Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
An architecture to guide crowds using a rule-based behavior system
Proceedings of the third annual conference on Autonomous Agents
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
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The present investigation is concerned with the crowd simulation in game or virtual reality and proposes new methodology dealing with emotion of the NPC (Non-Player Character) for increasing the reality of the behavior and action of crowd. The behavior of NPC depends on the individual disposition, which forms the properties of the crowd. The reorganization of the crowd is possible by meeting and parting according to the properties of NPC. In order to apply human emotion to the virtual characters, a number of factors and rules for identification of the status of emotion are considered. Fuzzy theory is used for the ambiguous description of the human emotion. The fuzzy functions and rules are designed to determine the conditions of emotion and reasonable inference is introduced to decide the control value of character’s actions like as speed and his direction. The proposed model is validated by the present experiments embodying more natural simulation of crowd behaviors.