Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Battlezone: Official Strategy Guide
Battlezone: Official Strategy Guide
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Method for Providing QoS in Distributed Virtual Environments
PDP '05 Proceedings of the 13th Euromicro Conference on Parallel, Distributed and Network-Based Processing
Massively Multiplayer Game Development 2 (Game Development)
Massively Multiplayer Game Development 2 (Game Development)
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
FreeWalk/Q: social interaction platform in virtual space
Proceedings of the ACM symposium on Virtual reality software and technology
New Goal Selection Scheme for Behavioral Animation of Intelligent Virtual Agents
IEICE - Transactions on Information and Systems
ACM SIGGRAPH 2006 Papers
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
Synthetic soldiers [military training simulators]
IEEE Spectrum
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
Cluster based partitioning for agent-based crowd simulations
Winter Simulation Conference
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Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real- time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning situations. Our approach uses a highly scalable architecture integrated with an efficient rendering architecture and an immersive visualization environment for interaction. In this environment, users can specify complex scenarios, "plug-in" crowd behavior algorithms, and interactively steer the simulation to analyze and evaluate multiple "what if" situations.