• 제목/요약/키워드: Crowd Behavior Simulation

검색결과 16건 처리시간 0.019초

3D 행동 유도장 기반 대규모 에이전트 행동 시뮬레이션 (3D Affordance Field based Crowd Agent Behavior Simulation)

  • 옥수열;한명우;이석환
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.629-641
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    • 2021
  • Crowd behavior simulations have been studied to further accelerated and refined by parallelism by inducing agent-interacting forces into the image field representing the forces of attraction and repulsion. However, it was difficult to consider rapidly changing environments such as fire situations in buildings because texture images must be generated in advance simulation starts and simulations can only be performed in 2D spaces. In this paper, we propose a crowd agent behavior simulation method based on agent's 3D affordance field for flexible agent behavior in variable geomorphological environments in 3D space. The proposed method generates 3D affordance field related to agents and sensors in 3D space and defines the agent behavior in 3D space for the crowd behavior simulation based on an image-inducing field to a 3D space. Experimental results verified that our method enables the development of large-scale crowd behavior simulations that are flexible to various fire evacuation situations in 3D virtual spaces.

이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션 (Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields)

  • 옥수열
    • 한국멀티미디어학회논문지
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    • 제17권9호
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

The Safeguard Validation Data Set (SGVDS) 1과 2를 활용한 군중 대피 시뮬레이션 검증 방안에 관한 연구 (A Study on Crowd Evacuation Simulation Validation Method using The Safeguard Validation Data Set (SGVDS) 1 and 2)

  • 이승현;이재민;김현철
    • 한국안전학회지
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    • 제39권3호
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    • pp.50-59
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    • 2024
  • In recent years, building architecture has become increasingly complex and larger in scale to accommodate many people. In densely populated facilities, the interiors are becoming more intricate and high-rise, with narrow corridors, hallways, and stairs. This poses challenges for evacuating occupants in case of emergencies such as fires, making it crucial to assess the evacuation safety in advance. In evacuation safety research, there are significant limitations to theoretical studies owing to their association with crowd behavior and human evacuation characteristics, as well as the risks associated with experiments involving human participants. Consequently, evacuation experiments conducted using simulation-based methodologies are gaining recognition worldwide. However, crowd simulations face validation difficulties because of variations in crowd movement and evacuation characteristics across different cases and scenarios, as well as the challenge of accurately reflecting human characteristics during evacuations. In this study, we investigated validation methods for evacuation simulations using the SAFEGUARD validation data set (SGVDS) provided by the University of Greenwich, UK. The SGVDS collects data on crowd evacuations through actual evacuation tests conducted on ColorLine's large RO-PAX ferry and Royal Caribbean International's cruise ships. The accuracy of the crowd simulations can be validated by comparing SGVDS and crowd simulation results. This study will contribute to the development of highly accurate crowd simulations by verifying various crowd simulations.

Fish Schooling Animation System for Constructing Contents of Cyber Aquarium

  • Kim, Jong-Chan;Kim, Eung-Kon
    • 한국전자통신학회논문지
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    • 제2권3호
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    • pp.157-162
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    • 2007
  • The goal of researching a proper crowd animation is to design system that is satisfied with the reality of scenes, performance of system, and interaction with users to show the crowd vividly and effectively in virtual underwater world. In this paper, we smartly expressed the behavior patterns for flocks of fish in virtual underwater and we made up for the weak points in spending time and cost to produce crowd animation. We compared with the number of mesh, the number of fish, the number of frame, elapsed time, and resolution and analyzes them with the fish behavior simulating system. We developed a virtual underwater simulator using this system.

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Modeling and simulation of large crowd evacuation in hazard-impacted environments

  • Datta, Songjukta;Behzadan, Amir H.
    • Advances in Computational Design
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    • 제4권2호
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    • pp.91-118
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    • 2019
  • Every year, many people are severely injured or lose their lives in accidents such as fire, chemical spill, public pandemonium, school shooting, and workplace violence. Research indicates that the fate of people in an emergency situation involving one or more hazards depends not only on the design of the space (e.g., residential building, industrial facility, shopping mall, sports stadium, school, concert hall) in which the incident occurs, but also on a host of other factors including but not limited to (a) occupants' characteristics, (b) level of familiarity with and cognition of the surroundings, and (c) effectiveness of hazard intervention systems. In this paper, we present EVAQ, a simulation framework for modeling large crowd evacuation by taking into account occupants' behaviors and interactions during an emergency. In particular, human's personal (i.e., age, gender, disability) and interpersonal (i.e., group behavior and interactions) attributes are parameterized in a hazard-impacted environment. In addition, different hazard types (e.g., fire, lone wolf attacker) and propagation patterns, as well as intervention schemes (simulating building repellent systems, firefighters, law enforcement) are modeled. Next, the application of EVAQ to crowd egress planning in an airport terminal under human attack, and a shopping mall in fire emergency are presented and results are discussed. Finally, a validation test is performed using real world data from a past building fire incident to assess the reliability and integrity of EVAQ in comparison with existing evacuation modeling tools.

