2015
Perceived Realism of Crowd Behaviour with Social Forces
O'CONNOR, Stuart, Fotis LIAROKAPIS a Jayne CHRISINAZákladní údaje
Originální název
Perceived Realism of Crowd Behaviour with Social Forces
Autoři
O'CONNOR, Stuart (826 Velká Británie a Severní Irsko), Fotis LIAROKAPIS (300 Řecko, domácí) a Jayne CHRISINA (826 Velká Británie a Severní Irsko)
Vydání
Barcelona, Spain, Proc. of the 19th International Conference on Information Visualisation (IV 2015), od s. 494-499, 6 s. 2015
Nakladatel
IEEE Computer Society
Další údaje
Jazyk
angličtina
Typ výsledku
Stať ve sborníku
Obor
10201 Computer sciences, information science, bioinformatics
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
paměťový nosič (CD, DVD, flash disk)
Odkazy
Kód RIV
RIV/00216224:14330/15:00083741
Organizační jednotka
Fakulta informatiky
ISBN
978-1-4673-7568-9
ISSN
UT WoS
000380400400075
Klíčová slova anglicky
Crowd Simulation; Psychophysics; Perception; Artificial Intelligence; Agent Behaviour; Virtual Environments
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 28. 4. 2016 14:34, RNDr. Pavel Šmerk, Ph.D.
Anotace
V originále
This paper investigates the development of an urban crowd simulation for the purposes of psychophysical experimentation. Whilst artificial intelligence (AI) is advancing to produce more concise and interesting crowd behaviours, the number or sophistication of the algorithms implemented within a system does not necessarily guarantee its perceptual realism. Human perception is highly subjective and does not always conform to the reality of the situation. Therefore it is important to consider this aspect when dealing with AI implementations within a crowd system aimed at humans. In this research an initial two-alternative forced choice (2AFC) with constant stimuli psychophysical experiment is presented. The purpose of the experiment is to assess whether human participants perceive crowd behaviour with a social forces model to be more realistic. Results from the experiment suggest that participants do consider crowd behaviour with social forces to be more realistic. This research could inform the development of crowd-based systems, especially those that consider viewer perception to be important, such as for example video games and other media.