Abstract. Virtual environments can be used as a test bed for validation of human behavior simulation techniques since they place people within a simulated situation from an egocentric perspective. We propose level of presence achieved by a human in a virtual environment (VE) as a metric for virtual crowd behavior. Using experimental evidence from the presence literature and the results of a pilot experiment that we ran, we explore the egocentric features that a crowd simulation model should have in order to achieve high levels of presence
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
This paper reviews the concept of presence in immersive virtual environments, the sense of being the...
Abstract. Virtual reality (VR) systems enable the user to feel as if they are present in a computer ...
Virtual environments can be used as a test bed for validation of human behavior simulation technique...
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, ...
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, ...
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or...
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
© 2018, The Author(s). Agent-based crowd simulations are used for modelling building and space usage...
Pedestrian modelling and simulation play a fundamental role in reducing risks and implementation cos...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
This study examines attributes of virtual human behavior that may increase the plausibility of a sim...
The file attached to this record is the author's final peer reviewed version. The Publisher's final ...
Presence, the impression of being existent in artificially created places, is an important factor fo...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
This paper reviews the concept of presence in immersive virtual environments, the sense of being the...
Abstract. Virtual reality (VR) systems enable the user to feel as if they are present in a computer ...
Virtual environments can be used as a test bed for validation of human behavior simulation technique...
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, ...
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, ...
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or...
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
© 2018, The Author(s). Agent-based crowd simulations are used for modelling building and space usage...
Pedestrian modelling and simulation play a fundamental role in reducing risks and implementation cos...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
This study examines attributes of virtual human behavior that may increase the plausibility of a sim...
The file attached to this record is the author's final peer reviewed version. The Publisher's final ...
Presence, the impression of being existent in artificially created places, is an important factor fo...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
This paper reviews the concept of presence in immersive virtual environments, the sense of being the...
Abstract. Virtual reality (VR) systems enable the user to feel as if they are present in a computer ...