VLDB 2026 Research / reviewers in the wild / expert
Anne-Hélène Olivier
dblp:77/7555
· DBLP profile ↗
44ranked-venue papers
2as first author
21since 2021 · last 2026
0000-0002-2833-020XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 38 · 2 first-author · 18 since 2021Human-computer interaction and ubiquitous computing · 17 · 7 since 2021Artificial intelligence and machine learning · 7 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | You Walkin' to Me? How Footstep Sound Primes Anticipation in Virtual Pedestrian Collision AvoidanceabstractStudying pedestrian navigation in crowded environments is key to many applications, like crowd simulation for urban planning, but is challenging under real-world conditions due to the lack of experimental control. This motivates the use of virtual reality to manipulate variables and recreate complex social interactions. While research has mostly emphasized visual feedback, and eventually haptic rendering of collision, the integration of auditory cues in VR platforms, such as footstep sounds, remains overlooked. The present study investigates the role of adding footstep sounds in a VR collision-avoidance task. Twenty participants completed a within-subject experiment where a virtual pedestrian, initially visually occluded, crossed their path either with or without audible footsteps. Locomotor adjustments and gaze behavior were analyzed before and during the visual interaction. Results showed that footstep sounds induced earlier gaze orientation and more proactive trajectory adjustments from the participants, without affecting their walking speed. In contrast, the absence of sound led to more collisions and crossing order inversions, indicating reduced efficiency. These findings demonstrate that simple auditory cues can guide attention, facilitate anticipation, and improve interactions with virtual agents. Integrating sound into VR platforms is therefore essential to study pedestrian behavior and social navigation. Aline Hufschmitt, Agathe Bilhaut, Ludovic Hoyet, Julien Pettré, Anne-Hélène Olivier |
VR | 5 |
| 2026 | Quality Assessment of 3D Human Animation: Subjective and Objective EvaluationabstractInternational audience Rim Rekik, Stefanie Wuhrer, Ludovic Hoyet, Katja Zibrek, Anne-Hélène Olivier |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Correspondence-Free Online Human Motion RetargetingabstractWe present a data-driven framework for unsupervised human motion retargeting that animates a target subject with the motion of a source subject. Our method is correspondence-free, requiring neither spatial correspondences between the source and target shapes nor temporal correspondences between different frames of the source motion. This allows to animate a target shape with arbitrary sequences of humans in motion, possibly captured using $4 D$ acquisition platforms or consumer devices. Our method unifies the advantages of two existing lines of work, namely skeletal motion retargeting, which leverages long-term temporal context, and surface-based retargeting, which preserves surface details, by combining a geometry-aware deformation model with a skeleton-aware motion transfer approach. This allows to take into account long-term temporal context while accounting for surface details. During inference, our method runs online, i.e. input can be processed in a serial way, and retargeting is performed in a single forward pass per frame. Experiments show that including long-term temporal context during training improves the method’s accuracy for skeletal motion and detail preservation. Furthermore, our method generalizes to unobserved motions and body shapes. We demonstrate that our method achieves state-of-the-art results on two test datasets and that it can be used to animate human models with the output of a multi-view acquisition platform. Code is available at https://gitlab.inria.fr/rrekikdi/humanmotion-retargeting2023. Rim Rekik, Mathieu Marsot, Anne-Hélène Olivier, Jean-Sébastien Franco, Stefanie Wuhrer |
3DV | 3 |
| 2024 | Pedestrians' motion Through the Eyes of Road UsersabstractThis work introduces PERCEPT-PIETON, a project aiming to understand through the use of virtual reality and inertial motion capture, perceptual-motor and cognitive mechanisms involved during driver-pedestrian interactions from the driver’s point of view. We are be particularly interested in how drivers regulate their behaviour and predict pedestrian’s intentions based on individual (age, gender,...) and behavioural (walking speed, trajectory,...) characteristics of the latter. The objective is threefold : (i) a theoretical scientific contribution to obstacle avoidance literature; (ii) applied scientific knowledge for public decision-makers; and (iii) the creation of a free access library of biological pedestrians movements. Martin Bossard, Régis Lobjois, Jean-Marie Pergandi, Mehdi Pierron, Stéphane Caro, Nguyen-Thong Dang, Gilles Montagne, Rémy Casanova, Anne-Hélène Olivier |
SAP | 9 |
