語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Virtual crowds : = methods, simulati...
~
Allbeck, Jan M.
FindBook
Google Book
Amazon
博客來
Virtual crowds : = methods, simulation, and control /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Virtual crowds :/ Nuria Pelechano, Jan M. Allbeck and Norman I. Badler.
其他題名:
methods, simulation, and control /
作者:
Pelechano, Nuria.
其他作者:
Allbeck, Jan M.
出版者:
San Rafael, Calif. :Morgan & Claypool Publishers, : c2008.,
面頁冊數:
xii, 176 p. :ill. ;24 cm.
附註:
Part of: Synthesis digital library of engineering and computer science.
內容註:
Introduction -- Terminology -- Overview -- Lessons learned from the psychology literature -- Main features in crowd simulation systems -- Crowd simulation methodology survey -- Microscopic and macroscopic approaches used to model pedestrian movements -- Microscopic models -- Social force models -- Cellular automata models -- Rule-based models -- Macroscopic models -- Regression models -- Route choice models -- Queuing models -- Gaskinetics -- Current pedestrian software systems -- Summary of crowd models -- Some limitations of the current commercial software for crowd evacuation -- Navigation -- Cell and portal graphs - - Flow tiles and potential field methods -- Probabilistic roadmaps -- Environment modeling -- Individual differences in crowds -- Personality and emotion models -- Physiology -- Sociology: subgroups -- Culture, roles, and status -- Summary -- Framework (HiDAC + MACES + CAROSA) -- Interaction between framework levels and psychological models -- Parameters affecting crowd behavior -- HiDAC local motion -- Introduction -- Agents' speeds and densities -- Walking speeds and densities when walking downstairs -- Perception -- Crossing portals -- The HiDAC model -- Avoidance forces -- Repulsion forces -- Solution to shaking problem in high densities -- Organized behavior: queuing -- Pushing behavior -- Falling and becoming obstacles -- Panic propagation -- MACES: wayfinding with communication and roles -- Introduction -- Navigation algorithm -- Exploring the building -- Communication affecting evacuation times -- Relevance of having trained leaders vs. untrained leaders -- Importance of leadership -- Simulating psychology affecting roles and navigation -- Interactive navigation and impatient agents avoiding bottlenecks -- CAROSA: functional crowds -- Applications with actions -- Parameterized action representation -- Key fields of the action representation -- Key fields of the object representation -- Four types of actions -- Application to crowds -- CAROSA system overview -- PAR system -- Actionary -- Agent process -- Processing the four action types -- Initializing a scenario -- Building modeling -- Cell and portal graph automatic generation -- Generate cell and portal graph for each floor -- Identify stairs and link floors through new cells -- Identify and store walls -- Identify and store obstacles -- Precalculating data for real-time simulation -- Layout of environment -- Character profiles -- Creating groups -- Constructing actions -- Refining the simulation -- Effects of changes to the environment -- Modifying roles -- Scripting characters -- Evaluating crowds -- Feature comparison -- Low-level features -- Middle-level features -- High-level features -- Summary -- Comparison to real-world data -- Sensor data -- Action statistics -- Validation through the society of fire protection engineers guide -- User evaluations -- Presence in virtual worlds -- Important egocentric features -- Experimental evidence from the literature -- Pilot experiment -- Initial results and future work -- Conclusions on presence as a validation method -- Summary.
標題:
Crowds - Computer simulation. -
ISBN:
9781598296419 (pbk.) :
Virtual crowds : = methods, simulation, and control /
Pelechano, Nuria.
Virtual crowds :
methods, simulation, and control /Nuria Pelechano, Jan M. Allbeck and Norman I. Badler. - San Rafael, Calif. :Morgan & Claypool Publishers,c2008. - xii, 176 p. :ill. ;24 cm. - Synthesis lectures on computer graphics and animation, 8.1933-9003 ;. - Synthesis lectures on computer graphics and animation (Online) ; 8.
Part of: Synthesis digital library of engineering and computer science.
Includes bibliographical references (p. 163-173).
