The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
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Introduction:Various subjects in child and youth social care, such as sexuality and sexual violence, are quite sensitive, and professionals may experience a certain reluctance to discuss these subjects with their clients (e.g., the young people they work with, as well as their families) and colleagues. An example of such a subject is sexual abuse and unacceptable behavior that may occur with their clients, whether at home, at the youth care institution or somewhere else.It is essential that youth care professionals do not shy away from such a sensitive subject as sexual abuse and know how to talk about it with their clients in a healthy way. Professionals in child and youth social care should dare to educate on this topic, and be trained to deal with the enormous diversity of young people and parents they encounter in their work.Research on application of trained methods shows that receiving training on itself is often not enough to develop strong applicable competences about subjects like sexual abuse and to continue to apply these acquired practical skills in the field in the long term. In order to be able to apply ‘what is learned’ successfully, it is necessary to practice the learned skills in a safe environment, and to regularly refresh those skills. In order to create an opportunity for practicing skills in a safe environment, we have explored the extent to which innovative chatbot technologies can be used to better equip (future) professionals to apply and practice their skills.
The purpose of this research is to investigate how Augmented Reality (AR) and Virtual Reality (VR) technologies influence the decision-making process in real estate investments. The research aims to understand how these technologies can enhance the decision-making process and provide insights into their potential to transform the real estate investment sector.
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Can computers talk like humans? Look like humans? Behave like humans? Project Virtual Humans in the Brabant Economy (VIBE) focuses on developing and testing virtual humans to make this happen. The virtual humans developed by VIBE will be able to communicate with normal people in a natural way, both verbal and non-verbal, and deliver a valuable contribution to the training of healthcare professionals. The agents developed by VIBE can be used in any training simulation in various instances, including virtual, mixed and augmented reality.VIBE agents are designed to also allow customization for other domains to enhance training and education programs even beyond the healthcare domain.Funding:EU EFRO, Province of Noord Brabant, municipalities.