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Perceived Realism of Pedestrian Crowds Trajectories in VR

Published: 08 December 2021 Publication History

Abstract

Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.

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Cited By

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  • (2023)Lessons learnt running distributed and remote mixed reality experimentsFrontiers in Computer Science10.3389/fcomp.2022.9663194Online publication date: 5-Jan-2023
  • (2022)MR-RIEW: An MR Toolkit for Designing Remote Immersive Experiment Workflows2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW55335.2022.00234(766-767)Online publication date: Mar-2022

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cover image ACM Conferences
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
December 2021
563 pages
ISBN:9781450390927
DOI:10.1145/3489849
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 08 December 2021

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Author Tags

  1. crowd simulation
  2. perception
  3. virtual reality

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VRST '21

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2023)Lessons learnt running distributed and remote mixed reality experimentsFrontiers in Computer Science10.3389/fcomp.2022.9663194Online publication date: 5-Jan-2023
  • (2022)MR-RIEW: An MR Toolkit for Designing Remote Immersive Experiment Workflows2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW55335.2022.00234(766-767)Online publication date: Mar-2022

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