Introduction -- Terminology -- Overview -- Lessons learned from the psychology literature -- Main features in crowd simulation systems -- Crowd simulation methodology survey -- Microscopic and macroscopic approaches used to model pedestrian movements -- Microscopic models -- Social force models -- Cellular automata models -- Rule-based models -- Macroscopic models -- Regression models -- Route choice models -- Queuing models -- Gaskinetics -- Current pedestrian software systems -- Summary of crowd models -- Some limitations of the current commercial software for crowd evacuation -- Navigation -- Cell and portal graphs - - Flow tiles and potential field methods -- Probabilistic roadmaps -- Environment modeling -- Individual differences in crowds -- Personality and emotion models -- Physiology -- Sociology: subgroups -- Culture, roles, and status -- Summary -- Framework (HiDAC + MACES + CAROSA) -- Interaction between framework levels and psychological models -- Parameters affecting crowd behavior -- HiDAC local motion -- Introduction -- Agents' speeds and densities -- Walking speeds and densities when walking downstairs -- Perception -- Crossing portals -- The HiDAC model -- Avoidance forces -- Repulsion forces -- Solution to shaking problem in high densities -- Organized behavior: queuing -- Pushing behavior -- Falling and becoming obstacles -- Panic propagation -- MACES: wayfinding with communication and roles -- Introduction -- Navigation algorithm -- Exploring the building -- Communication affecting evacuation times -- Relevance of having trained leaders vs. untrained leaders -- Importance of leadership -- Simulating psychology affecting roles and navigation -- Interactive navigation and impatient agents avoiding bottlenecks -- CAROSA: functional crowds -- Applications with actions -- Parameterized action representation -- Key fields of the action representation -- Key fields of the object representation -- Four types of actions -- Application to crowds -- CAROSA system overview -- PAR system -- Actionary -- Agent process -- Processing the four action types -- Initializing a scenario -- Building modeling -- Cell and portal graph automatic generation -- Generate cell and portal graph for each floor -- Identify stairs and link floors through new cells -- Identify and store walls -- Identify and store obstacles -- Precalculating data for real-time simulation -- Layout of environment -- Character profiles -- Creating groups -- Constructing actions -- Refining the simulation -- Effects of changes to the environment -- Modifying roles -- Scripting characters -- Evaluating crowds -- Feature comparison -- Low-level features -- Middle-level features -- High-level features -- Summary -- Comparison to real-world data -- Sensor data -- Action statistics -- Validation through the society of fire protection engineers guide -- User evaluations -- Presence in virtual worlds -- Important egocentric features -- Experimental evidence from the literature -- Pilot experiment -- Initial results and future work -- Conclusions on presence as a validation method -- Summary.
Abstract freely available; full-text restricted to subscribers or individual document purchasers.
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings.
Mode of access: World Wide Web.
ISBN: 9781598296419 (pbk.) :US40.00Subjects--Topical Terms:
983179
Crowds
--Computer simulation.
LC Class. No.: QA76.9.C65 / P458 2008
Virtual crowds : = methods, simulation, and control /
LDR
:05536pam 2200277 a 4500
001
828625
008
080520s2008 caua b 000 0 eng d
020
$a
9781598296419 (pbk.) :
$c
US40.00
020
$a
1598296418 (pbk.)
020
$a
9781598296426 (electronic bk.)
035
$a
LIB99CM003114
040
$a
YDXCP
$c
YDXCP
$d
BTCTA
$d
BAKER
$d
TXA
$d
CIN
050
0 0
$a
QA76.9.C65
$b
P458 2008
100
1
$a
Pelechano, Nuria.
$3
983212
245
1 0
$a
Virtual crowds :
$b
methods, simulation, and control /
$c
Nuria Pelechano, Jan M. Allbeck and Norman I. Badler.
260
$a
San Rafael, Calif. :
$c
c2008.
$b
Morgan & Claypool Publishers,
300
$a
xii, 176 p. :
$b
ill. ;
$c
24 cm.
490
1
$a
Synthesis lectures on computer graphics and animation,
$x
1933-9003 ;
$v
8.
