Going through, going around: A study on individual avoidance of groups

Going through, going around: A study on individual avoidance of groups
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DOI:
10.1109/tvcg.2015.2391862
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发表时间:
2015-04-01
影响因子:
5.2
通讯作者:
Pettre, Julien
Pettre, Julien
中科院分区:
计算机科学1区
文献类型:
--
作者:
Bruneau, Julien;Olivier, Anne-Helene;Pettre, Julien

文献摘要

被引文献

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当避开人群时,步行者有两种可能性:要么穿过人群,要么绕过人群。穿过非常密集的群体或巨大的群体似乎不自然,并且可能会破坏虚拟环境中的任何存在感。本文旨在使人群模拟器能够正确处理此类情况。为此,我们需要了解真实的人类如何决定穿过或绕过群体。作为第一个假设,我们将最小能量原理(PME)应用于不同的群体规模和密度。根据这个原则,步行者应该绕过小而密集的群体,而他应该穿过大而稀疏的群体。该原理已被用于人群模拟;这里的新颖之处在于应用它来决定全局回避策略,而不仅仅是局部适应。我们的研究量化了决策阈值。然而,PME 留下了一些不确定的情况,对于这些情况,两种解决方案路径具有相似的能量成本。在第二部分中,我们提出了一个实验,用真实的观察结果来证实 PME 决策阈值。由于控制多人实验的因素非常困难,我们建议使用虚拟现实作为观察人类行为的新方法。这项工作代表了第一个直接根据基于 VR 的研究设计的人群模拟算法组件。我们还考虑次要因素在不确定情况下的作用。我们展示了群体外观和相对运动方向对决策过程的影响。最后,我们制定了一些指导原则,将我们的结论整合到现有的人群模拟器中,并展示了这种整合的示例。我们评估所取得的改进。
When avoiding a group, a walker has two possibilities: either he goes through it or around it. Going through very dense groups or around huge ones would not seem natural and could break any sense of presence in a virtual environment. This paper aims to enable crowd simulators to handle such situations correctly. To this end, we need to understand how real humans decide to go through or around groups. As a first hypothesis, we apply the Principle of Minimum Energy (PME) on different group sizes and density. According to this principle, a walker should go around small and dense groups whereas he should go through large and sparse groups. Such principle has already been used for crowd simulation; the novelty here is to apply it to decide on a global avoidance strategy instead of local adaptations only. Our study quantifies decision thresholds. However, PME leaves some inconclusive situations for which the two solutions paths have similar energetic costs. In a second part, we propose an experiment to corroborate PME decisions thresholds with real observations. As controlling the factors of an experiment with many people is extremely hard, we propose to use Virtual Reality as a new method to observe human behavior. This work represents the first crowd simulation algorithm component directly designed from a VR-based study. We also consider the role of secondary factors in inconclusive situations. We show the influence of the group appearance and direction of relative motion in the decision process. Finally, we draw some guidelines to integrate our conclusions to existing crowd simulators and show an example of such integration. We evaluate the achieved improvements.