2011
DOI: 10.1109/mcg.2009.105
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How the Ocean Personality Model Affects the Perception of Crowds

Abstract: This approach extends the HiDAC (High-Density Autonomous Crowds) system by providing each agent with a personality model based on the Ocean (openness, conscientiousness, extroversion, agreeableness, and neuroticism) personality model. Each personality trait has an associated nominal behavior. Specifying an agent's personality leads to an automation of low-level parameter tuning.

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Cited by 148 publications
(116 citation statements)
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“…Other motion control schemes were developed as finite state machines [174], which allowed animators to develop procedural rules for characters [175]. Also, control schemes within origins outside computing have been woven into computing (see Pelechano et al [64] for an excellent overview): physics models are popularly used, as are psychology-like approaches [176,177], cognitive schemes [170,178,179], group traits derived from collective human and animal behavior [180][181][182], machine-learning models that build control functions from trajectory data of real people [183][184][185], and schemes that afford computational efficiency in control across complex solution spaces [186,187]. Of particular relevance is the tradition of using the built environment (urban morphology, road networks, naturalistic paths, and implied movement effort) to impose hierarchies or abstractions that might ease look-up schemes in model databases, balance rendering loads in animation, and scale crowds to large populations [188][189][190][191][192][193][194][195].…”
Section: Animationmentioning
confidence: 99%
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“…Other motion control schemes were developed as finite state machines [174], which allowed animators to develop procedural rules for characters [175]. Also, control schemes within origins outside computing have been woven into computing (see Pelechano et al [64] for an excellent overview): physics models are popularly used, as are psychology-like approaches [176,177], cognitive schemes [170,178,179], group traits derived from collective human and animal behavior [180][181][182], machine-learning models that build control functions from trajectory data of real people [183][184][185], and schemes that afford computational efficiency in control across complex solution spaces [186,187]. Of particular relevance is the tradition of using the built environment (urban morphology, road networks, naturalistic paths, and implied movement effort) to impose hierarchies or abstractions that might ease look-up schemes in model databases, balance rendering loads in animation, and scale crowds to large populations [188][189][190][191][192][193][194][195].…”
Section: Animationmentioning
confidence: 99%
“…To some extent, environmental cognition turns the sort of attention that urban studies place on the built environment as a placeholder for people's activity on streetscapes inwards [201], to introspective/egocentric questions [202] of how people use the information that they acquire from streetscape phenomena to engage in tasks and shape their behaviors, and how they might be embodied [203] within that context. Aspects of these emotive-focused theories have appeared in streetscape models in computer graphics where they are used as the basis for belief-desire-intent, perception-action, and personality-lookup schemes to determine motion control [176,204,205], or for endowing characters with synthetic emotions that correspond to their environmental setting [206]. Interestingly, psychologists often make use of virtual reality environments and game engines as proxy settings for their experiments, although these are generally limited to avatar representation of interacting participants for task-performance, rather than representation of the behaviors for characters within those environments [207][208][209].…”
Section: Psychologymentioning
confidence: 99%
“…Their model is based on Helbing's work and is composed of geometrical information and psychological rules with a force model resembling behaviors of real people. Durupinar et al extend the HiDAC model by specifying agents personalities in order to mimic human behaviors from normal and disaster environments [6]. Guy et al use Eysenck's three-personality model for crowd simulation and show how personality affects the social behavior of crowds, including faster-in-slow effect [7].…”
Section: Related Workmentioning
confidence: 99%
“…Another approach is to represent the spatial environment as a continuous space that allows agents to navigate naturally on a continuous plane while considering constraints imposed by the physical geometry of the building. Examples of continuous space representation are the HiDAC model (Durupinar et al 2011), which parameterizes virtual agents based on individual personalities in order to mimic human behaviors in normal and panic situations, and ViCrowd (Musse and Thalmann 2001), which simulates virtual crowds with user-specified or default behavioral rules. The simulation framework uses continuous spatial representation, which allows a wider array of locomotions of the agents and the simulation of high-density crowd scenarios, such as overcrowding and pushing at exits (Aguirre et al 2011a).…”
Section: Egress Simulation Models and Human Behavior Modelingmentioning
confidence: 99%