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Perceptual effects of scene context and viewpoint for virtual pedestrian crowds

Published: 02 February 2011 Publication History

Abstract

In this article, we evaluate the effects of position, orientation, and camera viewpoint on the plausibility of pedestrian formations. In a set of three perceptual studies, we investigated how humans perceive characteristics of virtual crowds in static scenes reconstructed from annotated still images, where the orientations and positions of the individuals have been modified. We found that by applying rules based on the contextual information of the scene, we improved the perceived realism of the crowd formations when compared to random formations. We also examined the effect of camera viewpoint on the plausibility of virtual pedestrian scenes, and we found that an eye-level viewpoint is more effective for disguising random behaviors, while a canonical viewpoint results in these behaviors being perceived as less realistic than an isometric or top-down viewpoint. Results from these studies can help in the creation of virtual crowds, such as computer graphics pedestrian models or architectural scenes, and identify situations when users' perception is less accurate.

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      Published In

      cover image ACM Transactions on Applied Perception
      ACM Transactions on Applied Perception  Volume 8, Issue 2
      January 2011
      125 pages
      ISSN:1544-3558
      EISSN:1544-3965
      DOI:10.1145/1870076
      Issue’s Table of Contents
      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 ACM 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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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 02 February 2011
      Accepted: 01 March 2010
      Revised: 01 February 2010
      Received: 01 February 2009
      Published in TAP Volume 8, Issue 2

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      Author Tags

      1. Perception
      2. virtual crowd formation

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      Cited By

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      • (2024)A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsComputer Graphics Forum10.1111/cgf.1506443:2Online publication date: 30-Apr-2024
      • (2023)Insight into vegetation inclusion along urban roads: A pilot study on the preferences of expatriate roadside users in downtown Doha, QatarLandscape Online10.3097/LO.2023.1108(1108)Online publication date: 20-May-2023
      • (2022)Crowd-Sourced Identification of Characteristics of Collective Human MotionArtificial Life10.1162/artl_a_0038128:4(401-422)Online publication date: 1-Nov-2022
      • (2022)Emotion-Based Crowd Model Evaluation Method Based on Features Distribution DistanceProceedings of the 2022 6th International Conference on Computer Science and Artificial Intelligence10.1145/3577530.3577567(231-236)Online publication date: 9-Dec-2022
      • (2021)Perceived Realism of Pedestrian Crowds Trajectories in VRProceedings of the 27th ACM Symposium on Virtual Reality Software and Technology10.1145/3489849.3489860(1-5)Online publication date: 8-Dec-2021
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      • (2021)Synthesizing affective virtual reality multicharacter experiencesComputer Animation and Virtual Worlds10.1002/cav.200432:3-4Online publication date: 24-May-2021
      • (2020)A Turing test for crowdsRoyal Society Open Science10.1098/rsos.2003077:7(200307)Online publication date: 22-Jul-2020
      • (2020)Walking in a Crowd Full of Virtual Characters: Effects of Virtual Character Appearance on Human Movement BehaviorAdvances in Visual Computing10.1007/978-3-030-64556-4_48(617-629)Online publication date: 5-Oct-2020
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