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Academic literature on the topic 'Foules – Simuation par ordinateur'
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Dissertations / Theses on the topic "Foules – Simuation par ordinateur"
Yin, Tairan. "The One-Man-Crowd : towards single-user capture of collective motions using virtual reality." Electronic Thesis or Diss., Université de Rennes (2023-....), 2024. https://ged.univ-rennes1.fr/nuxeo/site/esupversions/10c60af3-9dbd-40c7-8e8b-2ba26ae866b4.
Full textCrowd motion data is fundamental for understanding and simulating realistic crowd behaviors. Such data is, however, scarce because of multiple challenges and difficulties involved in its gathering. Virtual Reality (VR) has been leveraged to study individual behavior in crowds, typically by immersing users into simulated virtual crowds and capturing their behavior. In this thesis, we propose and evaluate a novel VR-based approach, lifting the limitations of real-world experiments for the acquisition of crowd motion data. We refer to this approach the One-Man-Crowd paradigm. We first propose to capture crowd motion with a single user. By recording the past trajectories and body movements of the user, and displaying them on virtual characters, the users progressively build the overall crowd behavior by themselves. Then, we propose the new concept of contextual crowds that leverage crowd simulation to mitigate the users' behavioral bias during the capture procedure. We implement two different strategies, namely a Replace-Record-Replay (3R) process and a Replace-Record-Replay-Responsive (4R) process. We evaluate and validate the proposed approach by replicating and comparing with in total five real crowd experiments. Our results suggest that the One-Man-Crowd paradigm offers a promising approach for acquiring realistic crowd motion data in virtual environments
Allain, Pierre. "Analyse et synthèse de mouvements de foules par contrôle optimal." Lorient, 2012. http://www.theses.fr/2012LORIS257.
Full textIn the communities of computer graphics and vision the study of human crowds phenomena has raised an increasing interest over the past years. The main reasons stem from a continuous increase in the world population and the associated problems, but also from a search of a good visual realism in computer games or computer-generated images for the movie industry. Yet, most of the navigation mechanisms or collision avoidance strategies among pedestrians are not fully understood, resulting in empirical models inspired by qualitative observations. On the contrary, data- driven methods oppose to this qualitative methods by giving ways to describe quantitatively those phenomena. From crowd videos, it should be possible to enrich the behavioral simulation models through parameterization or calibration. In this thesis, an original approach is proposed to analyze and simulate crowd motions from videos, which exploits the optimal control formalism, and more specifically the variational data assimilation principles. By exploiting some existing physical models describing the dynamics of a crowd flow, and combining this information to the perceived motion in the image, it is shown in this thesis how to extract a high level information on the flow related to a disturbance potential. The information conveyed in this process is by essence Eulerian, and opposes to the Lagrangian nature of pedestrians. To overcome this plurality of representation, a new powerful graph-based representation is introduced. The control of individuals driven by a dynamical method and under external constraints (designed by an animator or acquired from videos) is then studied and discussed
Tschirhart, Fabien. "Intelligence artificielle pour la psychologie des foules en animation interactive." Paris 8, 2013. http://octaviana.fr/document/181584794#?c=0&m=0&s=0&cv=0.
Full textWe are studying a way to simulate crowds for virtual environments such as used in the cinema, video games or any interactive numeric art. Depending on the context it is evolving with, crowd will adopt different behaviors: most of the time, they are simply ambulant, but they can be waiting or show hostility or violence, be expressive or spectating, or in an emergency situation, get into panic and flee. Main tools for the crowd simulation belong to two model categories. The first one use a macroscopic approach: matching the behavior of a crowd with a fluid or a gas it generalizes the attitude of its individual members on the basis of formulas from fluid mechanics. While the macroscopic approach ignores any of the constraint linked to individual’s behavior, the microscopic approach, working exclusively upon individuals, neglect a part of the crowd phenomenon. The main idea of our study lay on the principle that once immersed in a crowd, an individual behavior will become totally different from the one he had while isolated from it. This theory hold upon observations and assumptions made by social and crowd psychology studies, they conclude that an individual adapt its behavior to the norms and rules of the rules he belongs to. The model we are suggesting, the Scale Based Model, is using a scale concept where each different scale corresponds to a specific set of social-behavioral norms that are used to adapt the behavior of each individual. This whole new approach allows crowds with a way more realistic behavior that can be used into interactive arts
Larochelle, Benoît. "Multi-agent geo-simulation of crowds and control forces in conflict situations : models, application and analysis." Master's thesis, Université Laval, 2009. http://hdl.handle.net/20.500.11794/21359.
