From audiences to mobs : crowd simulation with psychological factors

buir.advisorGüdükbay, Uğur
dc.contributor.authorDurupınar, Funda
dc.date.accessioned2016-01-08T18:14:11Z
dc.date.available2016-01-08T18:14:11Z
dc.date.issued2010
dc.departmentDepartment of Computer Engineeringen_US
dc.descriptionAnkara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.en_US
dc.descriptionThesis (Ph. D.) -- Bilkent University, 2010.en_US
dc.descriptionIncludes bibliographical references leaves 90-101.en_US
dc.description.abstractCrowd 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.en_US
dc.description.degreePh.D.en_US
dc.description.provenanceMade available in DSpace on 2016-01-08T18:14:11Z (GMT). No. of bitstreams: 1 0005000.pdf: 2573719 bytes, checksum: 8ce9c44b8ed0c8d11fe0b30c6c265a85 (MD5)en
dc.description.statementofresponsibilityDurupınar, Fundaen_US
dc.format.extentxvii, 108 leaves, illustrationsen_US
dc.identifier.urihttp://hdl.handle.net/11693/15146
dc.language.isoEnglishen_US
dc.publisherBilkent Universityen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectCrowd simulationen_US
dc.subjectautonomous agentsen_US
dc.subjectsimulation of affecten_US
dc.subjectcrowd taxonomyen_US
dc.subjectmob behavioren_US
dc.subject.lccQA76.9.C65 D87 2010en_US
dc.subject.lcshCrowds--Computer simulation.en_US
dc.subject.lcshCollective behavior--Computer simulation.en_US
dc.subject.lcshDigital computer simulation.en_US
dc.titleFrom audiences to mobs : crowd simulation with psychological factorsen_US
dc.typeThesisen_US

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