ABSTRACT
While data is vital to better understand and model interactions within human crowds, capturing real crowd motions is extremely challenging. Virtual Reality (VR) demonstrated its potential to help, by immersing users into either simulated virtual crowds based on autonomous agents, or within motion-capture-based crowds. In the latter case, users' own captured motion can be used to progressively extend the size of the crowd, a paradigm called Record-and-Replay (2R). However, both approaches demonstrated several limitations which impact the quality of the acquired crowd data. In this paper, we propose the new concept of contextual crowds to leverage both crowd simulation and the 2R paradigm towards more consistent crowd data. We evaluate two different strategies to implement it, namely a Replace-Record-Replay (3R) paradigm where users are initially immersed into a simulated crowd whose agents are successively replaced by the user's captured-data, and a Replace-Record-Replay-Responsive (4R) paradigm where the pre-recorded agents are additionally endowed with responsive capabilities. These two paradigms are evaluated through two real-world-based scenarios replicated in VR. Our results suggest that the behaviors observed in VR users with surrounding agents from the beginning of the recording process are made much more natural, enabling 3R or 4R paradigms to improve the consistency of captured crowd datasets.
ABSTRACT
Stepping strategies following external perturbations from different directions is investigated in this work. We analysed the effect of the perturbation angle as well as the level of awareness of individuals and characterised steps out of the sagittal plane between Loaded Side Steps (LSS), Unloaded Medial Steps (UMS) and Unloaded Crossover Steps (UCS). A novel experimental paradigm involving perturbations in different directions was performed on a group of 21 young adults (10 females, 11 males, 20-38 years). Participants underwent 30 randomised perturbations along 5 different angles with different levels of awareness of the upcoming perturbations (with and without wearing a sensory impairment device) for a total of 1260 recorded trials. Results showed that logistic models based on the minimal values of the Margin of Stability (MoS) or on the minimal values of the Time to boundary (Ttb) performed the best in the sagittal plane. However, their accuracy stayed above 79% regardless of the perturbation angle or level of awareness. Regarding the effect of the experimental condition, evidences of different balance recovery behaviours due to the variation of perturbation angles were exposed, but no significant effect of the level of awareness was observed. Finally, we proposed the Distance to Foot boundary (DtFb) as a relevant quantity to characterise the stepping strategies in response to perturbations out of the sagittal plane.
Subject(s)
Foot , Postural Balance , Female , Humans , Male , Young Adult , Biomechanical Phenomena , Foot/physiology , Postural Balance/physiology , AdultABSTRACT
Gaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context. We therefore propose a novel method that leverages recent advances in several distinct areas related to visual saliency, attention mechanisms, saccadic behavior modelling, and head-gaze animation techniques. Our approach articulates these advances to converge on a multi-map saliency-driven model which offers real-time realistic gaze behaviors for non-conversational characters, together with additional user-control over customizable features to compose a wide variety of results. We first evaluate the benefits of our approach through an objective evaluation that confronts our gaze simulation with ground truth data using an eye-tracking dataset specifically acquired for this purpose. We then rely on subjective evaluation to measure the level of realism of gaze animations generated by our method, in comparison with gaze animations captured from real actors. Our results show that our method generates gaze behaviors that cannot be distinguished from captured gaze animations. Overall, we believe that these results will open the way for more natural and intuitive design of realistic and coherent gaze animations for real-time applications.
ABSTRACT
When two streams of pedestrians cross at an angle, striped patterns spontaneously emerge as a result of local pedestrian interactions. This clear case of self-organized pattern formation remains to be elucidated. In counterflows, with a crossing angle of 180°, alternating lanes of traffic are commonly observed moving in opposite directions, whereas in crossing flows at an angle of 90°, diagonal stripes have been reported. Naka (1977) hypothesized that stripe orientation is perpendicular to the bisector of the crossing angle. However, studies of crossing flows at acute and obtuse angles remain underdeveloped. We tested the bisector hypothesis in experiments on small groups (18-19 participants each) crossing at seven angles (30° intervals), and analyzed the geometric properties of stripes. We present two novel computational methods for analyzing striped patterns in pedestrian data: (i) an edge-cutting algorithm, which detects the dynamic formation of stripes and allows us to measure local properties of individual stripes; and (ii) a pattern-matching technique, based on the Gabor function, which allows us to estimate global properties (orientation and wavelength) of the striped pattern at a time T. We find an invariant property: stripes in the two groups are parallel and perpendicular to the bisector at all crossing angles. In contrast, other properties depend on the crossing angle: stripe spacing (wavelength), stripe size (number of pedestrians per stripe), and crossing time all decrease as the crossing angle increases from 30° to 180°, whereas the number of stripes increases with crossing angle. We also observe that the width of individual stripes is dynamically squeezed as the two groups cross each other. The findings thus support the bisector hypothesis at a wide range of crossing angles, although the theoretical reasons for this invariant remain unclear. The present results provide empirical constraints on theoretical studies and computational models of crossing flows.
