ABSTRACT
Global patterns of collective motion in bird flocks, fish schools, and human crowds are thought to emerge from local interactions within a neighborhood of interaction, the zone in which an individual is influenced by their neighbors. Both metric and topological neighborhoods have been reported in animal groups, but this question has not been addressed for human crowds. The answer has important implications for modeling crowd behavior and predicting crowd disasters such as jams, crushes, and stampedes. In a metric neighborhood, an individual is influenced by all neighbors within a fixed radius, whereas in a topological neighborhood, an individual is influenced by a fixed number of nearest neighbors, regardless of their physical distance. A recently proposed alternative is a visual neighborhood, in which an individual is influenced by the optical motions of all visible neighbors. We test these hypotheses experimentally by asking participants to walk in real and virtual crowds and manipulating the crowd's density. Our results rule out a topological neighborhood, are approximated by a metric neighborhood, but are best explained by a visual neighborhood that has elements of both. We conclude that the neighborhood of interaction in human crowds follows naturally from the laws of optics and suggest that previously observed "topological" and "metric" interactions might be a consequence of the visual neighborhood.
ABSTRACT
Patterns of collective motion in bird flocks, fish schools and human crowds are believed to emerge from local interactions between individuals. Most 'flocking' models attribute these local interactions to hypothetical rules or metaphorical forces and assume an omniscient third-person view of the positions and velocities of all individuals in space. We develop a visual model of collective motion in human crowds based on the visual coupling that governs pedestrian interactions from a first-person embedded viewpoint. Specifically, humans control their walking speed and direction by cancelling the average angular velocity and optical expansion/contraction of their neighbours, weighted by visibility (1 - occlusion). We test the model by simulating data from experiments with virtual crowds and real human 'swarms'. The visual model outperforms our previous omniscient model and explains basic properties of interaction: 'repulsion' forces reduce to cancelling optical expansion, 'attraction' forces to cancelling optical contraction and 'alignment' to cancelling the combination of expansion/contraction and angular velocity. Moreover, the neighbourhood of interaction follows from Euclid's Law of perspective and the geometry of occlusion. We conclude that the local interactions underlying human flocking are a natural consequence of the laws of optics. Similar perceptual principles may apply to collective motion in other species.
Subject(s)
Birds , Crowding , Animals , Humans , MotionABSTRACT
It is commonly believed that global patterns of motion in flocks, schools and crowds emerge from local interactions between individuals, through a process of self-organization. The key to explaining such collective behaviour thus lies in deciphering these local interactions. We take an experiment-driven approach to modelling collective motion in human crowds. Previously, we observed that a pedestrian aligns their velocity vector (speed and heading direction) with that of a neighbour. Here we investigate the neighbourhood of interaction in a crowd: which neighbours influence a pedestrian's behaviour, how this depends on neighbour position, and how the influences of multiple neighbours are combined. In three experiments, a participant walked in a virtual crowd whose speed and heading were manipulated. We find that neighbour influence is linearly combined and decreases with distance, but not with lateral position (eccentricity). We model the neighbourhood as (i) a circularly symmetric region with (ii) a weighted average of neighbours, (iii) a uni-directional influence, and (iv) weights that decay exponentially to zero by 5 m. The model reproduces the experimental data and predicts individual trajectories in observational data on a human 'swarm'. The results yield the first bottom-up model of collective crowd motion.
Subject(s)
Crowding , Walking , Humans , Models, TheoreticalABSTRACT
Finding the way out of a building during evacuation is not an easy task. Ideally, instructions provide clear and unambiguous information to occupants about the best means to evacuate. However, many times, building occupants may find the best course of action is not always clear. Conflicting or ambiguous cues can make a process that requires a quick response, slow and possibly more dangerous. Emergency signage may be vague, conflicting with other cues, or easily overlooked. The egress route directed by signage may appear difficult to traverse or dangerous. It is crucial then to best understand how evacuees find, interpret, and act upon visual information provided by emergency signage and egress routes in emergency situations. We tested the way visual information of signage and routes is used when an occupant needs to evacuate a building. In a virtual reality experiment, conflicting visual cues were pitted against each other in order to best understand how participants use visual information.