• Being a part of the crowd: towards validating VR crowds using presence 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2008)
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      Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, we propose level of presence achieved by a human in a virtual environment (VE) as a metric for virtual crowd behavior. ...
    • Controlling individual agents in high-density crowd simulation 

      Pelechano Gómez, Núria; Allbeck, Jan; Badler, Norman (2007)
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      Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation ...
    • Creating crowd variation with the OCEAN personality model 

      Durupinar, Funda; Allbeck, Jan; Pelechano Gómez, Núria; Badler, Norman (2008)
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      Most current crowd simulators animate homogeneous crowds, but include underlying parameters that can be tuned to create variations within the crowd. These parameters, however, are specific to the crowd models and may be ...
    • Feeling crowded? Exploring presence in virtual crowds 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2007)
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      Accés obert
      Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or stressful situations that cannot be evaluated in the real world (i.e., building evacuation due to fire). In order to ...
    • Generating plausible individual agent movements from spatio-temporal occupancy data 

      Sunshine-Hill, Ben; Allbeck, Jan; Pelechano Gómez, Núria; Badler, Norman (2007)
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      We introduce the Spatio-Temporal Agent Motion Model, a datadriven representation of the behavior and motion of individuals within a space over the course of a day. We explore different representations for this model, ...