• Title/Summary/Keyword: Crowds

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Real-Time Animation of large Crowds

  • Kang, In-Gu;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.318-321
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    • 2007
  • This paper proposes a GPU-based approach to real-time skinning animation of large crowds, where each character is animated independently of the others. In the first pass of the proposed approach, skinning is done by a pixel shader and the transformed vertex data are written into the render target texture. With the transformed vertices, the second pass renders the large crowds. The proposed approach is attractive for real-time applications such as video games.

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Post-earthquake fast building safety assessment using smartphone-based interstory drifts measurement

  • Hsu, Ting Y.;Liu, Cheng Y.;Hsieh, Yo M.;Weng, Chi T.
    • Smart Structures and Systems
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    • v.29 no.2
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    • pp.287-299
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    • 2022
  • Rather than using smartphones as seismometers with designated locations and orientations, this study proposes to employ crowds' smartphones in buildings to perform fast safety assessment of buildings. The principal advantage of using crowds' smartphones is the potential to monitor the safety of millions of buildings without hardware costs, installation labor, and long-term maintenance. This study's goal is to measure the maximum interstory drift ratios during earthquake excitation using crowds' smartphones. Beacons inside the building are required to provide the location and relevant building information for the smartphones via Bluetooth. Wi-Fi Direct is employed between nearby smartphones to conduct peer-to-peer time synchronization and exchange the acceleration data measured. An algorithm to align the orientation between nearby smartphones is proposed, and the performance of the orientation alignment, interstory drift measurement, and damage level estimation are studied numerically. Finally, the proposed approach's performance is verified using large-scale shaking table tests of a scaled steel building. The results presented in this study illustrate the potential to use crowds' smartphones with the proposed approach to record building motions during earthquakes and use those data to estimate buildings' safety based on the interstory drift ratios measured.

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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Real-Time Crowds Control using Steering Behavior (조종 행동을 이용한 실시간 대규모 군중 제어 기법)

  • Park, Kyo-Hyeon;Kim, Dong-Moon;Yoon, Tae-Bok;Lee, Ji-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.969-974
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    • 2007
  • 동물이나 곤충, 혹은 사람 같은 군중이 등장하는 장면을 영화나 게임 등에서 종종 볼 수 있다. 이러한 대규모의 군중을 제어하기 위해서는 일반적인 에이전트별 제어 방식이 아닌 군중적인 움직임을 보일 수 있는 특별한 군중 제어가 필요하다. 자연스러운 군중의 제어를 위해선 지능적인 행동을 보여야하며 움직임은 자연스러워야한다. 또한 게임 등의 실시간 환경을 위해선 연산의 속도도 고려해야 한다. 이에 본 논문에서는 조종 행동을 이용한 실시간 대규모 군중 제어 기법을 제안한다.

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An Exploratory Study on the Uniqueness of Crowds and its Implications for Public Data Platform Design from the Information Processing View (정보처리관점에서 본 대중의 특성과 공공데이터 플랫폼 설계 시사점에 관한 탐색 연구)

  • Kim, Sang Wook;Lee, Jae Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.373-381
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    • 2017
  • As the viewpoint of data evolves from business resources to value resources, the focus on the data processing is rapidly shifting from the cartesian (alphanumeric) to the contextual. In response to this trend, the government is actively promoting the utilization of public data by the private sectors. With a focus on the fact that the mainstream of public data users is the crowds, this study, therefore, seeks to identify differences between the members and the crowds from information processing view, followed by presenting directions and main points for the design of data platform. This study is perhaps to be a starting point for finding practical alternatives for creating 'collective intelligence ecosystem' and to be a basis for building a big data base in response to the opening of public data.

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.819-830
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    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

How Media Exposure Distorts the Wisdom of the Crowd Effect (미디어와 군중 지혜효과 연관성 연구)

  • Yoo, Soonduck;Choi, Kwangdon
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.95-102
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    • 2013
  • The purpose of this study is to explain why the social phenomenon of the wisdom of the crowd does not empirically apply. The motivation of this study is to explain the Korean social issue: the Tablo incident. In this study, 50 university students participated in the experiments to assess the impact of social media on the wisdom of crowds effect. We find evidence of a positive wisdom of crowds effect, when respondents are less exposed to media. In contrast, the collective information seems to be negatively distorted by respondents highly exposed to media. This research has strong implication for education policy and theories of social interaction.

The Study on the Combination of Management System for Traditional Korean Medicine Terms and Traditional Medical Classics Text Service (한의학 용어관리 시스템을 결합한 고전원문 제공 서비스에 관한 연구)

  • Lee, Byung-Wook;Shim, Bum-Sang;Eom, Dong-Myung
    • Journal of Korean Medical classics
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    • v.22 no.4
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    • pp.167-176
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    • 2009
  • This study aim to organize knowledge of the Oriental Medicine using the 'Wisdom of Crowds', and also results could be learned effectively. The progress of the research aims to understand the classic documents easily using the existing systems resources that is related to the information Oriental Medicine. As a result, the system that could understand how to deal with the existing definition of terms individually easily via cross reference, and also sort out and arrange without damaging the order of documents related to the Oriental Medicine was built up. In return, the system that could be handled by many participants could create and edit the knowledge of the Oriental Medicine together.

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Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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3D Modeling based on Digital Topographic Map for Risk Analysis of Crowd Concentration and Selection of High-risk Walking Routes (군중 밀집 위험도 분석과 고위험 보행로 선정을 위한 수치지형도 기반 3D 모델링)

  • Jae Min Lee;Imgyu Kim;Sang Yong Park;Hyuncheol Kim
    • Journal of the Korean Society of Safety
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    • v.38 no.2
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    • pp.87-95
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    • 2023
  • On October 29, 2022, a very large number of people gathered in Itaewondong, Yongsan-gu, Seoul, Korea for a Halloween festival, and as crowds pushed through narrow alleys, 159 deaths and 195 injuries occurred, making it the largest crushing incident in Korea. There have been a number of stampede deaths where crowds gathered at large-scale festivals, event venues, and stadiums, both at home and abroad. When the density increases, the physical contact between bodies becomes very strong, and crowd turbulence occurs when the force of the crowd is suddenly added from one body to another; thus, the force is amplified and causes the crowd to behave like a mass of fluid. When crowd turbulence occurs, people cannot control themselves and are pushed into he crowd. To prevent a stampede accident, investigation and management of areas expected to be crowded and congested must be systematically conducted, and related ministries and local governments are planning to establish a crowd management system to prepare safety management measures to prevent accidents involving multiple crowds. In this study, based on national data, a continuous digital topographic map is modeled in 3D to analyze the risk of crowding and present a plan for selecting high-risk walking routes. Areas with a high risk of crowding are selected in advance based on various data (numerical data, floating population, and regional data) in a realistic and feasible way, and the analysis is based on the visible results from 3D modeling of the risk area. The study demonstrates that it is possible to prepare measures to prevent cluster accidents that can reflect the characteristics of the region.