Generalized best-first search strategies and the optimality of A*
Journal of the ACM (JACM)
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Extending the recognition-primed decision model to support human-agent collaboration
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Simulating virtual crowds in emergency situations
Proceedings of the ACM symposium on Virtual reality software and technology
ACM SIGGRAPH 2006 Papers
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Human behavior models for agents in simulators and games: part I: enabling science with PMFserv
Presence: Teleoperators and Virtual Environments
Human behavior models for agents in simulators and games: part II: gamebot engineering with PMFserv
Presence: Teleoperators and Virtual Environments
Tutorial on agent-based modeling and simulation
WSC '05 Proceedings of the 37th conference on Winter simulation
Modeling Crowd and Trained Leader Behavior during Building Evacuation
IEEE Computer Graphics and Applications
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Complex Adaptive Systems: An Introduction to Computational Models of Social Life (Princeton Studies in Complexity)
Real-Time Scalable Motion Planning for Crowds
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
A validation methodology for agent-based simulations
Proceedings of the 2008 ACM symposium on Applied computing
A GENERIC MODEL OF COLLECTIVITIES
Cybernetics and Systems
SITUATED CELLULAR AGENTS APPROACH TO CROWD MODELING AND SIMULATION
Cybernetics and Systems
Agent-based human behavior modeling for crowd simulation
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Snap: A time critical decision-making framework for MOUT simulations
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Large-Scale Agent-Based Pedestrian Simulation
MATES '07 Proceedings of the 5th German conference on Multiagent System Technologies
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
SteerBench: a benchmark suite for evaluating steering behaviors
Computer Animation and Virtual Worlds - International Workshop Motion in Games (MIG08)
Populating reconstructed archaeological sites with autonomous virtual humans
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
A domain-independent framework for modeling emotion
Cognitive Systems Research
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Scalable distributed simulation of large dense crowds using the real-time framework (RTF)
EuroPar'10 Proceedings of the 16th international Euro-Par conference on Parallel processing: Part I
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Massively parallel Modelling & Simulation of large crowd with GPGPU
The Journal of Supercomputing
Hybrid modelling and simulation of huge crowd over a hierarchical Grid architecture
Future Generation Computer Systems
Modeling and simulation of crowd using cellular discrete event systems theory
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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As a collective and highly dynamic social group, the human crowd is a fascinating phenomenon that has been frequently studied by experts from various areas. Recently, computer-based modeling and simulation technologies have emerged to support investigation of the dynamics of crowds, such as a crowd's behaviors under normal and emergent situations. This article assesses the major existing technologies for crowd modeling and simulation. We first propose a two-dimensional categorization mechanism to classify existing work depending on the size of crowds and the time-scale of the crowd phenomena of interest. Four evaluation criteria have also been introduced to evaluate existing crowd simulation systems from the point of view of both a modeler and an end-user. We have discussed some influential existing work in crowd modeling and simulation regarding their major features, performance as well as the technologies used in this work. We have also discussed some open problems in the area. This article will provide the researchers with useful information and insights on the state of the art of the technologies in crowd modeling and simulation as well as future research directions.