• Title/Summary/Keyword: 군중 시뮬레이션

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Emotion-Based Dynamic Crowd Simulation (인간의 감정에 기반한 동적 군중 시뮬레이션)

  • Moon Chan-Il;Han Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.87-93
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    • 2004
  • In this paper we present a hybrid model that enables dynamic regrouping based on emotion in determining the behavioral pattern of crowds in order to enhance the reality of crowd simulation in virtual environments such as games. Emotion determination rules are defined and they are used for dynamic human regrouping to simulate the movement of characters through crowds realistically. Our experiments show more natural simulation of crowd behaviors as results of this research.

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Extraversion & Introversion Type Agent Design for Crowds Simulation (군중 시뮬레이션을 위한 외향과 내향 성격을 적용한 에이전트 설계)

  • Park, Sang-Wook;Basa, Tristan;Lee, Won-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1367-1372
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    • 2006
  • 건물의 평면 디자인이나 도로의 디자인과 같은, 보행자를 고려해야 하는 디자인 혹은 그와 유사한 문제의 최적화를 위해서 군중 시뮬레이션이 필요한 경우가 있다. 이때 보행자 에이전트에 대한 모델이 필요하며 에이전트 디자인을 얼마나 신중하게 하느냐가 군중시뮬레이션의 결과에 많은 영향을 미친다. 기존의 보행자 모델은 에이전트로 하여금 이성적 행동을 하도록 하는 데에 초점이 맞추어져 있었다. 하지만 사람은 심리경향을 갖고 있으며, 이를 고려한 보행자 모델은 좀 더 현실과 가까운 군중 시뮬레이션이 가능하도록 해 준다. 본 논문에서는 MBTI(Myers-Briggs Type Indicator)의 척도 중 하나인 외향과 내향 척도를 기존의 보행자 모델에 적용시켰다. 외향과 내향을 하나의 변수로 보고 그에 따른 행동 패턴의 결정에 대한 함수를 만들었다. 그리고 이 모델을 사용하여 2 차원의 군중시뮬레이션을 해 보았다. 이 시뮬레이션은 출구를 가지고 있는 평면구조를 사용하여 위급한 상황일 때를 가정하여 에이전트들이 출구로 빠져나가도록 하는 것이다.

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Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals (개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션)

  • Ahn, Eun-Young;Kim, Jae-Won;Han, Sang-Hoon;Moon, Chan-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.1-9
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    • 2009
  • In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

High Density Crowd Simulation based on SPH (Smoothed Particle Hydrodynamics 기반 고 밀집 군중 시뮬레이션 기법)

  • Kang, Shin-Jin;Lee, Jung;Kim, Soo-Kyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.193-199
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    • 2011
  • Producing high density crowd simulation is time-consuming task as increasing the number of individuals in the crowds. In this paper, we propose a new control technique that can create realistic high density crowd simulation by using Smoothed Particle Hydrodynamics (SPH) method from fluid simulation field. Equations in SPH method are modified for evacuation, distance maintenance, and group maintenance forces for individual behaviors in the crowds. Experimental results showed that the proposed system could enable natural high density crowd simulation efficiently.

Safety in Mass Gathering: Basic Survey for Crowd Crush (군중집회 시의 안전: 군중압박의 기초 조사)

  • Soon-Joo Wang
    • Journal of Korean Society of Disaster and Security
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    • v.16 no.1
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    • pp.49-60
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    • 2023
  • After the 10.29 Itaewon disaster, interests in the crowd crush injury increased, but it is pointed out that the academic and practical basis related to crowd crush is still weak in Korea. Therefore, in this study, terms and concepts related to crowd crush were investigated and proposed, and representative cases of crowd crush events were investigated and summarized. Approaches based on representative cases were investigated, and among them, video analysis, simulation, questionnaire survey and interview methods were derived as an essential approach methods. Through this research, it is expected that standardization of Korean terminology, concept establishment, evaluation, and systematization of approach methods of crowd crush can be accomplished.

Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation (군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지)

  • Sung, Man-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.1
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    • pp.44-52
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    • 2008
  • In this paper we consider detecting collisions between characters whose motion is specified by motion capture data. Since we are targeting on massive crowd simulation, we only consider rough collisions, modeling the characters as a disk in the floor plane. To provide efficient collision detection, we introduce a hierarchical bounding volume, the Motion Oriented Bounding Box tree (MOBB tree). A MOBBtree stores space-time bounds of a motion clip. In crowd animation tests, MOBB trees performance improvements ranging between two and an order of magnitude.