| 2024 | Collision avoidance behaviours of young adult walkers: Influence of a virtual pedestrian's age-related appearance and gait profileabstractPopulating virtual words with realistic pedestrian behaviours is challenging but essential to ensure natural interactions with users. In pedestrian encounters, successful collision avoidance requires adapting speed and/or locomotor trajectory based on situational- and personal-characteristics. Personal characteristics such as the age of a pedestrian can easily be observed, but whether it affects avoidance behaviours is unknown. This is however an important question to ensure realism and variety of the simulations. The purpose of the current study was to examine the influence of a virtual pedestrian’s (VP) age-related appearance and gait profile on avoidance behaviours during a circumvention task. We expected that older adult (OA) gait characteristics and/or appearance would result in more cautious behaviours. Young adults (YA; n=17, 23.6 ± 2.7yrs) navigated a virtual street using a HMD. Individuals walked 8m towards a goal, while avoiding an approaching VP who would approach and steer towards the participant’s left, right, or continue straight, while exhibiting different age-related appearances and gait profiles: 1. YA appearance, YA gait; 2. OA appearance, OA gait; 3. OA appearance, YA gait; and 4. YA appearance, OA gait. Results indicate that clearance was larger when the appearance of VP resembled an OA, and when the VP walked like an OA compared to a YA. Larger clearance distances observed with OA characteristics may be due to societal norms associated with the principle of parental respect as well as a cautious strategy for any potential instability (wavering) in balance commonly observed in OA. This research sheds light on how age-related cues influence pedestrian interactions, with implications for the design of populated virtual environments. Sheryl Bourgaize, Michael Cinelli, Pierre Raimbaud, Ludovic Hoyet, Anne-Hélène Olivier |
SAP | 5 |
| 2024 | Wheelchair Proxemics: interpersonal behaviour between pedestrians and power wheelchair drivers in real and virtual environmentsabstractImmersive environments provide opportunities to learn and transfer skills to real life. This opens up new areas of application, such as rehabilitation, where people with neurological disabilities can learn to drive a power wheelchair (PWC) through the development of immersive simulators. To expose these specific users to daily-life study interaction situations, it is important to ensure realistic interactions with the virtual humans that populate the simulated environment, as PWC users should learn to drive and navigate under everyday conditions. While non-verbal pedestrian-pedestrian interactions have been extensively studied, understanding pedestrian-PWC user interactions during locomotion is still an open research area. Our study aimed to investigate the regulation of interpersonal distance (i.e., proxemics) between a pedestrian and a PWC user in real and virtual situations. We designed 2 experiments in which 1) participants had to reach a goal by walking (respectively driving a PWC) and avoid a static PWC confederate (respectively a standing confederate) and 2) participants had to walk to a goal and avoid a static confederate seated on a PWC in real and virtual conditions. Our results showed that interpersonal distances were significantly different whether the pedestrian avoided the PWC user or vice versa. We also showed an influence of the orientation of the person to be avoided. We discuss these findings with respect to pedestrian-pedestrian interactions, as well as their implications for the design of virtual humans interacting with PWC users for rehabilitation applications. In particular, we proposed a proof of concept by adapting existing microscopic crowd simulation algorithms to consider the specificity of pedestrian-PWC user interactions. Emilie Leblong, Fabien Grzeskowiak, Sébastien Thomas, Louise Devigne, Marie Babel, Anne-Hélène Olivier |
VRST | 6 |
| 2024 | A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsabstractAbstract Generating realistic animated virtual humans is a problem that has been extensively studied with many applications in different types of virtual environments. However, the creation process of such realistic animations is challenging, especially because of the number and variety of influencing factors, that should then be identified and evaluated. In this paper, we attempt to provide a clearer understanding of how the multiple factors that have been studied in the literature impact the level of realism of animated virtual humans, by providing a survey of studies assessing their realism. This includes a review of features that have been manipulated to increase the realism of virtual humans, as well as evaluation approaches that have been developed. As the challenges of evaluating animated virtual humans in a way that agrees with human perception are still active research problems, this survey further identifies important open problems and directions for future research. Rim Rekik, Stefanie Wuhrer, Ludovic Hoyet, Katja Zibrek, Anne-Hélène Olivier |
Comput. Graph. Forum | 5 |
