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Guiding and Interacting with virtual crowds in realtime

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Virtual human agent (agent) Sensors, memory, perception, motor. Action, reaction. Group ... Action paradigm. Actions to be applied by the crowd. A body posture , ... – PowerPoint PPT presentation

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Title: Guiding and Interacting with virtual crowds in realtime


1
Guiding and Interacting with virtual crowds in
real-time
  • Soraia Raupp Musse, Fabien Garat and Daniel
    Thalman
  • In Proc. of Eurographics workshop on
  • Computer animation and Simulation 1999
  • Jaeho Kim, VR Lab. KAIST

2
Contents
  • ViCrowd
  • Interaction method
  • Multi-client architecture
  • Conclusion
  • Discussion

3
ViCrowd
  • Crowd
  • Virtual human agent (agent)
  • Sensors, memory, perception, motor
  • Action, reaction
  • Group
  • A group of agents
  • Crowd
  • A set of groups

4
ViCrowd
  • Control
  • Guided interactive control
  • Programmed pre-defined behaviors using script
    language
  • Autonomous rule-based behaviors

5
ViCrowd
  • A priority of behaviors
  • Avoiding collision with obstacles
  • Walking
  • Reaction from panic event, e.g. looking for the
    exit doors
  • Go to some position

6
ViCrowd
  • A priority of behaviors
  • Avoiding collision with obstacles
  • Walking
  • Reaction from panic event, e.g. looking for the
    exit doors
  • Go to some position
  • Guided gt Autonomous gt Programmed gt Inherent

7
Interaction
8
Interaction
  • Motion
  • Action
  • Events
  • Reactions
  • Status
  • Environment information

9
Interaction Entities
  • Motion
  • Go to specific position
  • Action
  • Apply a specific posture
  • Events
  • Can be activated by the external control
  • Reaction
  • Some parameters of reaction can be sent via
    external controller

10
Interaction Entities
  • Internal status of groups
  • E.g. the group emotion
  • Environment information
  • Declare obstacles that have to be avoided
  • Declare regions where the crowd can walk

11
Interaction Paradigm
  • Information exchanged for interacting with a
    group or an agent
  • Selection
  • Motion
  • Action
  • State
  • Events/reactions
  • Request
  • Knowledge

12
Interaction Paradigm
  • Selection paradigm
  • To select a/an group/agent depending on some
    conditions (status, location, goal)
  • Motion paradigm
  • To define a specific motion to be applied by the
    selected entity
  • Action paradigm
  • Actions to be applied by the crowd
  • A body posture , interaction with objects

13
Interaction Paradigm
  • State paradigm
  • Set the parameters to change the internal state
    of agents/groups
  • Behavior data, Quantitative data, Internal status
    data
  • Density paradigm
  • Events/Reactions paradigm
  • Activate/Deactivate events/reactions

14
Interaction Paradigm
  • Request paradigm
  • E.g. Position, orientation, emotion of group,
    goal of group, the current group behaviors
  • Environment paradigm

15
Multi-Client Architecture
  • Server-client architecture
  • Server
  • Coordinator
  • Client
  • Behavior clients
  • ViCrowd client
  • Rule-based behavior system (RBBS) client
  • Database client
  • Environment client (ENVIR)
  • Interface clients
  • Texture user interface (TUI)
  • Dataglove client, speech recognition client,
    sound client

16
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17
Communication Examples
  • Example 1
  • Client Name Textual User Interface
  • Group Name Group1
  • Stimulus BE gt Emotion
  • Response ViCrowd APPLIES STATE BE lt Emotion
  • EndResponse

18
Communication Examples
  • Example 2
  • Stimulus GOTO SPECIFIC_LOCATION
  • Response ViCrowd APPLIES MOTION GOTO lt NAME AT
    63150 -5000 -12540 1 0 0
  • Response ViCrowd WAIT_FOR (REQUEST GOALREACHED
    FOR lt NAME) TRUE
  • EndResponse

19
Client Synchronization
  • How can we synchronize stimulus when different
    clients send information to same guided group at
    same time ?
  • Three levels of priority
  • High-level non-interruptible stimuli
  • Middle-level continuous and interruptible
    stimuli
  • Low-level non-continuous and interruptible
    stimuli

20
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21
A Case Study
22
Conclusion
  • ViCrowds
  • Specially focus on guiding crowds
  • Interaction paradigm
  • Multi-client architecture
  • Future work
  • More autonomy for the server
  • Automatic decision of priorities of each stimulus

23
Discussion
  • Guided, Programmed, Autonomous ?
  • Motion, Action ?
  • Interaction paradigm ?

24
Data type of communication
  • Five kinds of data to send to others clients
  • Confirmation data (ACK)
  • E.g. Goal reached
  • High-level behavior (HLB)
  • E.g. Group5 goes to the restaurant
  • Low-level behavior (LLB)
  • E.g. Group5 GOTO position (X, Y, Z)
  • Asking data (ASK)
  • E.g. ASKPOS (asking for position) Restaurant
  • Occurrence of crowd events (EVE)
  • E.g. Event PANIC occurred

25
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