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dc.contributor.authorSmolic, Aljosaen
dc.contributor.authorYoung, Garethen
dc.date.accessioned2021-02-23T10:40:31Z
dc.date.available2021-02-23T10:40:31Z
dc.date.issued2021en
dc.date.submitted2021en
dc.identifier.citationDavid L. Smyth Gareth W. Young, Jan Ondrej Rogerio Silva Alan Cummins Susheel Nath Amar Zia Arslaan Pisut Wisessing ; Smolic, Aljosa, Semantic Crowd Re-targeting: Implementation for Real-time Applications and User Evaluations, IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW),, 2021en
dc.identifier.otherYen
dc.descriptionIN_PRESSen
dc.description10.13140/RG.2.2.35305.21601en
dc.description.abstractCrowd simulation is the act of simulating and controlling the dynamic movement of large groups of virtual characters. Crowd simulation is traditionally a complex and time-consuming process, requiring extensive manual effort to achieve. On the one hand, commercial and liberally licensed tools tend to have many aspects of simulation tightly integrated which can be prohibitively difficult tore-configure, on the other, paying extras can be far more costly.In this context, the re-use of existing simulated crowds has been identified as a valuable cost-saving approach to crowd simulations.Previous approaches have investigated the use of environment semantics, but they have not been integrated with a commonly used simulation platform, rendering their usefulness limited. We present a novel approach to crowd simulation using an emergent system for re-targeting autonomous crowds and report on the findings of a problem discovery study, analyzing and establishing key aspects of functionality, usability, and user experience. Our results provide a breakdown of the crowd simulation process with corresponding time-on-task metrics to provide a reference point for future scientific research into crowd simulation systems. Furthermore, we re-port on how users react to a system that involves the use of semantic data to facilitate the re-use of existing crowd simulations. We anticipate that other researchers will follow suit, to develop tools that are both innovative and usable in crowd simulation practicesen
dc.language.isoenen
dc.relation.urihttps://v-sense.scss.tcd.ie/wp-content/uploads/2021/02/Semantic_Crowd_Re-targeting_SubmissionVersion.pdfen
dc.rightsYen
dc.titleSemantic Crowd Re-targeting: Implementation for Real-time Applications and User Evaluationsen
dc.title.alternativeIEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW),en
dc.typeConference Paperen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/smolicaen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/younggaen
dc.identifier.rssinternalid224269en
dc.identifier.doihttp://dx.doi.org/10.13140/RG.2.2.35305.21601en
dc.rights.ecaccessrightsopenAccess
dc.relation.doi10.13140/RG.2.2.35305.21601en
dc.relation.citesCitesen
dc.relation.citesCitesen
dc.subject.TCDThemeDigital Engagementen
dc.subject.TCDThemeDigital Humanitiesen
dc.subject.TCDTagComputer Education/Literacyen
dc.subject.TCDTagData Analysisen
dc.subject.TCDTagHigh Performance Computingen
dc.subject.TCDTagMultimedia & Creativityen
dc.identifier.rssurihttps://v-sense.scss.tcd.ie/wp-content/uploads/2021/02/Semantic_Crowd_Re-targeting_SubmissionVersion.pdfen
dc.subject.darat_impairmentOtheren
dc.status.accessibleNen
dc.contributor.sponsorScience Foundation Ireland (SFI)en
dc.contributor.sponsorGrantNumber15/RP/2776en
dc.identifier.urihttp://hdl.handle.net/2262/95299


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