| 2024 | Resolving Collisions in Dense 3D Crowd AnimationsabstractWe propose a novel contact-aware method to synthesize highly-dense 3D crowds of animated characters. Existing methods animate crowds by, first, computing the 2D global motion approximating subjects as 2D particles and, then, introducing individual character motions without considering their surroundings. This creates the illusion of a 3D crowd, but, with density, characters frequently intersect each other since character-to-character contact is not modeled. We tackle this issue and propose a general method that considers any crowd animation and resolves existing residual collisions. To this end, we take a physics-based approach to model contacts between articulated characters. This enables the real-time synthesis of 3D high-density crowds with dozens of individuals that do not intersect each other, producing an unprecedented level of physical correctness in animations. Under the hood, we model each individual using a parametric human body incorporating a set of 3D proxies to approximate their volume. We then build a large system of articulated rigid bodies, and use an efficient physics-based approach to solve for individual body poses that do not collide with each other while maintaining the overall motion of the crowd. We first validate our approach objectively and quantitatively. We then explore relations between physical correctness and perceived realism based on an extensive user study that evaluates the relevance of solving contacts in dense crowds. Results demonstrate that our approach outperforms existing methods for crowd animation in terms of geometric accuracy and overall realism. Gonzalo Gomez-Nogales, Melania Prieto-Martín, Cristian Romero, Marc Comino, Pablo Ramon-Prieto, Anne-Hélène Olivier, Ludovic Hoyet, Miguel A. Otaduy, Julien Pettré, Dan Casas |
ACM Trans. Graph. | 6 |
| 2024 | Real-Time Multi-Map Saliency-Driven Gaze Behavior for Non-Conversational CharactersabstractGaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context. We therefore propose a novel method that leverages recent advances in several distinct areas related to visual saliency, attention mechanisms, saccadic behavior modelling, and head-gaze animation techniques. Our approach articulates these advances to converge on a multi-map saliency-driven model which offers real-time realistic gaze behaviors for non-conversational characters, together with additional user-control over customizable features to compose a wide variety of results. We first evaluate the benefits of our approach through an objective evaluation that confronts our gaze simulation with ground truth data using an eye-tracking dataset specifically acquired for this purpose. We then rely on subjective evaluation to measure the level of realism of gaze animations generated by our method, in comparison with gaze animations captured from real actors. Our results show that our method generates gaze behaviors that cannot be distinguished from captured gaze animations. Overall, we believe that these results will open the way for more natural and intuitive design of realistic and coherent gaze animations for real-time applications. Ific Goudé, Alexandre Bruckert, Anne-Hélène Olivier, Julien Pettré, Rémi Cozot, Kadi Bouatouch, Marc Christie, Ludovic Hoyet |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | The Stare-in-the-Crowd Effect When Navigating a Crowd in Virtual RealityabstractNonverbal communication is paramount in daily life, as well as in populated virtual reality (VR) environments. In this paper, we focused on gaze behaviour, which is key to initiate and drive social interactions. Previous work on photographs and on virtual agents showed the importance of gaze, even in the presence of multiple stimuli, by demonstrating the stare-in-the-crowd effect: humans detect faster and observe gazes directed towards them longer than the averted ones. While previous studies focused on static scenarios, which fail in representing the complexity of real-life social interactions, we propose to explore the stare-in-the-crowd effect in dynamic situations. To this end, we designed a within-subject experiment where 21 users navigated a virtual street through an idle or moving crowd of virtual agents. Agents’ gaze was manipulated to display averted, directed, or shifting gaze. We analysed the user’s gaze (fixations, dwell time) and locomotor behaviours (path decisions, proximity to agents) as well as their social anxiety. Results showed that the stare-in-the-crowd effect is preserved when walking through both types of crowd, and that social anxiety decreases gaze interaction time and affects proximity behaviours in case of agents with directed gazes. However, virtual agents’ gaze did not elicit significant changes on users’ locomotion. These findings highlight the importance of considering virtual agents’ gaze when creating VR environments, and open future work perspectives to better understand factors that would strengthen or decrease this effect at gaze and locomotor levels. Pierre Raimbaud, Alberto Jovane, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Julien Pettré, Anne-Hélène Olivier |
SAP | 8 |
| 2023 | Message from the ISMAR 2023 Science and Technology Conference Program Chairs
Gerd Bruder, Anne-Hélène Olivier, Andrew Cunningham, Yifan Peng 0001, Jens Grubert, Ian Williams 0001 |
ISMAR | 2 |
| 2023 | Warping character animations using visual motion features
