Abstract

Crowd data is a crucial element in the modeling of collective behaviors, and opens the way to simulation for their study or prediction. Given the difficulty of acquiring such data, virtual reality is useful for simplifying experimental processes and opening up new experimental opportunities. This comes at the cost of the need to assess the biases introduced by the use of this technology. Our paper is part of this effort, and investigates the effect of the graphical representation of a crowd on the behavior of a user immersed within. More specifically, we inspect the virtual navigation through virtual crowds, in terms of travel speeds and local navigation choices as a function of the visual representation of the virtual agents that make up the crowd (simple geometric model, anthropomorphic model or realistic model). Through an experiment in which we ask a user to navigate virtual crowds of varying densities, we show that the effect of the visual representation is limited, but that an anthropomorphic representation offers the best trade-off between computational complexity and ecological validity, even though a more realistic representation can be preferred when user behaviour is studied in more details. Our work leads to clear recommendations on the design of immersive simulations for the study of crowd behavior.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.