Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowd Simulation
Advancing the Layered Approach to Agent-Based Crowd Simulation
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Personality, Emotion, and Mood in Agent-Based Group Decision Making
IEEE Intelligent Systems
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We adapt popular video-games technology for an agent-based crowd simulation framework in an airport terminal. To achieve this, we investigate game technology, crowd simulation and the unique traits of airports. Our findings are implemented in a virtual airport environment that exploits a scalable layered intelligence technique in combination with physics middleware and a social force approach for crowd simulation. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating event triggered airport behaviour.