Alberto Jovane, Pierre Raimbaud, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Anne-Hélène Olivier, Julien Pettré |
Comput. Graph. | 7 |
| 2023 | Avoiding virtual humans in a constrained environment: Exploration of novel behavioural measures
Yuliya Patotskaya, Ludovic Hoyet, Anne-Hélène Olivier, Julien Pettré, Katja Zibrek |
Comput. Graph. | 3 |
| 2022 | The Stare-in-the-Crowd Effect in Virtual RealityabstractNonverbal cues are paramount in real-world interactions. Among these cues, gaze has received much attention in the literature. In particular, previous work has shown a search asymmetry between directed and averted gaze towards the observer using photographic stimuli, with faster detection and longer fixation towards directed gaze by the observer. This is known as the stare-in-the-crowd effect. In this study, we investigate whether stare-in-the crowd effect is preserved in Virtual Reality (VR). To this end, we designed a within-subject experiment where 30 human users were immersed in a virtual environment in front of an audience of 11 virtual agents following 4 different gaze behaviours. We analysed the user’s gaze behaviour when observing the audience, computing fixations and dwell time. We also collected the users’ social anxiety score using a post-experiment questionnaire to control for some potential influencing factors. Results show that the stare-in-the-crowd effect is preserved in VR, as demonstrated by the significant differences between gaze behaviours, similarly to what was found in previous studies using photographic stimuli. Additionally, we found a negative correlation between dwell time towards directed gazes and users’ social anxiety scores. Such results are encouraging for the development of expressive and reactive virtual humans, which can be animated to express natural interactive behaviour. Pierre Raimbaud, Alberto Jovane, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Julien Pettré, Anne-Hélène Olivier |
VR | 8 |
| 2022 | Interaction Fields: Intuitive Sketch-based Steering Behaviors for Crowd SimulationabstractAbstract 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 aninteraction 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. Adèle Colas, Wouter van Toll, Katja Zibrek, Ludovic Hoyet, Anne-Hélène Olivier, Julien Pettré |
Comput. Graph. Forum | 5 |
| 2022 | Analysis of emergent patterns in crossing flows of pedestrians reveals an invariant of 'stripe' formation in human dataabstractWhen two streams of pedestrians cross at an angle, striped patterns spontaneously emerge as a result of local pedestrian interactions. This clear case of self-organized pattern formation remains to be elucidated. In counterflows, with a crossing angle of 180°, alternating lanes of traffic are commonly observed moving in opposite directions, whereas in crossing flows at an angle of 90°, diagonal stripes have been reported. Naka (1977) hypothesized that stripe orientation is perpendicular to the bisector of the crossing angle. However, studies of crossing flows at acute and obtuse angles remain underdeveloped. We tested the bisector hypothesis in experiments on small groups (18-19 participants each) crossing at seven angles (30° intervals), and analyzed the geometric properties of stripes. We present two novel computational methods for analyzing striped patterns in pedestrian data: (i) an edge-cutting algorithm, which detects the dynamic formation of stripes and allows us to measure local properties of individual stripes; and (ii) a pattern-matching technique, based on the Gabor function, which allows us to estimate global properties (orientation and wavelength) of the striped pattern at a time T. We find an invariant property: stripes in the two groups are parallel and perpendicular to the bisector at all crossing angles. In contrast, other properties depend on the crossing angle: stripe spacing (wavelength), stripe size (number of pedestrians per stripe), and crossing time all decrease as the crossing angle increases from 30° to 180°, whereas the number of stripes increases with crossing angle. We also observe that the width of individual stripes is dynamically squeezed as the two groups cross each other. The findings thus support the bisector hypothesis at a wide range of crossing angles, although the theoretical reasons for this invariant remain unclear. The present results provide empirical constraints on theoretical studies and computational models of crossing flows. Pratik Mullick, Sylvain Fontaine, Cécile Appert-Rolland, Anne-Hélène Olivier, William H. Warren, Julien Pettré |
PLoS Comput. Biol. | 4 |