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

  • 안은영;김재원;한상훈;문찬일
    • 한국콘텐츠학회논문지
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    • 제9권11호
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    • pp.1-9
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    • 2009
  • 본 논문은 게임 또는 애니메이션과 같이 가상 환경 속에서의 군중 행동을 구현함에 있어 군중 전체의 움직임을 제어하기보다는 군중을 구성하고 있는 각 개체들의 감정요소를 개별적으로 제어하는 방식을 사용함으로써 군중의 형태 및 행동 양식에 사실감과 다양성을 부여하는 새로운 방안을 제시한다. 인간의 행동을 모사하기 위해 군중을 구성하고 있는 개체들이 각자의 감정과 기질에 따라 이동경로를 결정하도록 행동패턴을 설계한다. 제안된 방법은 군집을 구성하는 개체들이 제각기 주어진 기질과 환경에 따라 변화하는 감정을 기반으로 이동 경로뿐 아니라 군집간의 이동을 자유롭게 결정하기 때문에 다양한 군집이동을 표현할 수 있다. 이를 위해, 감정과 기질을 정의하고 행동제어 규칙을 정의한다. 또한 인간의 감정과 같은 모호한 정보를 처리하기 위하여 퍼지이론을 적용함으로써 기질과 감정에 대한 모호한 언어적 표현을 자연스럽게 정의하도록 한다. 실험을 통해 제안된 방법으로 자연스럽고 다양한 형태의 군중 시뮬레이션이 가능함을 보인다.

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

  • 문찬일;한상훈
    • 한국컴퓨터정보학회논문지
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    • 제9권3호
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    • pp.87-93
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    • 2004
  • 본 논문에서는 인간의 행동과 유사하게 군중을 재편성하는 행동패턴 모델을 제안하고, 그 모델을 가상 환경의 캐릭터에 적용하여 구현하였다. 게임과 같은 가상환경에서 군중을 표현하는 군중 시뮬레이션의 사실감을 높이기 위하여 군중의 행동 패턴을 결정함에 있어 인간의 감정에 기반을 두었다. 이러한 모델을 바탕으로 인간의 감정을 캐릭터에 적용하고자 몇 가지 규칙을 정의하였고, 이를 바탕으로 군중에 속해있는 캐릭터들의 군중간의 이동을 사실적으로 구현하였다. 본 연구를 적용하여 보다 자연스러운 군중의 행동을 시뮬레이션 할 수 있을 것이다.

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On the modeling and simulation of the walking behavior

  • Hosoi, Motoharu;Ishijima, Shintaro;Kojima, Akira
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1996년도 Proceedings of the Korea Automatic Control Conference, 11th (KACC); Pohang, Korea; 24-26 Oct. 1996
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    • pp.83-86
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    • 1996
  • We propose a mathematical model which describes the walking behavior of a person and to analyze the effect of the personality on the dynamics of the crowd. The fundamental assumption is that the human behavior is not a random process but a deterministic process with several basic mechanisms and each fundamental mechanism is common and only the parameter is different from person to person. The proposed model is based on the servomechanism which drives a person along the planned path from point to point. This model has been applied to simulate the walks of people in a crowd and the simulated results have a good coincidence with actual measurement.

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

  • 박철웅;정진기;양현승
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2015년도 추계학술대회
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    • pp.175-178
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    • 2015
  • 본 논문은 국내외 해양사고 원인의 60-80%에 해당하는 인적과실을 예방하기 위하여 긴급상황에 대한 가상현실 선원 훈련 플랫폼을 제안한다. 제안된 훈련 플랫폼은 가상현실 기술을 통해 긴급 상황 내 절차 숙달을 위한 상호작용 방법과 가상 선박 환경 내에서 군중 에이전트를 제어하는 군중 제어 방법을 제공한다. 제안된 훈련 플랫폼의 상호작용 방법은 훈련 몰입도를 높이기 위하여 음성인식과 행동인식을 사용한다. 군중 제어는 사회적 특성을 반영한 에이전트의 행동모델을 적용하여 자연스러운 시뮬레이션을 제공한다. 제안된 훈련 플랫폼의 효율성을 실험하기 위해 선박 내 화재 상황에 대한 가상 훈련 시나리오를 standalone 훈련 플랫폼으로써 구현하였다.

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게임환경에서 AB 와 CA 수학모델을 이용한 보행자들의 집단행동 구현 (Implementation of Crowd Behavior of Pedestrain based AB and CA mathematical model in Intelligent Game Environment)

  • 김성동;김종현
    • 한국게임학회 논문지
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    • 제19권6호
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    • pp.5-14
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    • 2019
  • 본 논문에서는 게임 환경에서 Agent Based 와 Cellular Automata 모델 시스템을 이용한 보행자들의 집단행동 움직임에 대한 모델링과 그 시뮬레이션을 제안한다. 군중들의 사회적 행동은 복잡하고 중요하며, 이를 근거로 게임 환경에서 AB와 CA모델 시스템을 바탕으로 어떤 목적을 가진 군중 상호작용을 나타나는 모습을 게임 프로토타입 모델로 구현하였다. 본 실험은 실제 보행자들이 있는 위험상황에서 군중행동을 연구하기 위하여 효율적이고 정확한 플랫폼으로서 집단 움직임의 가능성을 보여주었다.