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

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2008)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      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)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      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)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      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 ...
    • Crowd simulation incorporating agent psychological models, roles and communication 

      Pelechano Gómez, Núria; O'Brien, Kevin; Silverman, Barry G.; Badler, Norman (2005)
      Text en actes de congrés
      Accés obert
      We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding ...
    • Feeling crowded? Exploring presence in virtual crowds 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2007)
      Text en actes de congrés
      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 ...
    • Footstep parameterized motion blending using barycentric coordinates 

      Beacco Porres, Alejandro; Pelechano Gómez, Núria; Kapadia, Mubbasir; Badler, Norman (2015-04-01)
      Article
      Accés obert
      This paper presents a real-time animation system for fully embodied virtual humans that satisfies accurate foot placement constraints for different human walking and running styles. Our method offers a fine balance between ...
    • 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, ...
    • Improving the realism of agent movement for high density crowd simulation 

      Pelechano Gómez, Núria; Badler, Norman (2006)
      Comunicació de congrés
      Accés restringit per política de l'editorial
      Simulating realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either look like particle simulations (where agents ‘vibrate’ back and forth) or ...
    • Modeling crowd and trained leader behavior during building evacuation 

      Pelechano Gómez, Núria; Badler, Norman (2006-11)
      Article
      Accés obert
      This article considers animating evacuation in complex buildings by crowds who might not know the structure’s connectivity, or who find routes accidentally blocked. It takes into account simulated crowd behavior under two ...