Politeness improves interactivity in dense crowds

Traversing dense crowds can be challenging, but it is especially difficult in a virtual environment where the user is limited to simple input devices. Predicting near-future user movements with a hidden Markov model allows nearby autonomous agents to react politely, that is, to specifically avoid im...

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Main Authors: Allen, Brian Foster, Magnenat-Thalmann, Nadia, Thalmann, Daniel
Format: Journal Article
Language:English
Published: 2013
Online Access:https://hdl.handle.net/10356/97317
http://hdl.handle.net/10220/13099
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author Allen, Brian Foster
Magnenat-Thalmann, Nadia
Thalmann, Daniel
author_facet Allen, Brian Foster
Magnenat-Thalmann, Nadia
Thalmann, Daniel
author_sort Allen, Brian Foster
collection NTU
description Traversing dense crowds can be challenging, but it is especially difficult in a virtual environment where the user is limited to simple input devices. Predicting near-future user movements with a hidden Markov model allows nearby autonomous agents to react politely, that is, to specifically avoid impeding the movement of the user. This predictive model and simple avoidance scheme are tested by six subjects in 360 short interactive games and by a 10-participant two-alternative forced choice questionnaire. Polite agents are found to significantly improve the player's ability to navigate quickly and without collision, and the resulting character movements showed increased naturalness for two of the three game scenarios.
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spelling ntu-10356/973172020-03-07T12:48:41Z Politeness improves interactivity in dense crowds Allen, Brian Foster Magnenat-Thalmann, Nadia Thalmann, Daniel Traversing dense crowds can be challenging, but it is especially difficult in a virtual environment where the user is limited to simple input devices. Predicting near-future user movements with a hidden Markov model allows nearby autonomous agents to react politely, that is, to specifically avoid impeding the movement of the user. This predictive model and simple avoidance scheme are tested by six subjects in 360 short interactive games and by a 10-participant two-alternative forced choice questionnaire. Polite agents are found to significantly improve the player's ability to navigate quickly and without collision, and the resulting character movements showed increased naturalness for two of the three game scenarios. 2013-08-15T06:17:54Z 2019-12-06T19:41:26Z 2013-08-15T06:17:54Z 2019-12-06T19:41:26Z 2012 2012 Journal Article Allen, B. F., Magnenat-Thalmann, N.,& Thalmann, D. (2012). Politeness improves interactivity in dense crowds. Computer Animation and Virtual Worlds, 23(6), 569-578. https://hdl.handle.net/10356/97317 http://hdl.handle.net/10220/13099 10.1002/cav.1472 en Computer animation and virtual worlds
spellingShingle Allen, Brian Foster
Magnenat-Thalmann, Nadia
Thalmann, Daniel
Politeness improves interactivity in dense crowds
title Politeness improves interactivity in dense crowds
title_full Politeness improves interactivity in dense crowds
title_fullStr Politeness improves interactivity in dense crowds
title_full_unstemmed Politeness improves interactivity in dense crowds
title_short Politeness improves interactivity in dense crowds
title_sort politeness improves interactivity in dense crowds
url https://hdl.handle.net/10356/97317
http://hdl.handle.net/10220/13099
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