| 2022 | Crowd Navigation in VR: Exploring Haptic Rendering of CollisionsabstractVirtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks for developing crowd simulation algorithms. However, these studies are generally limited to distant interactions in crowds, due to the difficulty of rendering realistic sensations of collisions in VR. In this article, we explore the use of wearable haptics to render contacts during virtual crowd navigation. We focus on the behavioral changes occurring with or without haptic rendering during a navigation task in a dense crowd, as well as on potential after-effects introduced by the use haptic rendering. Our objective is to provide recommendations for designing VR setup to study crowd navigation behavior. To the end, we designed an experiment (N=23) where participants navigated in a crowded virtual train station without, then with, and then again without haptic feedback of their collisions with virtual characters. Results show that providing haptic feedback improved the overall realism of the interaction, as participants more actively avoided collisions. We also noticed a significant after-effect in the users' behavior when haptic rendering was once again disabled in the third part of the experiment. Nonetheless, haptic feedback did not have any significant impact on the users' sense of presence and embodiment. Florian Berton, Fabien Grzeskowiak, Alexandre Bonneau, Alberto Jovane, Marco Aggravi, Ludovic Hoyet, Anne-Hélène Olivier, Claudio Pacchierotti, Julien Pettré |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2021 | Reactive Virtual Agents: A Viewpoint-Driven Approach for Bodily Nonverbal CommunicationabstractNon-verbal communication body cues are paramount to interact. In this preliminary work, we explore ways to let Intelligent Virtual Agents (IVAs) simulating nonverbal communication capabilities. We propose an approach to control IVAs' reactive behaviour from the analysis of other agents' apparent motions, in a situation of "observed" IVAs that act and "observers" that react. For that, first a viewpoint-driven analysis of the observed agent's motion is done, and then a synthesis of this analysis induces the observers' reaction. Pierre Raimbaud, Alberto Jovane, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Julien Pettré, Anne-Hélène Olivier |
IVA | 8 |
| 2021 | Perception of Motion Variations in Large-Scale Virtual Human CrowdsabstractVirtual human crowds are regularly featured in movies and video games. With a large number of virtual characters each behaving in their own way, spectacular scenes can be produced. The more diverse the characters and their behaviors are, the more realistic the virtual crowd is expected to be perceived. Hence, creating virtual crowds is a trade-off between the cost associated with acquiring more diverse assets, namely more virtual characters with their animations, and achieving better realism. In this paper, our focus is on the perceived variety in virtual crowd character motions. We present an experiment exploring whether observers are able to identify virtual crowds including motion clones in the case of large-scale crowds (from 250 to 1000 characters). As it is not possible to acquire individual motions for such numbers of characters, we rely on a state-of-the-art motion variation approach to synthesize unique variations of existing examples for each character in the crowd. Participants then compared pairs of videos, where each character was animated either with a unique motion or using a subset of these motions. Our results show that virtual crowds with more than two motions (one per gender) were perceptually equivalent, regardless of their size. We believe these findings can help create efficient crowd applications, and are an additional step into a broader understanding of the perception of motion variety. Robin Adili, Benjamin Niay, Katja Zibrek, Anne-Hélène Olivier, Julien Pettré, Ludovic Hoyet |
MIG | 4 |
| 2021 | Introduction to the Special Issue on SAP 2021abstractNo abstract available. Eakta Jain, Anne-Hélène Olivier |
ACM Trans. Appl. Percept. | 2 |
| 2021 | Understanding, Modeling and Simulating Unintended Positional Drift during Repetitive Steering Navigation Tasks in Virtual RealityabstractVirtual steering techniques enable users to navigate in larger Virtual Environments (VEs) than the physical workspace available. Even though these techniques do not require physical movement of the users (e.g. using a joystick and the head orientation to steer towards a virtual direction), recent work observed that users might unintentionally move in the physical workspace while navigating, resulting in Unintended Positional Drift (UPD). This phenomenon can be a safety issue since users may unintentionally reach the physical boundaries of the workspace while using a steering technique. In this context, as a necessary first step to improve the design of navigation techniques minimizing the UPD, this paper aims at analyzing and modeling the UPD during a virtual navigation task. In particular, we characterize and analyze the UPD for a dataset containing the positions and orientations of eighteen users performing a virtual slalom task using virtual steering techniques. Participants wore a head-mounted display and had to follow three different sinusoidal-like trajectories (with low, medium and high curvature) using a torso-steering navigation technique. We analyzed the performed motions and proposed two UPD models: the first based on a linear regression analysis and the second based on a Gaussian Mixture Model (GMM) analysis. Then, we assessed both models through a simulation-based evaluation where we reproduced the same navigation task using virtual agents. Our results indicate the feasibility of using simulation-based evaluations to study UPD. The paper concludes with a discussion of potential applications of the results in order to gain a better