Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Modeling Crowd and Trained Leader Behavior during Building Evacuation
IEEE Computer Graphics and Applications
Analysis of physiological responses to a social situation in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Data Driven Evaluation of Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Simulated event propagation in distributed, open environments
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
Modeling pedestrian crowd behavior based on a cognitive model of social comparison theory
Computational & Mathematical Organization Theory
Level of detail AI for virtual characters in games and simulation
MIG'10 Proceedings of the Third international conference on Motion in games
Evaluation and comparison of multi-agent based crowd simulation systems
Agents for games and simulations II
Real-time control of individual agents for crowd simulation
Multimedia Tools and Applications
Scenario space: characterizing coverage, quality, and failure of steering algorithms
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Improved benchmarking for steering algorithms
MIG'11 Proceedings of the 4th international conference on Motion in Games
Validation of agent-based simulation through human computation: an example of crowd simulation
MABS'11 Proceedings of the 12th international conference on Multi-Agent-Based Simulation
A statistical similarity measure for aggregate crowd dynamics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Within-crowd immersive evaluation of collision avoidance behaviors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
A pattern-based modeling framework for simulating human-like pedestrian steering behaviors
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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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. 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 and thus be used as a framework for validation of simulated crowd behavior. We implemented four crowd models for our pilot experiment: social forces, rule based, cellular automata and HiDAC. Participants interacted with the crowd members of each model in an immersive virtual environment for the purpose of studying presence in virtual crowds, with the goal of establishing the basis for a future validation method.