Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
HCSM: a framework for behavior and scenario control in virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Virtual Art: From Illusion to Immersion
Virtual Art: From Illusion to Immersion
Authoring scenes for adaptive, interactive performances
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Probabilistic, layered and hierarchical animated agents using XML
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Designing Interfaces for art applications
CW '05 Proceedings of the 2005 International Conference on Cyberworlds
Impostors and pseudo-instancing for GPU crowd rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Water, temperature and proximity sensing for a mixed reality art installation
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
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We have developed two different art applications as a way of guiding and testing of our technical work in crowd simulation and interface devices. In this paper, we describe both of them as well as the systems used to implement them. ‘Crowds’ is an immersive art installation with stereo projection based on our development of the specification of crowd behavior using XML and images, a proprietary tangible wind interface, and interactive real-time navigation. ‘UnderCrowds’ deals with large crowds, implemented in the graphics processor, and uses a crowd sensor to make the size of the virtual crowd proportional to the number of spectators crossing in front of the said sensor.