Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Crowd simulation in immersive space management
Proceedings of the Eurographics workshop on Virtual environments and scientific visualization '96
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Swarm intelligence: from natural to artificial systems
Swarm intelligence: from natural to artificial systems
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
GENESIS: Generation of E-Population Based on Statistical Information
CA '02 Proceedings of the Computer Animation
Emotional Ant Based Modeling of Crowd Dynamics
SYNASC '05 Proceedings of the Seventh International Symposium on Symbolic and Numeric Algorithms for Scientific Computing
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
CAMiCS: civilian activity modelling in constructive simulation
Proceedings of the 2008 Spring simulation multiconference
Introducing age-based parameters into simulations of crowd dymanics
Proceedings of the 40th Conference on Winter Simulation
Computerized Simulation in the Social Sciences
Simulation and Gaming
Multi agent design and implementation of crowd injury model
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
A human-in-the loop approach for representing populations in virtual and constructive simulations
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
Virtual reality as a theme-based game tool for homeland security applications
Proceedings of the 2011 Military Modeling & Simulation Symposium
Robust crowd behaviors for distributed simulations
Proceedings of the 2008 Summer Computer Simulation Conference
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Crowds of noncombatants play a large and increasingly recognized role in modern military operations and often create substantial difficulties for the combatant forces involved. However, realistic models of crowds are essentially absent from current military simulations. To address this problem, the authors are developing a crowd simulation capable of generating crowds of noncombatant civilians that exhibit a variety of realistic individual and group behaviors at differing levels of fidelity. The crowd simulation is interoperable with existing military simulations using a standard, distributed simulation architecture. Commercial game technology is used in the crowd simulation to model both urban terrain and the physical behaviors of the human characters that make up the crowd. The objective of this article is to present the design and development process of a simulation that integrates commercially available game technology with current military simulations to generate realistic and believable crowd behavior.