Francisco A. Rojas

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Most prior crowd simulations do not have groups of people moving in a social manner. In our work, we use a two-level steering system based on two classes: group agent and pedestrian agent. By interpolating the current and desired slot positions of the group agent according to formation templates, dynamic social group formations can be achieved and can also(More)
Most prior crowd simulations do not have groups of people moving in a social manner. In our work, we use a two-level steering system based on two classes: group agent and pedestrian agent. By interpolating the current and desired slot positions of the group agent according to formation templates, dynamic social group formations can be achieved and can also(More)
Recent mobile device and vision technology advances have enabled mobile Augmented Reality (AR) to be serviced in real-time using natural features. However, in viewing augmented reality while moving about, the user is always encountering new and diverse target objects in different locations. Whether the AR system is scalable or not to the number of target(More)
This paper proposes a collision avoidance behavior model for crowd simulation based on psychological findings of human behaviors such as gaze-movement angle (GMA), side stepping, gait motion, and personal reaction bubble (PRB) to get better results in crowd simulation. By calculating the GMA between agents, collision can be predicted and avoided without(More)
Advancements in mobile devices and vision technology have enabled mobile Augmented Reality (AR) to be serviced in real-time using natural features. However, in viewing AR while moving around in the real world, users often encounter new and diverse target objects. Whether the AR system is scalable to the number of target objects is a very crucial issue for(More)
Our paper introduces a novel approach for collision avoidance (CA) among social groups that uses the collective gaze-movement angle (CGMA) between groups as the primary approach for collision prediction. Rules are used for handling the CA steering such that it mimics how real human groups travel together in wide-open walk able areas. We also show how to(More)
Crowd simulation realism has progressed a great deal in the past decade; however, much of this progress only deals with the movement of individuals rather than group movement. We propose group agent-based steering as an alternative to assigning a member of the group as the leader for which other members must follow. Our new scheme keeps pedestrians moving(More)
Most prior virtual crowds are simulated based on individualistic movement and behavior, but in recent years a few works have begun to offer approaches for human-like social group movement and plausible interactions between people in a group while moving or standing together. In our work, two novel approaches for social group movement are offered for a(More)
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