Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory

  title={Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory},
  author={Sujeong Kim and Stephen J. Guy and Dinesh Manocha and Ming C. Lin},
  booktitle={ACM Symposium on Interactive 3D Graphics and Games},
We propose a new technique to simulate dynamic patterns of crowd behaviors using stress modeling. Our model accounts for permanent, stable disposition and the dynamic nature of human behaviors that change in response to the situation. The resulting approach accounts for changes in behavior in response to external stressors based on well-known theories in psychology. We combine this model with recent techniques on personality modeling for multi-agent simulations to capture a wide variety of… 

Figures and Tables from this paper

Designing Agent-based Modeling in Dynamic Crowd Simulation for Stressful Environment

Current work on modelling stress and stress behavior models is reviewed and extends it into the area of crowd simulation to simulate the behavior of the stress response of virtual agent during stressful events.

Crowd Simulation Model Integrating "Physiology-Psychology-Physics" Factors

A novel unified model involving human physiological, psychological, and physical factors and can reliably predict the physical strength and emotion of a crowd in an emergency is presented.

Emotion-based diversity crowd behavior simulation in public emergency

An emotion-based diversity behavior model is presented, by adopting the OCEAN personality model and the OCC emotion model, while being enriched with the incorporation of CA-SIRS emotion contagion model, which can provide more diverse individual behaviors compared to the existing emotion- based escape simulation models.

Crowd Behavior Simulation With Emotional Contagion in Unexpected Multihazard Situations

This paper proposes a novel crowd simulation method by modeling the generation and contagion of panic emotion under multihazard circumstances, and introduces an emotional reciprocal velocity obstacles (RVOs) model to simulate the crowd behaviors by augmenting the traditional RVO model with emotional contagion.

An emotion evolution based model for collective behavior simulation

This paper proposes a novel computational model for emotion evolution and demonstrates its applications for crowd simulation, designed to tackle three major issues in the emotion evolution process: how to perceive and evaluate emotion when individuals face emergency or external events, and how specific actions of individuals in a crowd are impacted by emotion.

Emotion-Based Crowd Simulation Model Based on Physical Strength Consumption for Emergency Scenarios

To the best of the knowledge, this model is the first method integrating physical strength consumption into an emotion-based crowd simulation model by exploiting the relationship betweenPhysical strength consumption and emotion.

Modeling social group interactions for realistic crowd behaviors

By showing that group communicative behaviors have a substantial influence on the overall distribution of a crowd, the importance of incorporating a model of social group interaction into multi-agent simulations of large crowd behaviors is demonstrated.

Velocity-based modeling of physical interactions in dense crowds

This work combines velocity-based collision-avoidance algorithms with external physical forces to model physics-based interactions in dense crowds and extends the method to model more complex behaviors involving social and cultural rules.

CubeP Crowds: crowd simulation integrated into "Physiology-Psychology-Physics" factors

This paper presents a novel CubeP model for crowd simulation that comprehensively considers physiological, psychological, and physical factors together in a unified manner, and the relationship between each other is explicitly determined.

Simulating crowd interactions in virtual environments (doctoral consortium)

The goal of the research is to provide an interactive simulation of a crowd, where large numbers of human-like agents interact with each other, and to discuss the approaches to model crowd behaviors with variation and dynamic changes.



Simulating heterogeneous crowd behaviors using personality trait theory

A novel two-dimensional factorization of perceived personality in crowds based on a statistical analysis of the user study results is proposed and it is demonstrated that the mappings and factorizations can be used to generate heterogeneous crowd behaviors in different settings.

Crowd simulation incorporating agent psychological models, roles and communication

An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations to expand the range of realistic human behaviors.

Psychological model for animating crowded pedestrians: Virtual Humans and Social Agents

A psychological model for simulating pedestrian behaviors in a crowded space that controls plausible avoidance behavior depending on the positional relations among surrounding persons on the basis of a two-stage personal space and a virtual memory structure as proposed in social psychology is proposed.

Controlling individual agents in high-density crowd simulation

The HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments.

Virtual Crowds: Methods, Simulation, and Control

The goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations, including basic locomotive behaviors possibly coupled with a few stochastic actions.

A decision network framework for the behavioral animation of virtual humans

This novel framework combines probability, decision, and graph theories for complex behavior modeling and intelligent action selection subject to manifold internal and external factors in the presence of uncertain knowledge yields autonomous characters that can make nontrivial interpretations and arrive at rational decisions dependent on multiple considerations.

On the formation and regulation of anger and aggression. A cognitive-neoassociationistic analysis.

A cognitive-neoassociationistic model is proposed to account for the effects of negative affect on the development of angry feelings and the display of emotional aggression and it is argued that the model can integrate the core aspect of the James-Lange theory with the newer cognitive theories of emotion.

The Relationship Between Psychological and Physiological Response to Stress

The degree of relationship between psychological and physiological response, quantified by multiple regression analyses of the responses of each S, were remarkably stable in the face of the experimental variations introduced in the experiment.

Autonomous pedestrians

This comprehensive model integrates motor, perceptual, behavioral, and cognitive components within a model of pedestrians as individuals, yielding results of unprecedented fidelity and complexity for fully autonomous multi-human simulation in a large urban environment.