Advertisement

Emotion-Based Crowd Simulation Using Fuzzy Algorithm

  • Eun-Young Ahn
  • Jae-Won Kim
  • No-Yoon Kwak
  • Sang-Hoon Han
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3809)

Abstract

The present investigation is concerned with the crowd simulation in game or virtual reality and proposes new methodology dealing with emotion of the NPC (Non-Player Character) for increasing the reality of the behavior and action of crowd. The behavior of NPC depends on the individual disposition, which forms the properties of the crowd. The reorganization of the crowd is possible by meeting and parting according to the properties of NPC. In order to apply human emotion to the virtual characters, a number of factors and rules for identification of the status of emotion are considered. Fuzzy theory is used for the ambiguous description of the human emotion. The fuzzy functions and rules are designed to determine the conditions of emotion and reasonable inference is introduced to decide the control value of character’s actions like as speed and his direction. The proposed model is validated by the present experiments embodying more natural simulation of crowd behaviors.

Keywords

Membership Function Computer Animation Human Emotion Virtual Character Location Update 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Reynolds, C.W.: Steering Behaviors For Autonomous Characters. In: Proceeding 1999, Game Development Conference(GDC 1999), pp. 763–782. Miller Freeman Game Group, San Francisco (1999)Google Scholar
  2. 2.
    Li, T.-Y., Jeng, Y.-J., Chang, S.-I.: Simulating Virtual Human Crowds with a Leader-Follower Model. In: Computer Animation, 2001. The Fourteenth Conference on Computer Animation. Proceeding, November 7-8, pp. 93–102 (2001)Google Scholar
  3. 3.
    Kim, D.: An Event-Driven Approach to Crowd Simulation with Example Motions Computer Science Technical Report, Kaist, January 22 (2003)Google Scholar
  4. 4.
    Benford, S.D., Greenhalgh, C.M., Lloyd, D.: Crowded Collaborative Virtual Environments. In: Proceeding 1997 ACM Conference on Human Factors in Computing Systems(CHI 1997), Atlanta, Georgia, US, March 22-27 (1997)Google Scholar
  5. 5.
    Brogan, D., Hodgins, J.: Group Behaviors for Systems with Significant Dynamics. Autonomous Robots 4, 137–153 (1997)CrossRefGoogle Scholar
  6. 6.
    Schweiss, E., Musse, S.R., Garat, F., Thalmann, D.: An Architecture to Guide Crowds Using a Rule-Based Behaviour System. In: Proceeding, Agents (1999)Google Scholar
  7. 7.
    Reynolds, C.W.: Flocks, Herds, and Schools: A Distributed Behavioral Model. Proceeding Computer Graphics (SIGGRAPH 1987) 21(4), 25–34 (1987)CrossRefMathSciNetGoogle Scholar
  8. 8.
    Musse, S.R., Garat, F., Thalmann, D.: Guiding and Interacting with Virtual Crowds in Real-time. In: Proceeding Eurographics Workshop on Animation and Simulation 1999(CAS 1999), Milan, Italy, pp. 23–34. Springer, Wien (1999)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Eun-Young Ahn
    • 1
  • Jae-Won Kim
    • 2
  • No-Yoon Kwak
    • 1
  • Sang-Hoon Han
    • 3
  1. 1.Div. of Information and Communication EngineeringCheonan UniversityCheonan-City, Chungcheongnam-DoRep. of Korea
  2. 2.Dept. Mechanical EngineeringSunmoon UniversityAsan si, ChungnamRep. of Korea
  3. 3.Dept. of Information SecurityKorea National College of Rehabilitation & WelfareGyeong Gi-DoRep. of Korea

Personalised recommendations