Perceived Realism of Pedestrian Crowds Trajectories in VR

被引:2
|
作者
Giunchi, Daniele [1 ]
Bovo, Riccardo [2 ]
Charalambous, Panayiotis [3 ]
Liarokapis, Fotis [3 ]
Shipman, Alastair [2 ]
James, Stuart [4 ,5 ]
Steed, Anthony [1 ]
Heinis, Thomas [2 ]
机构
[1] UCL, London, England
[2] Imperial Coll London, London, England
[3] CYENS Ctr Excellence, Nicosia, Cyprus
[4] Ist Italiano Tecnol, VGM, Genoa, Italy
[5] Ist Italiano Tecnol, PAVIS, Genoa, Italy
基金
欧盟地平线“2020”; 英国工程与自然科学研究理事会;
关键词
crowd simulation; perception; virtual reality;
D O I
10.1145/3489849.3489860
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.
引用
收藏
页数:5
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