2020
DOI: 10.1002/cav.1928
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Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behavior

Abstract: We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density, speed, and direction. An immersive road-crossing scenario that took place in a virtual metropolitan city was created. In this scenario, the participants were instructed to walk toward the opposite sidewalk. Three measurements (speed, deviation, and trajectory length) were used to evaluate the impac… Show more

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Cited by 23 publications
(24 citation statements)
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References 60 publications
(123 reference statements)
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“…Crowd simulations can be designed using either a macroscopic approach, which views a crowd as a single unit with properties related to fluids, or a microscopic approach, which involves modeling the behaviors of individual agents and their local interactions 3,7 . In designing virtual crowds, an essential requirement is to create human‐like steering behaviors to maintain realism, which can be achieved through either algorithmic simulation or animation 8 . In general, crowd movements emerge from a combination of local interactions between neighboring agents in a crowd 9 .…”
Section: Related Workmentioning
confidence: 99%
“…Crowd simulations can be designed using either a macroscopic approach, which views a crowd as a single unit with properties related to fluids, or a microscopic approach, which involves modeling the behaviors of individual agents and their local interactions 3,7 . In designing virtual crowds, an essential requirement is to create human‐like steering behaviors to maintain realism, which can be achieved through either algorithmic simulation or animation 8 . In general, crowd movements emerge from a combination of local interactions between neighboring agents in a crowd 9 .…”
Section: Related Workmentioning
confidence: 99%
“…Note, however, that not only proxemics is relevant, but also that the level of crowdedness affects how people feel with respect to their environment [32]. In VR, crowd simulation studies show that people restrain their space when walking in a crowd [46]. Dickinson et al [47] show that crowdedness produces negative feelings and can, thus, disrupt the user experience in Social VR.…”
Section: Social Virtual Realitymentioning
confidence: 99%
“…Some authors are interested in human walking trajectories, especially during collision or obstacles avoidance (Basili et al 2013;Heijnen et al 2012) while others studied and modelled the human joint trajectories during gait (Nandi et al 2016;Semwal et al 2018). Some more recent studies focus on the trajectories of human walking in crowded environment (Koilias et al 2020;Zhu et al 2020). However, to the best of our knowledge, the problem of the modeling and the simulation of common human trajectories during locomotion is not frequently raised.…”
Section: State Of the Artmentioning
confidence: 99%