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 in | Computer animation and virtual worlds Vol. 31; no. 6 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
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. |
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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 |
Author_xml | – sequence: 1 givenname: Alexandros surname: Koilias fullname: Koilias, Alexandros organization: University of the Aegean – sequence: 2 givenname: Michael G. surname: Nelson fullname: Nelson, Michael G. organization: Purdue University – sequence: 3 givenname: Christos‐Nikolaos surname: Anagnostopoulos fullname: Anagnostopoulos, Christos‐Nikolaos organization: University of the Aegean – sequence: 4 givenname: Christos orcidid: 0000-0003-0955-7959 surname: Mousas fullname: Mousas, Christos email: cmousas@purdue.edu 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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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 |
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