence: 99%