Full textFew models and simulations that describe crowd behaviour in conflict situations involving control forces and non-lethal weapons (NLW) exist. This thesis presents models for crowd agents, control forces, and NLWs in crowd control situations. Groups as well as their interactions and collective actions are explicitly modelled, which pushes further currently existing crowd simulation approaches. Agents are characterized by appreciation of aggressiveness profiles and they can change their behaviours in relation with the Social Identity theory. A software application was developed and the models were calibrated with realistic scenarios. It demonstrated the technical feasibility of such complex social models for crowds of hundreds of agents, as well generating data to assess the efficiency of intervention techniques.
Demange, Jonathan. "Un modèle d'environnement pour la simulation multiniveau - Application à la simulation de foules." Phd thesis, Université de Technologie de Belfort-Montbeliard, 2012. http://tel.archives-ouvertes.fr/tel-00863674.
Full textJordao, Kevin. "Interactive design and animation of crowds for large environments." Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0030/document.
Full textCrowds are increasingly present in audio-visual media, such as movies or video games. They help to strengthen the immersion of the subject in the virtual environment. However, creating crowds is most of the time based on models hard to master and which do not offer a direct control on the motion that you want to create. In this thesis we propose contributions for designing crowd motions through interactive and intuitive tools. Firstly, we present an interactive method for designing the crowds by distorting it like clay. The user can stretch, compress and twist the overall shape of the crowd to give it the shape he or she wishes. The inner characters of the crowd automatically adapt to the new shape imposed by the user. Secondly, we present a method to paint the motion and the density of the crowd to create it. We offer the opportunity to the user to create crowds by painting a grayscale density map and a motion map by gradients. Its colored maps are transformed by our system to crowds, thanks to our iterative algorithm seeking to optimize the different values of colored maps. Crowds obtained by these methods can occupy a very large space and are animated indefinitely. Unlike conventional methods of creating crowds, that are based on the adjustment of model parameters, our methods allow to design crowd motions based on higher level features of the crowd, as its overall shape, its internal movement or density. This offers the possibility to simply, quickly and intuitively create animated crowd contents
Kabalan, Bachar. "Dynamique des foules : modélisation du mouvement des piétons et forces associées engendrées." Thesis, Paris Est, 2016. http://www.theses.fr/2016PESC1126/document.
Full textCrowds are present almost everywhere and affect several aspects of our lives. They are considered to be on of the most complex systems whose dynamics, resulting from individual interactions and giving rise to fascinating phenomena, is very difficult to understand and have always intrigued experts from various domains. The technological advancement, especially in computer performance, has allowed to model and simulate pedestrian movement. Research from different disciplines, such as social sciences and bio-mechanics, who are interested in studying crowd movement and pedestrian interactions were able to better examine and understand the dynamics of the crowd. Professionals from architects and transport planners to fire engineers and security advisors are also interested in crowd models that would help them to optimize the design and operation of a facility. In this thesis, we have worked on the imporvement of a discrete crowd model developed by the researchers from the dynamics group in Navier laboratory. In this model, the actions and decisions taken by each individual are treated. In its previous version, the model was used to simulate urgent evacuations. Three main aspects of the model were addressed in this thesis. The first one concerns pedestrian navigation towards a final destination. In our model, a pedestrian is represented by a disk having a willingness to head to a certain destination with a desired direction and a desired speed. A desired direction is attributed to each pedestrian, depending on his position from the exit, from a floor field that is obtained by solving the eikonal equation. Solving this equation a single time at the beginning of the simulation or several times at during the simulation allows us to obtain the shortest path or the fastest path strategy respectively. The influence of the two strategies on the collective dynamics of the crowds is compared. The second one consists of managing pedestrian-pedestrian interactions. After having chosen his/her direction according to one of the available strategies, a pedestrian is bound to interact with other pedestrians present on the chosen path. We have integrated three pedestrian behaviors in our model: (i) pushing by using an original approach based on the theory of rigid body collisions in a rigorous thermodynamics context, (ii) forcing one's way by introducing a social repulsive force and (iii) "normal" avoidance by using a cognitive approach based on two heuristics. The three methods are compared for different criteria. The last aspect is the validation and verification of the model. We have performed a sensibility study and validated the model qualitatively and quantitatively. Using a numerical experimental plan, we identified the input parameters that are the most statistically significant and estimated the effects of their interactions. Concerning qualitative validation, we showed that our model is able to reproduce several self-organization phenomena such as lane formation. Finally, our model was validated quantitatively for the case of a bottleneck. The experimental results are very close to the ones obtained from simulations. The model was also applied to pedestrian movement in the Noisy-Champs train station. The objective of the study was to estimate the train dwell time. The simulation results were similar to the observations
Berton, Florian. "Immersive virtual crowds : evaluation of pedestrian behaviours in virtual reality." Thesis, Rennes 1, 2020. http://www.theses.fr/2020REN1S056.
