Virtual reality crowd simulation: effects of agent density on user experience and behaviour
Autor: | John Shearer, Jacob Greenwood, Kieran Hicks, Patrick Dickinson, Kathrin Gerling, John C. Murray |
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Jazyk: | angličtina |
Rok vydání: | 2019 |
Předmět: |
Technology
Computer science Crowd simulation EVACUATION 02 engineering and technology Virtual reality Computer graphics Proxemics User experience design Human–computer interaction 0202 electrical engineering electronic engineering information engineering Immersion (virtual reality) 0501 psychology and cognitive sciences Imaging Science & Photographic Technology 050107 human factors Science & Technology User experience business.industry 05 social sciences Simulation modeling 020207 software engineering Computer Science Software Engineering Computer Graphics and Computer-Aided Design Gaze Human-Computer Interaction Computer Science Computer Science Interdisciplinary Applications business Software Agent density ENVIRONMENTS |
Popis: | © 2018, The Author(s). Agent-based crowd simulations are used for modelling building and space usage, allowing designers to explore hypothetical real-world scenarios, including extraordinary events such as evacuations. Existing work which engages virtual reality (VR) as a platform for crowd simulations has been primarily focussed on the validation of simulation models through observation; the use of interactions such as gaze to enhance a sense of immersion; or studies of proxemics. In this work, we extend previous studies of proxemics and examine the effects of varying crowd density on user experience and behaviour. We have created a simulation in which participants walk freely and perform a routine manual task, whilst interacting with agents controlled by a typical social force simulation model. We examine and report the effects of crowd density on both affective state and behaviour. Our results show a significant increase in negative affect with density, measured using a self-report scale. We further show significant differences in some aspects of user behaviours, using video analysis, and discuss how our results relate to VR simulation design for mixed human–agent scenarios. ispartof: VIRTUAL REALITY vol:23 issue:1 pages:19-32 status: published |
Databáze: | OpenAIRE |
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