Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behavior

We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density, speed, and direction. An immersive road‐crossing scenario that took place in a virtu...

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Published inComputer animation and virtual worlds Vol. 31; no. 6
Main Authors Koilias, Alexandros, Nelson, Michael G., Anagnostopoulos, Christos‐Nikolaos, Mousas, Christos
Format Journal Article
LanguageEnglish
Published Chichester Wiley Subscription Services, Inc 01.11.2020
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Abstract We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density, speed, and direction. An immersive road‐crossing scenario that took place in a virtual metropolitan city was created. In this scenario, the participants were instructed to walk toward the opposite sidewalk. Three measurements (speed, deviation, and trajectory length) were used to evaluate the impact of the parameters assigned to the virtual crowd on the movement behavior of the participants. Significant results were found for both the main and interaction effects. The results suggested that the high density, low speed, and diagonal direction situations associated with the virtual crowd had the greatest impacts on the speed, deviation, and trajectory lengths of participants when they walked in a virtual environment and were surrounded by a moving virtual population. The parameters of the virtual crowd that were examined in this article. Left: low density (top) versus high density (bottom) situations. Middle: low speed (top) versus high speed (bottom) situations. Right: straight direction (top) versus diagonal direction (bottom) situations.
AbstractList We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density, speed, and direction. An immersive road‐crossing scenario that took place in a virtual metropolitan city was created. In this scenario, the participants were instructed to walk toward the opposite sidewalk. Three measurements (speed, deviation, and trajectory length) were used to evaluate the impact of the parameters assigned to the virtual crowd on the movement behavior of the participants. Significant results were found for both the main and interaction effects. The results suggested that the high density, low speed, and diagonal direction situations associated with the virtual crowd had the greatest impacts on the speed, deviation, and trajectory lengths of participants when they walked in a virtual environment and were surrounded by a moving virtual population.
We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density , speed , and direction . An immersive road‐crossing scenario that took place in a virtual metropolitan city was created. In this scenario, the participants were instructed to walk toward the opposite sidewalk. Three measurements (speed, deviation, and trajectory length) were used to evaluate the impact of the parameters assigned to the virtual crowd on the movement behavior of the participants. Significant results were found for both the main and interaction effects. The results suggested that the high density, low speed, and diagonal direction situations associated with the virtual crowd had the greatest impacts on the speed, deviation, and trajectory lengths of participants when they walked in a virtual environment and were surrounded by a moving virtual population.
We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different parameters that characterize a moving virtual crowd: density, speed, and direction. An immersive road‐crossing scenario that took place in a virtual metropolitan city was created. In this scenario, the participants were instructed to walk toward the opposite sidewalk. Three measurements (speed, deviation, and trajectory length) were used to evaluate the impact of the parameters assigned to the virtual crowd on the movement behavior of the participants. Significant results were found for both the main and interaction effects. The results suggested that the high density, low speed, and diagonal direction situations associated with the virtual crowd had the greatest impacts on the speed, deviation, and trajectory lengths of participants when they walked in a virtual environment and were surrounded by a moving virtual population. The parameters of the virtual crowd that were examined in this article. Left: low density (top) versus high density (bottom) situations. Middle: low speed (top) versus high speed (bottom) situations. Right: straight direction (top) versus diagonal direction (bottom) situations.
Author Nelson, Michael G.
Koilias, Alexandros
Anagnostopoulos, Christos‐Nikolaos
Mousas, Christos
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  givenname: Christos‐Nikolaos
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  givenname: Christos
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  surname: Mousas
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  organization: Purdue University
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Snippet We investigated the movement behavior of participants walking within a virtual crowd in an immersive virtual environment. We investigated three different...
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wiley
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SubjectTerms Density
Deviation
Human motion
human–crowd interaction
Low speed
movement behavior
Parameters
virtual crosswalk
virtual crowd
Virtual environments
virtual reality
Walking
Walkways
Title Immersive walking in a virtual crowd: The effects of the density, speed, and direction of a virtual crowd on human movement behavior
URI https://onlinelibrary.wiley.com/doi/abs/10.1002%2Fcav.1928
https://www.proquest.com/docview/2468569478
Volume 31
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