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Dynamic Crowd Simulation by Emotion-based Behavioral Control of Individuals

개체의 감정기반 행동제어를 통한 동적 군중 시뮬레이션

  • 안은영 (한밭대학교 멀티미디어공학과) ;
  • 김재원 (선문대학교 기계공학과) ;
  • 한상훈 (한국재활복지대학 컴퓨터정보보안과) ;
  • 문찬일 ((주)이노에이스)
  • Published : 2009.11.28

Abstract

In virtual environments, such as computer game and animation, we need to enhance naturalness of crowd simulation. So, we propose a method to generate dynamically moving crowd patterns by applying emotional factors to the individual characters of a crowd in the determination of their behavior. The proposed method mimics human behavior and controls each character in a group to decide its own path according to its individual status. And it is able to generate various moving patterns as a result of letting the individuals go to another group depending upon their conditions. In this paper, some temperament and feeling factors are defined and determination rules for calculating the emotional status are also proposed. Moreover we use a fuzzy theory for accurate representation of the ambiguous expressions such as feeling bad, feeling good and so on. Our experiments show that the suggested method can simulate virtual crowd in more natural and diverse ways.

Keywords

Emotion-based Behavioral Control;Crowd Simulation;Animation;NPC(Non Player Character)

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