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Our purpose in this paper is to describe a generic simple, flexible behavior oriented model (platform) that may be used to build various crowd behavioral simulations. We do not deal here with the graphical aspects of animation but how its behavioral structure is dynamically built, that is how every agent of the scene will adopt a specific behavior in a given situation. We introduce the conceptual basis of the model, that is the notions of context and character attribute. By using these tools, a user may define an application and interact with the crowd in an efficient way. We propose a mechanism to select agents behaviors by taking into account their "personality" and the current set of contexts they are submitted to. To show the efficiency of our model, we separate all possible crowds into three categories and show how to describe them with the elements of the model. We also focus on the realism of crowds. We distinguish global realism, which comes from the emergent properties and behavior of the crowd, and local realism which depends on the behaviors of a few agents. We show how global and local realism may be controlled by using our model.