Development of Time Lag Considered (TLC) Crowd Load Model Based on Probabilistic Approach (개인별 시간지연효과를 고려한 확률론적 군중 하중모형 개발)

  • Kim, Sung-Yong;Lee, Cheol-Ho
    • Journal of Korean Society of Steel Construction
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    • v.24 no.1
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    • pp.1-11
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    • 2012
  • To overcome the limitations of current evaluation procedures for floor vibration under crowd loading, two kinds of uncertainties associated with individual time lag differences and the complex behavior of crowd should be taken into account. The complex behavior of crowds has yet to be fully described, even though individual differences can be dealt with statistically. This paper proposes time lag considered (TLC) crowd model based on a probabilistic approach. The load reduction factor, which reflects the effect of a general degree of synchronization among crowd, is proposed. Extensive Monte Carlo simulations were carried out to determine various crowd behaviors by using the TLC crowd model proposed. The TLC crowd model can rationally treat the energy loss of various crowd patterns. This indicates that it may be used as a theoretical basis in refining dynamic load factor of crowd loading.

Path Following Behavior of Crowd (군중의 경로 추적 행동)

  • Yi, Ji-hyeon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.10-14
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    • 2008
  • Computer-animated crowd scenes are often observed in computer games and feature films. The common way to model locomotion of large human crowds is to employ agent based methods where the behavior of each person is independently modeled. But for large crowds, it is difficult for a user to control all the individuals using individual behavior model. Instead, crowd behaviors can be controlled more intuitively at the group level than at the individual level. In this paper, we present the group force field model to simulate path following behavior for groups. A group is a set of characters who have the same goals, i.e. the same path to follow. We also define three characteristics of grouping behavior: alignment, cohesion, and distribution. Our group force field model preserves these characteristics while avoiding collisions. By using our model, user can generate desired group behaviors from line-up behavior to lumped one.

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Motion Simplification using Joint Posture Clustering (JPC) (관절 자세 군집화(JPC)를 활용한 모션 단순화 기법)

  • Ahn, Jung-Hyun;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.2
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    • pp.42-50
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    • 2004
  • 캐릭터 애니메이션 기술의 발달로 가상공간에 애니메이트되는 캐릭터의 수가 점점 증가되고 있으며, 캐릭터 자체 골격구조의 관절 개수와 캐릭터를 덮고 있는 메쉬의 폴리곤 개수도 점점 증가하는 추세이다. 따라서, 실시간 가상환경에서 다수의 캐릭터를 전처리 과정 없이 시뮬레이션할 경우 전체 군중시스템 성능의 저하가 예상된다. 본 논문에서는, 이러한 문제점을 해결하기 위해 모션 다단계(motion level-of-detail) 기법을 제시한다. 모션 단순화 기법은 캐릭터의 움직임을 제어하는 골격(관절)구조와 캐릭터의 형태를 시각적으로 표현하는 기하(메쉬)구조를 단순화 하는 방법으로 기존 동작과 단순화된 동작의 차이를 최소화 한다. 골격구조 단순화를 위한 JPC(joint posture clustering)방법은 특정 관절의 연속된 모션 시퀀스에서의 유사 자세 집단을 추출하여 하나의 자세로 표현하는 방법으로, 모션의 특성에 따라 동적으로 관절을 단순화하여 관절 시뮬레이션 시간을 줄이는 방법이다. JPC방법은 골격구조가 시간에 따라 동적으로 변형되기 때문에 골격구조의 계층구조를 재 구축할 시간이 필요하지만, 기존 동작과 유사성을 잃지 않는 단순화된 동작 생성이 가능하다. 유사 자세 집단을 추출하기 위해 전체 모션 시퀀스에서 관절의 프레임간 자세 차이를 수식화하여 테이블 형태로 구성하고 이를 통해 기존 동작의 유사성을 잃지 않으며 관절의 단순화 율을 최대화 할 수 있는 알고리즘을 제시한다. 또한, 실시간 군중 환경의 성능을 더욱 향상시키기 위해 시간에 따라 변형되는 캐릭터 메쉬의 단순화 기법을 적용한다. 실험결과 모션 다단계 기법은 실시간 군중환경에서 캐릭터의 수가 많고 복잡한 골격구조와 기하구조로 구성된 관절 궤적의 변화가 심하지 않은 동작에 대해 특히 효율적이다.

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VR-simulated Sailor Training Platform for Emergency (긴급상황에 대한 가상현실 선원 훈련 플랫폼)

  • Park, Chur-Woong;Jung, Jinki;Yang, Hyun-Seung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2015.10a
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    • pp.175-178
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    • 2015
  • This paper presents a VR-simulated sailor training platform for emergency in order to prevent a human error that causes 60~80% of domestic/ abroad marine accidents. Through virtual reality technology, the proposed platform provides an interaction method for proficiency of procedures in emergency, and a crowd control method for controlling crowd agents in a virtual ship environment. The interaction method uses speech recognition and gesture recognition to enhance the immersiveness and efficiency of the training. The crowd control method provides natural simulations of crowd agents by applying a behavior model that reflects the social behavior model of human. To examine the efficiency of the proposed platform, a prototype whose virtual training scenario describes the outbreak of fire in a ship was implemented as a standalone system.

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