understanding of UPD during steering and therefore improve the design of navigation techniques by compensating for UPD. Hugo Brument, Gerd Bruder, Maud Marchal, Anne-Hélène Olivier, Ferran Argelaguet |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual CharactersabstractSynthesizing motions that look realistic and diverse is a challenging task in animation. Therefore, a few generic walking motions are typically used when creating crowds of walking virtual characters, leading to a lack of variations as motions are not necessarily adapted to each and every virtual character’s characteristics. While some attempts have been made to create variations, it appears necessary to identify the relevant parameters that influence users’ perception of such variations to keep a good trade-off between computational costs and realism. In this paper, we therefore investigate the ability of viewers to identify an invariant parameter of human walking named the Walk Ratio (step length to step frequency ratio), which was shown to be specific to each individual and constant for different speeds, but which has never been used to drive animations of virtual characters. To this end, we captured 2 female and 2 male actors walking at different freely chosen speeds, as well as at different combinations of step frequency and step length. We then performed a perceptual study to identify the Walk Ratio that was perceived as the most natural for each actor when animating a virtual character, and compared it to the Walk Ratio freely chosen by the actor during the motion capture session. We found that Walk Ratios chosen by observers were in the range of Walk Ratios measured in the literature, and that participants perceived differences between the Walk Ratios of animated male and female characters, as evidenced in the biomechanical literature. Our results provide new considerations to drive the animation of walking virtual characters using the Walk Ratio as a parameter, and might provide animators with novel means to control the walking speed of characters through simple parameters while retaining the naturalness of the locomotion. Benjamin Niay, Anne-Hélène Olivier, Katja Zibrek, Julien Pettré, Ludovic Hoyet |
SAP | 2 |
| 2020 | Eye-Gaze Activity in Crowds: Impact of Virtual Reality and DensityabstractWhen we are walking in crowds, we mainly use visual information to avoid collisions with other pedestrians. Thus, gaze activity should be considered to better understand interactions between people in a crowd. In this work, we use Virtual Reality (VR) to facilitate motion and gaze tracking, as well as to accurately control experimental conditions, in order to study the effect of crowd density on eye-gaze behavior. Our motivation is to better understand how interaction neighborhood (i.e., the subset of people actually influencing one’s locomotion trajectory) changes with density. To this end, we designed two experiments. The first one evaluates the biases introduced by the use of VR on the visual activity when walking among people, by comparing eye-gaze activity while walking in a real and virtual street. We then designed a second experiment where participants walked in a virtual street with different levels of pedestrian density. We demonstrate that gaze fixations are performed at the same frequency despite increases in pedestrian density, while the eyes scan a narrower portion of the street. These results suggest that in such situations walkers focus more on people in front and closer to them. These results provide valuable insights regarding eye-gaze activity during interactions between people in a crowd, and suggest new recommendations in designing more realistic crowd simulations. Florian Berton, Ludovic Hoyet, Anne-Hélène Olivier, Julien Bruneau 0002, Olivier Le Meur, Julien Pettré |
VR | 3 |
| 2020 | The Effect of Gender and Attractiveness of Motion on Proximity in Virtual RealityabstractIn human interaction, people will keep different distances from each other depending on their gender. For example, males will stand further away from males and closer to females. Previous studies in virtual reality (VR), where people were interacting with virtual humans, showed a similar result. However, many other variables influence proximity, such as appearance characteristics of the virtual character (e.g., attractiveness). Our study focuses on proximity to virtual walkers, where gender could be recognised from motion only, since previous studies using point-light displays found walking motion is rich in gender cues. In our experiment, a walking wooden mannequin approached the participant embodied in a virtual avatar using the HTC Vive Pro HMD and controllers. The mannequin animation was motion captured from several male and female actors and each motion was displayed individually on the character. Participants used the controller to stop the approaching mannequin when they felt it was uncomfortably close to them. Based on previous work, we hypothesised that proximity will be affected by the gender of the character, but unlike previous research, the gender in our experiment could only be determined from character’s motion. We also expected differences in proximity according to the gender of the participant. We additionally expected some motions to be rated more attractive than others and that attractive motions would reduce the proximity measure. Our results show support for the last two assumptions, but no difference in proximity was found according to the gender of the character’s motion. Our findings have implications for the design of virtual characters in interactive virtual environments. Katja Zibrek, Benjamin Niay, Anne-Hélène Olivier, Ludovic Hoyet, Julien Pettré, Rachel McDonnell |
