Browsing by Subject "Collective behavior--Computer simulation."
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Item Open Access From audiences to mobs : crowd simulation with psychological factors(2010) Durupınar, FundaCrowd simulation has a wide range of application areas such as biological and social modeling, military simulations, computer games and movies. Simulating the behavior of animated virtual crowds has been a challenging task for the computer graphics community. As well as the physical and the geometrical aspects, the semantics underlying the motion of real crowds inspire the design and implementation of virtual crowds. Psychology helps us understand the motivations of the individuals constituting a crowd. There has been extensive research on incorporating psychological models into the simulation of autonomous agents. However, in our study, instead of the psychological state of an individual agent as such, we are interested in the overall behavior of the crowd that consists of virtual humans with various psychological states. For this purpose, we incorporate the three basic constituents of affect: personality, emotion and mood. Each of these elements contribute variably to the emergence of different aspects of behavior. We thus examine, by changing the parameters, how groups of people with different characteristics interact with each other, and accordingly, how the global crowd behavior is influenced. In the social psychology literature, crowds are classified as mobs and audiences. Audiences are passive crowds whereas mobs are active crowds with emotional, irrational and seemingly homogeneous behavior. In this thesis, we examine how audiences turn into mobs and simulate the common properties of mobs to create collective misbehavior. So far, crowd simulation research has focused on panicking crowds among all types of mobs. We extend the state of the art to simulate different types of mobs based on the taxonomy. We demonstrate various scenarios that realize the behavior of distinct mob types. Our model is built on top of an existing crowd simulation system, HiDAC (High-Density Autonomous Crowds). HiDAC provides us with the physical and low-level psychological features of crowds. The user normally sets these parameters to model the non-uniformity and diversity of the crowd. In our work, we free the user of the tedious task of low-level parameter tuning, and combine all these behaviors in distinct psychological factors. We present the results of our experiments on whether the incorporation of a personality model into HiDAC was perceived as intended.Item Open Access Real-time crowd simulation in virtual urban environments using adaptive grids(2010) Akaydın, AteşCrowd simulation is a relatively new research area, attracting increasing attention from both academia and industry. This thesis proposes Adaptive Grids, a novel hybrid approach for controlling the behavior of agents in a virtual crowd. In this approach, the motion of each agent within the crowd is planned considering both global and local path planning strategies. For global path planning, a cellular adaptive grid is constructed from a regular navigation map that represents the 2-D topology of the simulation terrain. A navigation graph with efficient size is then pre-computed from the adaptive grid for each possible agent goal. Finally, the navigation graph is used to generate a potential field on the adaptive grid by using the connectivity information of the irregular cells. Global path planning per agent has constant time complexity. For local path planning, Helbing Traffic-Flow model is used to avoid obstacles and agents. Potential forces are then applied on each agent considering the local and global decisions of the agent, while providing each agent the freedom to act independently.