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Modeling Social Group Interactions for Realistic Crowd Behaviors.

机译:为现实的人群行为建模社交团体互动。

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摘要

In the simulation of human crowd behavior including evacuation planning, transportation management, and safety engineering in architecture design, the development of pedestrian model for higher behavior fidelity is an important task. To construct plausible facsimiles of real crowd movements, simulations should exhibit human behaviors for navigation, pedestrian decision-making, and social behaviors such as grouping and crowding. The research field is quite mature in some sense, with a large number of approaches that have been proposed to path finding, collision avoidance, and visually pleasing steering behaviors of virtual humans. However, there is still a clear disparity between the variety of approaches and the quality of crowd behaviors in simulations.;Many social science field studies inform us that crowds are typically composed of multiple social groups (James, 1953; Coleman and James, 1961; Aveni, 1977). These observations indicate that one component of the complexity of crowd dynamics emerges from the presence of various patterns of social interactions within small groups that make up the crowd. Hence, realism in a crowd simulation may be enhanced when virtual characters are organized in multiple social groups, and exhibit human-like coordination behaviors.;Motivated by the need for modeling groups in a crowd, we present a multi-agent model for large crowd simulations that incorporates socially plausible group behaviors. A computational model for multi-agent coordination and interaction informed by well-established Common Ground theory (Clark, 1996; Clark and Brennan, 1991) is proposed. In our approach, the task of navigation in a group is viewed as performing a joint activity which requires maintaining a state of common ground among group members regarding walking strategies and route choices. That is, group members communicate with, and adapt their behaviors to each other in order to maintain group cohesiveness while walking. In the course of interaction, an agent may present gestures or other behavioral cues according to its communicative purpose. It also considers the spatiotemporal conditions of the agent-group's environment in which the agent interacts when selecting a kind of motions.;With the incorporation of our agent model, we provide a unified framework for crowd simulation and animation which accommodates high-level socially-aware behavioral realism of animated characters. The communicative purpose and motion selection of agents are consistently carried through from simulation to animation, and a resulted sequence of animated character behaviors forms not merely a chain of reactive or random gestures but a socially meaningful interactions.;We conducted several experiments in order to investigate the impact of our social group interaction model in crowd simulation and animation. By showing that group communicative behaviors have a substantial influence on the overall distribution of a crowd, we demonstrate the importance of incorporating a model of social group interaction into multi-agent simulations of large crowd behaviors. With a series of perceptual user studies, we show that our model produces more believable behaviors of animated characters from the viewpoint of human observers.
机译:在人群疏散行为的仿真中,包括疏散计划,交通管理和建筑设计中的安全工程,为提高行为逼真度而设计的行人模型是一项重要任务。为了构建真实的人群运动的似真形式,模拟应展示人类的行为,以进行导航,行人决策以及社交行为,例如分组和拥挤。从某种意义上讲,该研究领域已经相当成熟,已经提出了许多方法来寻找虚拟人的路径,避免碰撞以及视觉上令人愉悦的转向行为。但是,在模拟中,各种方法和人群行为的质量之间仍然存在明显的差距。;许多社会科学领域的研究告诉我们,人群通常由多个社会群体组成(James,1953; Coleman和James,1961; Jordan,1991; J.Am。 Aveni,1977年)。这些观察结果表明,人群动态复杂性的一个组成部分是由组成人群的小群体中存在各种社交互动模式引起的。因此,当虚拟角色组织在多个社交组中并表现出类似人的协调行为时,可以增强人群模拟的真实性。出于对人群中的组建模的需求,我们提出了针对大型人群的多智能体模型包含社会上合理的群体行为的模拟。提出了一种基于公认的通用地面理论(Clark,1996; Clark和Brennan,1991)的多主体协调和交互的计算模型。在我们的方法中,组中的导航任务被视为执行一项联合活动,这需要在组成员之间保持关于步行策略和路线选择的共同立场。也就是说,小组成员相互交流,并使其行为相互适应,以在行走时保持小组的凝聚力。在交互过程中,代理可以根据其交流目的呈现手势或其他行为提示。它也考虑了在选择一种动作时智能体进行交互的智能体组环境的时空条件。;通过整合智能体模型,我们为人群模拟和动画提供了一个统一的框架,以适应高层社交场所的需求。意识到动画人物的行为现实主义。从仿真到动画,代理的沟通目的和动作选择始终如一地进行,动画角色行为的结果序列不仅形成反应性或随机手势链,而且形成具有社会意义的互动。我们的社会群体互动模型在人群模拟和动画中的影响。通过显示群体交往行为对人群的总体分布有重大影响,我们证明了将社交群体互动模型纳入大人群行为的多主体模拟中的重要性。通过一系列的感知用户研究,我们表明,从人类观察者的角度出发,我们的模型可产生更逼真的动画角色行为。

著录项

  • 作者

    Park, Seung In.;

  • 作者单位

    Virginia Polytechnic Institute and State University.;

  • 授予单位 Virginia Polytechnic Institute and State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 126 p.
  • 总页数 126
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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