ACM Trans. Appl. Percept. | 3 |
| 2019 | The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking MotionsabstractNo abstract available. Benjamin Niay, Anne-Hélène Olivier, Julien Pettré, Ludovic Hoyet |
MIG | 2 |
| 2019 | Effective Human-Robot Collaboration in near symmetry collision scenariosabstractRecent works in the domain of Human-Robot Motion (HRM) attempted to plan collision avoidance behavior that accounts for cooperation between agents. Cooperative collision avoidance between humans and robots should be conducted under several factors such as speed, heading and also human attention and intention. Based on some of these factors, people decide their crossing order during collision avoidance. However, whenever situations arise in which the choice crossing order is not consistent for people, the robot is forced to account for the possibility that both agents will assume the same role i.e. a decision detrimental to collision avoidance. In our work we evaluate the boundary that separates the decision to avoid collision as first or last crosser. Approximating the uncertainty around this boundary allows our collision avoidance strategy to address this problem based on the insight that the robot should plan its collision avoidance motion in such a way that, even if agents, at first, incorrectly choose the same crossing order, they would be able to unambiguously perceive their crossing order on their following collision avoidance action. Grimaldo Silva, Anne-Hélène Olivier, Armel Crétual, Julien Pettré, Thierry Fraichard |
RO-MAN | 2 |
| 2019 | Studying Gaze Behaviour during Collision Avoidance with a Virtual Walker: Influence of the Virtual Reality SetupabstractSimulating realistic interactions between virtual characters has been of interest to research communities for years, and is particularly important to automatically populate virtual environments. This problem requires to accurately understand and model how humans interact, which can be difficult to assess. In this context, Virtual Reality (VR) is a powerful tool to study human behaviour, especially as it allows assessing conditions which are both ecological and controlled. While VR was shown to allow realistic collision avoidance adaptations, in the frame of the ecological theory of perception and action, interactions between walkers can not solely be characterized through motion adaptations but also through the perception processes involved in such interactions. The objective of this paper is therefore to evaluate how different VR setups influence gaze behaviour during collision avoidance tasks between walkers. To this end, we designed an experiment involving a collision avoidance task between a participant and another walker (real confederate or virtual character). During this task, we compared both the partici-pant`s locomotion and gaze behaviour in a real environment and the same situation in different VR setups (including a CAVE, a screen and a Head-Mounted Display). Our results show that even if some quantitative differences exist, gaze behaviour is qualitatively similar between VR and real conditions. Especially, gaze behaviour in VR setups including a HMD is more in line with the real situation than the other setups. Furthermore, the outcome on motion adaptations confirms previous work, where collision avoidance behaviour is qualitatively similar in VR and real conditions. In conclusion, our results show that VR has potential for qualitative analysis of locomotion and gaze behaviour during collision avoidance. This opens perspectives in the design of new experiments to better understand human behaviour, in order to design more realistic virtual humans. Florian Berton, Anne-Hélène Olivier, Julien Bruneau 0002, Ludovic Hoyet, Julien Pettré |
VR | 2 |
| 2019 | Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation BehaviourabstractThis paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans. Hugo Brument, Iana Podkosova, Hannes Kaufmann, Anne-Hélène Olivier, Ferran Argelaguet |
VR | 4 |
| 2018 | Human Inspired Effort Distribution During Collision Avoidance in Human-Robot MotionabstractRecent works in the area of human robot motion showed that behaving in a human-like manner allows a robot to reduce global cognitive effort for people in the environment. Given that collision avoidance situations between people are solved cooperatively, this work models the manner in which this cooperation is done so that a robot can replicate their behavior. To that end, hundreds of situations where two walkers have crossing trajectories were analyzed. Based on these human trajectories involving a collision avoidance task, we determined how total effort is shared between each walker depending on several factors of the interaction such as crossing angle, time to collision and speed. To validate our approach, a proof of concept is integrated into ROS with Reciprocal Velocity Objects (RVO) in order to distribute collision avoidance effort in a human-like way. Grimaldo Silva, Anne-Hélène Olivier, Armel Crétual, Julien Pettré, Thierry Fraichard |