Subject(s)
Pedestrians , Algorithms , Humans , Models, TheoreticalABSTRACT
Crowd motion data is fundamental for understanding and simulating realistic crowd behaviours. Such data is usually collected through controlled experiments to ensure that both desired individual interactions and collective behaviours can be observed. It is however scarce, due to ethical concerns and logistical difficulties involved in its gathering, and only covers a few typical crowd scenarios. In this work, we propose and evaluate a novel Virtual Reality based approach lifting the limitations of real-world experiments for the acquisition of crowd motion data. Our approach immerses a single user in virtual scenarios where he/she successively acts each crowd member. By recording the past trajectories and body movements of the user, and displaying them on virtual characters, the user progressively builds the overall crowd behaviour by him/herself. We validate the feasibility of our approach by replicating three real experiments, and compare both the resulting emergent phenomena and the individual interactions to existing real datasets. Our results suggest that realistic collective behaviours can naturally emerge from virtual crowd data generated using our approach, even though the variety in behaviours is lower than in real situations. These results provide valuable insights to the building of virtual crowd experiences, and reveal key directions for further improvements.
Subject(s)
Computer Graphics , Virtual Reality , Crowding , Female , Humans , Male , Motion , MovementABSTRACT
Virtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks for developing crowd simulation algorithms. However, these studies are generally limited to distant interactions in crowds, due to the difficulty of rendering realistic sensations of collisions in VR. In this article, we explore the use of wearable haptics to render contacts during virtual crowd navigation. We focus on the behavioral changes occurring with or without haptic rendering during a navigation task in a dense crowd, as well as on potential after-effects introduced by the use haptic rendering. Our objective is to provide recommendations for designing VR setup to study crowd navigation behavior. To the end, we designed an experiment (N=23) where participants navigated in a crowded virtual train station without, then with, and then again without haptic feedback of their collisions with virtual characters. Results show that providing haptic feedback improved the overall realism of the interaction, as participants more actively avoided collisions. We also noticed a significant after-effect in the users' behavior when haptic rendering was once again disabled in the third part of the experiment. Nonetheless, haptic feedback did not have any significant impact on the users' sense of presence and embodiment.
Subject(s)
Haptic Technology , Virtual Reality , Computer Graphics , Computer Simulation , Feedback , HumansABSTRACT
Navigating crowded community spaces requires interactions with pedestrians that follow rectilinear and curvilinear trajectories. In the case of rectilinear trajectories, it has been shown that the perceived action opportunities of the walkers might be afforded based on a future distance of closest approach. However, little is known about collision avoidance behaviours when avoiding walkers that follow curvilinear trajectories. Twenty-two participants were immersed in a virtual environment and avoided a virtual human (VH) that followed either a rectilinear path or a curvilinear path with a 5 m or 10 m radius curve at various distances of closest approach. Compared to a rectilinear path (control condition), the curvilinear path with a 5 m radius yielded more collisions when the VH approached from behind the participant and more inversions when the VH approached from in-front. During each trial, the evolution of the future distance of closest approach showed similarities between rectilinear paths and curvilinear paths with a 10 m radius curve. Overall, with few collisions and few inversions of crossing order, we can conclude that participants were capable of predicting future distance of closest approach of virtual walkers that followed curvilinear trajectories. The task was solved with similar avoidance adaptations to those observed for rectilinear interactions. These findings should inform future endeavors to further understand collision avoidance strategies and the role of-for example-non-constant velocities.
