Abstract

Agent-based crowd simulations are used for modelling building and space usage, allowing designers to explore hypothetical real-world scenarios, including extraordinary events such as evacuations. Existing work which engages virtual reality (VR) as a platform for crowd simulations has been primarily focussed on the validation of simulation models through observation; the use of interactions such as gaze to enhance a sense of immersion; or studies of proxemics. In this work, we extend previous studies of proxemics and examine the effects of varying crowd density on user experience and behaviour. We have created a simulation in which participants walk freely and perform a routine manual task, whilst interacting with agents controlled by a typical social force simulation model. We examine and report the effects of crowd density on both affective state and behaviour. Our results show a significant increase in negative affect with density, measured using a self-report scale. We further show significant differences in some aspects of user behaviours, using video analysis, and discuss how our results relate to VR simulation design for mixed human–agent scenarios.

Details

Title
Virtual reality crowd simulation: effects of agent density on user experience and behaviour
Author
Dickinson, Patrick 1   VIAFID ORCID Logo  ; Gerling, Kathrin 2   VIAFID ORCID Logo  ; Hicks, Kieran 1 ; Murray, John 3 ; Shearer, John 1 ; Greenwood, Jacob 1 

 School of Computer Science, University of Lincoln, Lincoln, UK 
 e-Media Research Lab, KU Leuven, Leuven, Belgium 
 School of Computer Science, University of Hull, Hull, UK 
Pages
19-32
Publication year
2019
Publication date
Mar 2019
Publisher
Springer Nature B.V.
ISSN
13594338
e-ISSN
14349957
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2110393484
Copyright
Virtual Reality is a copyright of Springer, (2018). All Rights Reserved., © 2018. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.