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Crowd Simulation

Crowd Simulation PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 1846288258
Category : Computers
Languages : en
Pages : 242

Book Description
Recent times have seen growing interest in crowd simulation, particularly in the commercial sector where it is used in the fields of security, defence, entertainment and the movie industry. This book focuses closely on methods and techniques for crowd simulation, filling the gap in the professional literature. The topics covered in this comprehensive survey include Modelling of Populations; Virtual Human Animation; Behavioural Animation of Crowds; Crowd Rendering and Populated Environments.

Crowd Simulation

Crowd Simulation PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 1846288258
Category : Computers
Languages : en
Pages : 242
Book Description
Recent times have seen growing interest in crowd simulation, particularly in the commercial sector where it is used in the fields of security, defence, entertainment and the movie industry. This book focuses closely on methods and techniques for crowd simulation, filling the gap in the professional literature. The topics covered in this comprehensive survey include Modelling of Populations; Virtual Human Animation; Behavioural Animation of Crowds; Crowd Rendering and Populated Environments.

Modeling, Simulation and Visual Analysis of Crowds

Modeling, Simulation and Visual Analysis of Crowds PDF Author: Saad Ali
Publisher: Springer Science & Business Media
ISBN: 1461484839
Category : Computers
Languages : en
Pages : 411
Book Description
Over the last several years there has been a growing interest in developing computational methodologies for modeling and analyzing movements and behaviors of ‘crowds' of people. This interest spans several scientific areas that includes Computer Vision, Computer Graphics, and Pedestrian Evacuation Dynamics. Despite the fact that these different scientific fields are trying to model the same physical entity (i.e. a crowd of people), research ideas have evolved independently. As a result each discipline has developed techniques and perspectives that are characteristically their own. The goal of this book is to provide the readers a comprehensive map towards the common goal of better analyzing and synthesizing the pedestrian movement in dense, heterogeneous crowds. The book is organized into different parts that consolidate various aspects of research towards this common goal, namely the modeling, simulation, and visual analysis of crowds. Through this book, readers will see the common ideas and vision as well as the different challenges and techniques, that will stimulate novel approaches to fully grasping “crowds."

Agents for Games and Simulations II

Agents for Games and Simulations II PDF Author: F. Dignum
Publisher: Springer Science & Business Media
ISBN: 3642181805
Category : Computers
Languages : en
Pages : 206
Book Description
While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games. This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

Simulating Heterogeneous Crowds with Interactive Behaviors

Simulating Heterogeneous Crowds with Interactive Behaviors PDF Author: Nuria Pelechano
Publisher: CRC Press
ISBN: 1498730396
Category : Computers
Languages : en
Pages : 266
Book Description
This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation.

Introduction to Crowd Science

Introduction to Crowd Science PDF Author: G Keith Still
Publisher: CRC Press
ISBN: 146657965X
Category : Social Science
Languages : en
Pages : 300
Book Description
Includes Case Studies from a Range of Event Sites Introduction to Crowd Science examines the growing rate of crowd-related accidents and incidents around the world. Using tools, methods, and worked examples gleaned from over 20 years of experience, this text provides an understanding of crowd safety. It establishes how crowd accidents and incidents (specifically mass fatalities in crowded spaces) can occur. The author explores the underlying causes and implements techniques for crowd risk analysis and crowd safety engineering that can help minimize and even eliminate occurrences altogether. Understand Overall Crowd Dynamics and Levels of Complex Structure The book outlines a simple modeling approach to crowd risk analysis and crowds safety in places of public assembly. With consideration for major events, and large-scale urban environments, the material focuses on the practical elements of developing the crowd risk analysis and crowd safety aspects of an event plan. It outlines a range of modeling techniques, including line diagrams that represent crowd flow, calculations of the speed at which a space can fill, and the time it takes for that space to reach critical and crush density. It also determines what to consider during the event planning and approval (licensing/permitting) phases of the event process. Introduction to Crowd Science addresses key questions and presents a systematic approach to managing crowd risks in complex sites. It provides an understanding of the complexity of a site, that helps youplan for crowds in public places.

Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment PDF Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 3540697349
Category : Computers
Languages : en
Pages : 791
Book Description
This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

Organizational Simulation

Organizational Simulation PDF Author: William B. Rouse
Publisher: John Wiley & Sons
ISBN: 047173943X
Category : Technology & Engineering
Languages : en
Pages : 650
Book Description
From modeling and simulation to games and entertainment With contributions from leaders in systems and organizationalmodeling, behavioral and social sciences, computing andvisualization, and gaming and entertainment, OrganizationalSimulation both articulates the grand vision of immersiveenvironments and shows, in detail, how to realize it. This bookoffers unparalleled insight into the cutting edge of the field,since it was written by those who actually researched, designed,developed, deployed, marketed, sold, and critiqued today's bestorganizational simulations. The coverage is divided into four sections: * Introduction outlines the need for organizational simulation tosupport strategic thinking, design of unprecedented systems, andorganizational learning, including the functionality and technologyrequired to enable this support * Behaviors covers the state of knowledge of individual, group, andteam behaviors and performance, how performance can best besupported, how performance is affected by national differences, andhow organizational performance can best be measured * Modeling describes the latest approaches to modeling andsimulating people, groups, teams, and organizations, as well asnarrative contexts and organizational environments within whichthese entities act, drawing from a rich set of modeling methods andtools * Simulations and Games illustrates a wide range of fieldedsimulations, games, and entertainment, including the methods andtools employed for designing, developing, deploying, and evaluatingthese systems, as well as the social implications for theassociated communities that have emerged Addressing all levels of organizational simulation architecturewith theories and applications, and enabling technologies for each,Organizational Simulation offers students and professionals thepremier reference and practical toolbox for this dynamic field.

Simulating Crowds in Egress Scenarios

Simulating Crowds in Egress Scenarios PDF Author: Vinícius J. Cassol
Publisher: Springer
ISBN: 3319652028
Category : Computers
Languages : en
Pages : 107
Book Description
This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.

Digital Urban Modeling and Simulation

Digital Urban Modeling and Simulation PDF Author: Stefan Müller Arisona
Publisher: Springer
ISBN: 3642297587
Category : Computers
Languages : en
Pages : 356
Book Description
This book is thematically positioned at the intersections of Urban Design, Architecture, Civil Engineering and Computer Science, and it has the goal to provide specialists coming from respective fields a multi-angle overview of state-of-the-art work currently being carried out. It addresses both newcomers who wish to obtain more knowledge about this growing area of interest, as well as established researchers and practitioners who want to keep up to date. In terms of organization, the volume starts out with chapters looking at the domain at a wide-angle and then moves focus towards technical viewpoints and approaches.

Multi-Agent-Based Simulation VIII

Multi-Agent-Based Simulation VIII PDF Author: Luis Antunes
Publisher: Springer Science & Business Media
ISBN: 3540709150
Category : Computers
Languages : en
Pages : 140
Book Description
This volume contains selected papers that were presented at the eighth int- national workshop on Multi-Agent-Based Simulation (MABS 2007), a workshop co-located with the 6th International Joint Conference on Autonomous Agents andMulti-Agent Systems (AAMAS 2007),held inHonolulu, Hawaii,onMay15, 2007. These papers have been revised and extended, based on discussions at the workshop, and reviewed once more. Agenttechnology is now a mature paradigm of software engineering. C- plex systems, which are irreducible to their components in isolation, are instead heavily characterizedby the interaction between their components. Agent-based simulation is the natural way to model systems with a focus on interaction, and the circle closes by considering how the social sciences show this kind of c- plexity. The focus of this workshopseries lies in this con?uence of socialsciences and multi-agent systems. 1 Simulation has been proposed by Axelrod as athirdwayofdoingscience, in contrast with deduction and induction: generating data that can be analyzed inductively, but coming from a rigourously speci?ed set of rules rather than - rect measurement of the real world. In this sense, to simulate a phenomenon is to generate it – constructing arti?cial (agent) societies. This in turn leads to questions that have already been asked for human societies. Computer sci- tists have adopted general terms like emerging behavior, self-organization, and evolutionary theory; even speci?c social terms such as norms, reputation, trust, tags, institutions; but all of them in an intuitive manner.