Subject(s)
Pedestrians , Walkers , Adaptation, Physiological , Avoidance Learning , Humans , WalkingABSTRACT
Climate changes in the Arctic may weaken the currently tight pelagic-benthic coupling. In response to decreasing sea ice cover, arctic marine systems are expected to shift from a 'sea-ice algae-benthos' to a 'phytoplankton-zooplankton' dominance. We used mollusc shells as bioarchives and fatty acid trophic markers to estimate the effects of the reduction of sea ice cover on the food exported to the seafloor. Bathyal bivalve Astarte moerchi living at 600 m depth in northern Baffin Bay reveals a clear shift in growth variations and Ba/Ca ratios since the late 1970s, which we relate to a change in food availability. Tissue fatty acid compositions show that this species feeds mainly on microalgae exported from the euphotic zone to the seabed. We, therefore, suggest that changes in pelagic-benthic coupling are likely due either to local changes in sea ice dynamics, mediated through bottom-up regulation exerted by sea ice on phytoplankton production, or to a mismatch between phytoplankton bloom and zooplankton grazing due to phenological change. Both possibilities allow a more regular and increased transfer of food to the seabed. This article is part of the theme issue 'The changing Arctic Ocean: consequences for biological communities, biogeochemical processes and ecosystem functioning'.
Subject(s)
Animal Shells/anatomy & histology , Bivalvia/anatomy & histology , Ecosystem , Animal Shells/chemistry , Animal Shells/growth & development , Animals , Arctic Regions , Barium/analysis , Bivalvia/chemistry , Bivalvia/growth & development , Calcium/analysis , Climate Change/history , Fatty Acids/analysis , Food Chain , History, 20th Century , History, 21st Century , Ice Cover , Phytoplankton/growth & development , Radiometric Dating , Seasons , Zooplankton/growth & developmentABSTRACT
Collision avoidance between multiple walkers, such as pedestrians in a crowd, is based on a reciprocal coupling between the walkers with a continuous loop between perception and action. Such interpersonal coordination has previously been studied in the case of dyadic locomotor interactions. However, when walking through a crowd of people, collision avoidance is not restricted to dyadic interactions. We examined how dyadic avoidance (1 vs. 1) compared to triadic avoidance (1 vs. 2). Additionally, we examined how the dynamics of a passable gap between two walkers affected locomotor interactions. To this end, we manipulated the starting formation of two walkers that formed a potentially pass-able gap for the other walker. We analyzed the interactions in terms of the evolution over time of the Minimal Predicted Distance and the Dynamics of the Gap, which both provide information about what action is afforded (i.e., passing in front/behind and the pass-ability of the gap). Results showed that some triadic interactions invited for sequential interactions, resulting in avoidance strategies comparable with dyadic interactions. However, some formations resulted in simultaneous interactions where the dynamics of the pass-ability of the gap revealed that the coordination strategy emerged over time through the bi-directional interactions between all walkers. Future work should address which circumstances invite for simultaneous and which for sequential interactions between multiple walkers. This study contributed toward understanding how collision is avoided between multiple walkers at the level of the local interactions.
ABSTRACT
Understanding and predicting the collective behaviour of crowds is essential to improve the efficiency of pedestrian flows in urban areas and minimize the risks of accidents at mass events. We advocate for the development of crowd traffic management systems, whereby observations of crowds can be coupled to fast and reliable models to produce rapid predictions of the crowd movement and eventually help crowd managers choose between tailored optimization strategies. Here, we propose a Bi-directional Macroscopic (BM) model as the core of such a system. Its key input is the fundamental diagram for bi-directional flows, i.e. the relation between the pedestrian fluxes and densities. We design and run a laboratory experiments involving a total of 119 participants walking in opposite directions in a circular corridor and show that the model is able to accurately capture the experimental data in a typical crowd forecasting situation. Finally, we propose a simple segregation strategy for enhancing the traffic efficiency, and use the BM model to determine the conditions under which this strategy would be beneficial. The BM model, therefore, could serve as a building block to develop on the fly prediction of crowd movements and help deploying real-time crowd optimization strategies.