Full textVirtual Reality (VR) has become more and more used as a tool to study human behaviour. Indeed, its use provides absolute control over experimental conditions and can reproduce the same stimulus for all participants. In this thesis, we use VR to investigate pedestrian behaviour in crowds in order to subsequently improve crowd simulators. In particular we are interested in a coupled analysis of locomotion and gaze in order to understand and model the interaction neighbourhood during navigation. In our first work, we evaluated the impact of VR on gaze activity during an interaction between two pedestrians, in a study where participants performed a collision avoidance task in a real and virtual environment. We then studied a more complex situation which is the navigation in a crowded street. We again evaluated the impact of VR on gaze activity and then explored the impact of crowd density on this activity. Finally, in a third study we simulated the collisions that occur when navigating in a dense crowd using haptic rendering, and evaluated the influence of such rendering on participants' locomotion. In conclusion, our results show that VR is a relevant tool to study pedestrian behaviour in crowds. In particular, with recent technological innovations, this tool is appropriate for the study of gaze activity, which to date has been little explored for this kind of situation
Soussi, Hakim. "Modèle global et paramétrable, pour la gestion des foules d'agents en animation comportementale." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00762319.
Full textLemercier, Samuel. "Simulation du comportement de suivi dans une foule de piétons à travers l'expérience, l'analyse et la modélisation." Phd thesis, Rennes 1, 2012. https://ecm.univ-rennes1.fr/nuxeo/site/esupversions/03ce7038-80f3-4c57-bf93-47adc49be8fd.
Full textRealistic crowd simulation is an open and challenging problem due to the high quantity of information that is taken into account by a human to determine his walking trajectory. In this thesis, we aim at modeling and simulating the following interactions between individuals moving in crowds. We propose an approach in three major steps. Firstly, we build up a kinematic database to observe following behaviors during pedestrian groups movement from an original experimental process using motion capture. Acquired data treatment requires to develop a specific reconstruction method of the raw data. The obtained database is our first result. Secondly, we propose a detailed analysis of these data. We highlight both the nature of the local interactions between participants and the global patterns that emerge from the combination of these interactions, in particular, the formation of propagating speed waves. This analysis is our second major result and leads up to our third and last result : a numerical model of following behavior between pedestrians calibrated on our experimental data. Simulation results are evaluated on their capacity to reproduce the macroscopic patterns we have observed and analyzed. We finally show different applications of our model
Books on the topic "Foules – Simuation par ordinateur"
Badler, Norman I., Nuria Pelechano, Jan M. Allbeck, and Mubbasir Kapadia. Simulating Heterogeneous Crowds with Interactive Behaviors. Taylor & Francis Group, 2020.
Find full textBadler, Norman I., Nuria Pelechano, Jan M. Allbeck, and Mubbasir Kapadia. Simulating Heterogeneous Crowds with Interactive Behaviors. CRC Press LLC, 2016.
Find full textBadler, Norman I., Nuria Pelechano, Jan M. Allbeck, and Mubbasir Kapadia. Simulating Heterogeneous Crowds with Interactive Behaviors. CRC Press LLC, 2016.
Find full textBadler, Norman I., Nuria Pelechano, Jan M. Allbeck, and Mubbasir Kapadia. Simulating Heterogeneous Crowds with Interactive Behaviors. CRC Press LLC, 2016.
Find full textSimulating Heterogeneous Crowds with Interactive Behaviors. Taylor & Francis Group, 2016.
Find full text