2011
DOI: 10.1007/978-3-642-22000-5_54
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Towards Agent-Based Crowd Simulation in Airports Using Games Technology

Abstract: Abstract. We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour.

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Cited by 12 publications
(6 citation statements)
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“…Advanced behaviour altering aspects such as agent learning [11], social forces models [12], physiological factors [13] and sociological effects [14] can also be utilised to enhance agent believability. Technologies from the games industry and middleware have been deployed for simulating crowds within a variety of different scenarios, to allow for unique research into specific areas such as safety [2]. The crowd simulation produced as part of this research follows the general build by utilising decision making, pathfinding, steering and perception along with an additional feature, behavioural annotation.…”
Section: A Crowd Simulation Techniquesmentioning
confidence: 98%
See 1 more Smart Citation
“…Advanced behaviour altering aspects such as agent learning [11], social forces models [12], physiological factors [13] and sociological effects [14] can also be utilised to enhance agent believability. Technologies from the games industry and middleware have been deployed for simulating crowds within a variety of different scenarios, to allow for unique research into specific areas such as safety [2]. The crowd simulation produced as part of this research follows the general build by utilising decision making, pathfinding, steering and perception along with an additional feature, behavioural annotation.…”
Section: A Crowd Simulation Techniquesmentioning
confidence: 98%
“…A virtual scene is generally based upon a real-life counterpart in some way, shape, or form [2]. A famous example for crowd simulation is the Shibuya Crossing in Tokyo.…”
Section: Introductionmentioning
confidence: 99%
“…In recent years, ABM is seen as a powerful tool that allows for the explicit representation of the processes underlying the large-scale animal movement patterns [64][65][66][67][68][69][70]. They are also popular in pedestrian modelling [71][72][73][74][75][76][77][78], in experimenting the effects of movement behaviours on epidemic spread [79,80], and in crowd movement simulation [81,82]. This is mainly because ABM facilitates an explicit representation of all three components pertinent to movement data-space, time, moving object [83].…”
Section: Movement Representation: An Agent-based Perspectivementioning
confidence: 99%
“…They are also increasingly being accepted as a powerful tool that allows for the explicit representation of the processes underlying large-scale animal movement patterns [29][30][31][32][33] . They are also popular in pedestrian modelling [34][35][36][37][38] , in studying the effects of movement behaviours on epidemic spread 39,40 , and in crowd movement simulation 41,42 .…”
Section: Proposing Agents For Movement Modellingmentioning
confidence: 99%