Feeling crowded? Exploring presence in virtual crowds

Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or stressful situations that cannot be evaluated in the real world (i.e., building evacuation due to fire). In order to carry out those experiments it is necessary to use a crowd simulation model in which a real person is seamlessly immersed and experiences a high sense of presence when interacting with such a crowd. This paper studies several crowd simulation models in order to determine which could best enhance presence for a user within a virtual environment. Egocentric features that affect presence are considered in the evaluation. Once we have a realistic simulation, we could use it to study human behavior and obtain relevant data. That data could then be used to update agent behaviors in the simulation system to further improve the overall realism of large groups of autonomous agents.

[1]  Norman I. Badler,et al.  Controlling individual agents in high-density crowd simulation , 2007, SCA '07.

[2]  Mel Slater,et al.  Using Presence Questionnaires in Reality , 2000, Presence: Teleoperators & Virtual Environments.

[3]  Franco Tecchia,et al.  Agent Behaviour Simulator (ABS):a platform for urban behaviour development , 2001 .

[4]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[5]  Michael Meehan,et al.  Physiological measures of presence in stressful virtual environments , 2002, SIGGRAPH.

[6]  Holger Regenbrecht,et al.  The Experience of Presence: Factor Analytic Insights , 2001, Presence: Teleoperators & Virtual Environments.

[7]  Wijnand A. IJsselsteijn,et al.  Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion Stimuli , 2000, Presence: Teleoperators & Virtual Environments.

[8]  Mel Slater,et al.  Taking steps: the influence of a walking technique on presence in virtual reality , 1995, TCHI.

[9]  Maria V. Sanchez-Vives,et al.  From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.

[10]  Craig W. Reynolds Steering Behaviors For Autonomous Characters , 1999 .

[11]  Dirk Helbing,et al.  Simulating dynamical features of escape panic , 2000, Nature.

[12]  Cagatay Basdogan,et al.  An experimental study on the role of touch in shared virtual environments , 2000, TCHI.

[13]  J. Loomis,et al.  Interpersonal Distance in Immersive Virtual Environments , 2003, Personality & social psychology bulletin.

[14]  Mel Slater,et al.  A Virtual Presence Counter , 2000, Presence: Teleoperators & Virtual Environments.

[15]  Demetri Terzopoulos,et al.  Autonomous pedestrians , 2007, Graph. Model..

[16]  Woodrow Barfield,et al.  The effect of update rate on the sense of presence within virtual environments , 1995, Virtual Reality.

[17]  Wijnand A. IJsselsteijn,et al.  Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence , 1999, Presence: Teleoperators & Virtual Environments.

[18]  Gert Pfurtscheller,et al.  Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment , 2006, PRESENCE: Teleoperators and Virtual Environments.