With or Without You : Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture

While data is vital to better understand and model interactions within human crowds, capturing real crowd motions is extremely challenging. Virtual Reality (VR) demonstrated its potential to help, by immersing users into either simulated virtual crowds based on autonomous agents, or within motion-ca...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 30(2024), 5 vom: 04. Apr., Seite 2785-2795
1. Verfasser: Yin, Tairan (VerfasserIn)
Weitere Verfasser: Hoyet, Ludovic, Christie, Marc, Cani, Marie-Paule, Pettre, Julien
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2024
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
LEADER 01000caa a22002652 4500
001 NLM369269713
003 DE-627
005 20240420232319.0
007 cr uuu---uuuuu
008 240305s2024 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2024.3372038  |2 doi 
028 5 2 |a pubmed24n1381.xml 
035 |a (DE-627)NLM369269713 
035 |a (NLM)38437106 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Yin, Tairan  |e verfasserin  |4 aut 
245 1 0 |a With or Without You  |b Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture 
264 1 |c 2024 
336 |a Text  |b txt  |2 rdacontent 
337 |a ƒaComputermedien  |b c  |2 rdamedia 
338 |a ƒa Online-Ressource  |b cr  |2 rdacarrier 
500 |a Date Revised 19.04.2024 
500 |a published: Print-Electronic 
500 |a Citation Status PubMed-not-MEDLINE 
520 |a While data is vital to better understand and model interactions within human crowds, capturing real crowd motions is extremely challenging. Virtual Reality (VR) demonstrated its potential to help, by immersing users into either simulated virtual crowds based on autonomous agents, or within motion-capture-based crowds. In the latter case, users' own captured motion can be used to progressively extend the size of the crowd, a paradigm called Record-and-Replay (2R). However, both approaches demonstrated several limitations which impact the quality of the acquired crowd data. In this paper, we propose the new concept of contextual crowds to leverage both crowd simulation and the 2R paradigm towards more consistent crowd data. We evaluate two different strategies to implement it, namely a Replace-Record-Replay (3R) paradigm where users are initially immersed into a simulated crowd whose agents are successively replaced by the user's captured-data, and a Replace-Record-Replay-Responsive (4R) paradigm where the pre-recorded agents are additionally endowed with responsive capabilities. These two paradigms are evaluated through two real-world-based scenarios replicated in VR. Our results suggest that the behaviors observed in VR users with surrounding agents from the beginning of the recording process are made much more natural, enabling 3R or 4R paradigms to improve the consistency of captured crowd datasets 
650 4 |a Journal Article 
700 1 |a Hoyet, Ludovic  |e verfasserin  |4 aut 
700 1 |a Christie, Marc  |e verfasserin  |4 aut 
700 1 |a Cani, Marie-Paule  |e verfasserin  |4 aut 
700 1 |a Pettre, Julien  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 30(2024), 5 vom: 04. Apr., Seite 2785-2795  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnns 
773 1 8 |g volume:30  |g year:2024  |g number:5  |g day:04  |g month:04  |g pages:2785-2795 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2024.3372038  |3 Volltext 
912 |a GBV_USEFLAG_A 
912 |a SYSFLAG_A 
912 |a GBV_NLM 
912 |a GBV_ILN_350 
951 |a AR 
952 |d 30  |j 2024  |e 5  |b 04  |c 04  |h 2785-2795