Subject(s)
Crowding , Bioengineering/statistics & numerical data , Cluster Analysis , Computer Simulation , Data Analysis , Humans , Mathematical Concepts , Models, Psychological , Transportation/statistics & numerical dataABSTRACT
Previous studies showed the existence of implicit interaction rules shared by human walkers when crossing each other. Especially, each walker contributes to the collision avoidance task and the crossing order, as set at the beginning, is preserved along the interaction. This order determines the adaptation strategy: the first arrived increases his/her advance by slightly accelerating and changing his/her heading, whereas the second one slows down and moves in the opposite direction. In this study, we analyzed the behavior of human walkers crossing the trajectory of a mobile robot that was programmed to reproduce this human avoidance strategy. In contrast with a previous study, which showed that humans mostly prefer to give the way to a non-reactive robot, we observed similar behaviors between human-human avoidance and human-robot avoidance when the robot replicates the human interaction rules. We discuss this result in relation with the importance of controlling robots in a human-like way in order to ease their cohabitation with humans.
Subject(s)
Accident Prevention/methods , Adaptation, Physiological/physiology , Gait/physiology , Locomotion/physiology , Robotics/instrumentation , Adult , Female , Humans , MaleABSTRACT
Daily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances. Sixteen healthy participants navigated towards a target in an immersive computer-assisted virtual environment (CAVE) using a joystick. A moving passive obstacle crossed the participant's trajectory perpendicularly at various pre-defined risks of collision distances. The obstacle was presented with one of five virtual appearances, associated to global motion cues (i.e., a cylinder or a sphere), or local motion cues (i.e., only the legs or the trunk). A full body virtual walker, showing both local and global motion cues, used as a reference condition. The final crossing distance was affected by the global motion appearances, however, appearance had no qualitative effect on motion adaptations. These findings contribute towards further understanding what information people use when interacting with others.
ABSTRACT
Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on a situation of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future collision is accurately anticipated by participants, however with delay. We also show that collision avoidance trajectories formed in VR have common properties with real ones, with some quantitative differences in avoidance distances. More generally, our evaluation demonstrates that reliable results can be obtained for qualitative analysis of small scale interactions in VR. We discuss these results in the perspective of a VR platform for large scale interaction applications, such as in a crowd, for which real data are difficult to gather.
ABSTRACT
Robots and Humans have to share the same environment more and more often. In the aim of steering robots in a safe and convenient manner among humans it is required to understand how humans interact with them. This work focuses on collision avoidance between a human and a robot during locomotion. Having in mind previous results on human obstacle avoidance, as well as the description of the main principles which guide collision avoidance strategies, we observe how humans adapt a goal-directed locomotion task when they have to interfere with a mobile robot. Our results show differences in the strategy set by humans to avoid a robot in comparison with avoiding another human. Humans prefer to give the way to the robot even when they are likely to pass first at the beginning of the interaction.
Subject(s)
Adaptation, Physiological , Locomotion , Robotics/methods , Walkers , Accidents , Adult , Female , Humans , MaleABSTRACT
When avoiding a group, a walker has two possibilities: either he goes through it or around it. Going through very dense groups or around huge ones would not seem natural and could break any sense of presence in a virtual environment. This paper aims to enable crowd simulators to handle such situations correctly. To this end, we need to understand how real humans decide to go through or around groups. As a first hypothesis, we apply the Principle of Minimum Energy (PME) on different group sizes and density. According to this principle, a walker should go around small and dense groups whereas he should go through large and sparse groups. Such principle has already been used for crowd simulation; the novelty here is to apply it to decide on a global avoidance strategy instead of local adaptations only. Our study quantifies decision thresholds. However, PME leaves some inconclusive situations for which the two solutions paths have similar energetic costs. In a second part, we propose an experiment to corroborate PME decisions thresholds with real observations. As controlling the factors of an experiment with many people is extremely hard, we propose to use Virtual Reality as a new method to observe human behavior. This work represents the first crowd simulation algorithm component directly designed from a VR-based study. We also consider the role of secondary factors in inconclusive situations. We show the influence of the group appearance and direction of relative motion in the decision process. Finally, we draw some guidelines to integrate our conclusions to existing crowd simulators and show an example of such integration. We evaluate the achieved improvements.