500
$a
Part of: Synthesis digital library of engineering and computer science.
500
$a
Title from PDF t.p. (viewed on December 3, 2008).
500
$a
Series from website.
504
$a
Includes bibliographical references (p. 163-173).
505
0
$a
Introduction -- Terminology -- Overview -- Lessons learned from the psychology literature -- Main features in crowd simulation systems -- Crowd simulation methodology survey -- Microscopic and macroscopic approaches used to model pedestrian movements -- Microscopic models -- Social force models -- Cellular automata models -- Rule-based models -- Macroscopic models -- Regression models -- Route choice models -- Queuing models -- Gaskinetics -- Current pedestrian software systems -- Summary of crowd models -- Some limitations of the current commercial software for crowd evacuation -- Navigation -- Cell and portal graphs - - Flow tiles and potential field methods -- Probabilistic roadmaps -- Environment modeling -- Individual differences in crowds -- Personality and emotion models -- Physiology -- Sociology: subgroups -- Culture, roles, and status -- Summary -- Framework (HiDAC + MACES + CAROSA) -- Interaction between framework levels and psychological models -- Parameters affecting crowd behavior -- HiDAC local motion -- Introduction -- Agents' speeds and densities -- Walking speeds and densities when walking downstairs -- Perception -- Crossing portals -- The HiDAC model -- Avoidance forces -- Repulsion forces -- Solution to shaking problem in high densities -- Organized behavior: queuing -- Pushing behavior -- Falling and becoming obstacles -- Panic propagation -- MACES: wayfinding with communication and roles -- Introduction -- Navigation algorithm -- Exploring the building -- Communication affecting evacuation times -- Relevance of having trained leaders vs. untrained leaders -- Importance of leadership -- Simulating psychology affecting roles and navigation -- Interactive navigation and impatient agents avoiding bottlenecks -- CAROSA: functional crowds -- Applications with actions -- Parameterized action representation -- Key fields of the action representation -- Key fields of the object representation -- Four types of actions -- Application to crowds -- CAROSA system overview -- PAR system -- Actionary -- Agent process -- Processing the four action types -- Initializing a scenario -- Building modeling -- Cell and portal graph automatic generation -- Generate cell and portal graph for each floor -- Identify stairs and link floors through new cells -- Identify and store walls -- Identify and store obstacles -- Precalculating data for real-time simulation -- Layout of environment -- Character profiles -- Creating groups -- Constructing actions -- Refining the simulation -- Effects of changes to the environment -- Modifying roles -- Scripting characters -- Evaluating crowds -- Feature comparison -- Low-level features -- Middle-level features -- High-level features -- Summary -- Comparison to real-world data -- Sensor data -- Action statistics -- Validation through the society of fire protection engineers guide -- User evaluations -- Presence in virtual worlds -- Important egocentric features -- Experimental evidence from the literature -- Pilot experiment -- Initial results and future work -- Conclusions on presence as a validation method -- Summary.
506
$a
Abstract freely available; full-text restricted to subscribers or individual document purchasers.
520
$a
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings.
530
$a
Online version also available.
538
$a
Mode of access: World Wide Web.
538
$a
System requirements: Adobe Acrobat reader.
650
0
$a
Crowds
$x
Computer simulation.
$3
983179
650
0
$a
Collective behavior
$x
Computer simulation.
$3
983178
650
0
$a
Intelligent agents (Computer software).
$3
581968
700
1
$a
Allbeck, Jan M.
$3
983210
700
1
$a
Badler, Norman I.
$3
983211
830
0
$a
Synthesis lectures on computer graphics and animation (Online) ;
$v
8
$3
983213
筆 0 讀者評論
館藏地:
全部
六樓西文書區HC-Z(6F Western Language Books)
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W0191299
六樓西文書區HC-Z(6F Western Language Books)
01.外借(書)_YB
一般圖書
QA76.9.C65 P458 2008
一般使用(Normal)
在架
0
預約
1 筆 • 頁數 1 •
1
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入