2016
DOI: 10.1002/cav.1742
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Populating virtual cities using social media

Abstract: We propose to automatically populate geo-located virtual cities by harvesting and analyzing online contents shared on social networks and websites. We show how pose and motion paths of agents can be realistically rendered using information gathered from social media. 3D cities are automatically generated using open-source information available online. To provide our final rendering of both static and dynamic urban scenes, we use Unreal game engine.

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Cited by 8 publications
(5 citation statements)
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“…Other directions of our research investigate how social networks, online information, game engines and virtual reality technologies can be used together for creating new interactive, immersive and more human experience online. Indeed geolocated social network users can be used to place avatars [34] , to animate them and to populate the virtual cities with realistic displacement patterns, for providing human interactions in the context of a virtual visit or a gaming experience (e.g., Fig. 14 ).…”
Section: Discussionmentioning
confidence: 99%
“…Other directions of our research investigate how social networks, online information, game engines and virtual reality technologies can be used together for creating new interactive, immersive and more human experience online. Indeed geolocated social network users can be used to place avatars [34] , to animate them and to populate the virtual cities with realistic displacement patterns, for providing human interactions in the context of a virtual visit or a gaming experience (e.g., Fig. 14 ).…”
Section: Discussionmentioning
confidence: 99%
“…In particular, by sketching arrows in the environment, the user can define and change agent trajectories as in Figure 14, which further facilitates the emergence of behaviours such as lane formation. A data‐driven approach implemented by Bulbul and Dahyot [BD17] produces flows of pedestrians for environments based on real cities. Their system uses geo‐located information from social media that reflects the spatial and temporal distribution of people over the city.…”
Section: Path‐planningmentioning
confidence: 99%
“…A study where the pedestrians are directly projected is performed by Narahara and Kobayashi [5] for walkthrough in architectural structures using real projectors and 3D building models. Bulbul and Dahyot [6] use social media data to populate virtual cities with virtual agents. In contrary to our framework, they use images on social media platforms, rather than a given video feed of the simulation area.…”
Section: Related Workmentioning
confidence: 99%