Subject(s)
Computer Graphics , Computer Simulation , Crowding/psychology , User-Computer Interface , Humans , Interpersonal RelationsABSTRACT
This paper studies strategies for collision avoidance between two persons walking along crossing trajectories. It has been previously demonstrated that walkers are able to anticipate the risk of future collision and to react accordingly. The avoidance task has been described as a mutual control of the future distance of closest approach, MPD (i.e., Mininum Predicted Distance). In this paper, we studied the role of each walker in the task of controlling MPD. A specific question was: does the walker giving way (2nd at the crossing) and the one passing first set similar and coordinated strategies? To answer this question, we inspected the effect of motion adaptations on the future distance of closest approach. This analysis is relevant in the case of collision avoidance because subtle anticipatory behaviors or large last moment adaptations can finally yield the same result upon the final crossing distance. Results showed that collision avoidance is performed collaboratively and the crossing order impacts both the contribution and the strategies used: the participant giving way contributes more than the one passing first to avoid the collision. Both walkers reorient their path but the participant giving way also adapts his speed. Future work is planned to investigate the influence of crossing angle and TTC on adaptations as well as new types of interactions, such as intercepting or meeting tasks.
Subject(s)
Adaptation, Physiological/physiology , Walking/physiology , Adult , Female , Gait/physiology , Humans , Locomotion/physiology , Male , Young AdultABSTRACT
Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories.
Subject(s)
Computer Graphics , Gait/physiology , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , Models, Biological , User-Computer Interface , Walking/physiology , Computer Simulation , HumansABSTRACT
In human crowds, interactions among individuals give rise to a variety of self-organized collective motions that help the group to effectively solve the problem of coordination. However, it is still not known exactly how humans adjust their behavior locally, nor what are the direct consequences on the emergent organization. One of the underlying mechanisms of adjusting individual motions is the stepping dynamics. In this paper, we present first quantitative analysis on the stepping behavior in a one-dimensional pedestrian flow studied under controlled laboratory conditions. We find that the step length is proportional to the velocity of the pedestrian, and is directly related to the space available in front of him, while the variations of the step duration are much smaller. This is in contrast with locomotion studies performed on isolated pedestrians and shows that the local density has a direct influence on the stepping characteristics. Furthermore, we study the phenomena of synchronization-walking in lock step-and show its dependence on flow densities. We show that the synchronization of steps is particularly important at high densities, which has direct impact on the studies of optimizing pedestrians' flow in congested situations. However, small synchronization and antisynchronization effects are found also at very low densities, for which no steric constraints exist between successive pedestrians, showing the natural tendency to synchronize according to perceived visual signals.
ABSTRACT
This study investigated collision avoidance between two walkers by focusing on the conditions that lead to avoidance manoeuvres in locomotor trajectories. Following the hypothesis of a reciprocal interaction, we suggested a mutual variable as a continuous function of the two walkers' states, denoted minimum predicted distance (MPD). This function predicts the risk of collision, and its evolution over time captures the motion adaptations performed by the walkers. By groups of two, 30 walkers were assigned locomotion tasks which lead to potential collisions. Results showed that walkers adapted their motions only when required, i.e., when MPD is too low (<1 m). We concluded that walkers are able (i) to accurately estimate their reciprocal distance at the time the crossing will occur, and (ii) to mutually adapt this distance. Furthermore, the study of MPD evolution showed three successive phases in the avoidance interaction: observation where MPD(t) is constant, reaction where MPD(t) increases to acceptable values by adapting locomotion and regulation where MPD(t) reaches a plateau and slightly decreases. This final phase demonstrates that collision avoidance is actually performed with anticipation. Future work would consist in inspecting individual motion adaptations and relating them with the variations of MPD.
Subject(s)
Accident Prevention , Distance Perception/physiology , Mind-Body Relations, Metaphysical/physiology , Walking/physiology , Adult , Female , Humans , Male , Predictive Value of Tests , Sampling Studies , Video RecordingABSTRACT
We present experimental results obtained for a one-dimensional pedestrian flow using high precision motion capture. The full pedestrians' trajectories are obtained. In this paper, we focus on the fundamental diagram, and on the relation between the instantaneous velocity and spatial headway (distance to the predecessor). While the latter was found to be linear in previous experiments, we show that it is rather a piecewise linear behavior which is found if larger density ranges are covered. Indeed, our data clearly exhibits three distinct regimes in the behavior of pedestrians that follow each other. The transitions between these regimes occur at spatial headways of about 1.1 and 3 m, respectively. This finding could be useful for future modeling.