RO-MAN | 2 |
| 2018 | Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking TaskabstractThis paper presents a study performed in virtual reality on the effect of gaze interception during collision avoidance between two walkers. In such a situation, mutual gaze can be considered as a form of nonverbal communication. Additionally, gaze is believed to detail future path intentions and to be part of the nonverbal negotiation to achieve avoidance collaboratively. We considered an avoidance task between a real subject and a virtual human character and studied the influence of the character's gaze direction on the avoidance behaviour of the participant. Virtual reality provided an accurate control of the situation: seventeen participants were immersed in a virtual environment, instructed to navigate across a virtual space using a joystick and to avoid a virtual character that would appear from either side. The character would either gaze or not towards the participant. Further, the character would either perform or not a reciprocal adaptation of its trajectory to avoid a potential collision with the participant. The findings of this paper were that during an orthogonal collision avoidance task, gaze behaviour did not influence the collision avoidance behaviour of the participants. Further, the addition of reciprocal collision avoidance with gaze did not modify the collision behaviour of participants. These results suggest that for the duration of interaction in such a task, body motion cues were sufficient for coordination and regulation. We discuss the possible exploitation of these results to improve the design of virtual characters for populated virtual environments and user interaction. Sean Dean Lynch, Julien Pettré, Julien Bruneau 0002, Richard Kulpa, Armel Crétual, Anne-Hélène Olivier |
VR | 6 |
| 2018 | Collision Avoidance Behavior between Walkers: Global and Local Motion CuesabstractDaily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances. Sixteen healthy participants navigated towards a target in an immersive computer-assisted virtual environment (CAVE) using a joystick. A moving passive obstacle crossed the participant's trajectory perpendicularly at various pre-defined risks of collision distances. The obstacle was presented with one of five virtual appearances, associated to global motion cues (i.e., a cylinder or a sphere), or local motion cues (i.e., only the legs or the trunk). A full body virtual walker, showing both local and global motion cues, used as a reference condition. The final crossing distance was affected by the global motion appearances, however, appearance had no qualitative effect on motion adaptations. These findings contribute towards further understanding what information people use when interacting with others. Sean Dean Lynch, Richard Kulpa, Laurentius Antonius Meerhoff, Julien Pettré, Armel Crétual, Anne-Hélène Olivier |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2018 | Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic EnvironmentsabstractNavigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on a situation of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future collision is accurately anticipated by participants, however with delay. We also show that collision avoidance trajectories formed in VR have common properties with real ones, with some quantitative differences in avoidance distances. More generally, our evaluation demonstrates that reliable results can be obtained for qualitative analysis of small scale interactions in VR. We discuss these results in the perspective of a VR platform for large scale interaction applications, such as in a crowd, for which real data are difficult to gather. Anne-Hélène Olivier, Julien Bruneau 0002, Richard Kulpa, Julien Pettré |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Perceptual effect of shoulder motions on crowd animationsabstractA typical crowd engine pipeline animates numerous moving characters according to a two-step process: global trajectories are generated by a crowd simulator, whereas full body motions are generated by animation engines. Because interactions are only considered at the first stage, animations sometimes lead to residual collisions and/or characters walking as if they were alone, showing no sign to the influence of others. In this paper, we investigate the value of adding shoulder motions to characters passing at close distances on the perceived visual quality of crowd animations (i.e., perceived residual collisions and animation naturalness). We present two successive perceptual experiments exploring this question where we investigate first, local interactions between two isolated characters, and second, crowd scenarios. The first experiment shows that shoulder motions have a strong positive effect on both perceived residual collisions and animation naturalness. The second experiment demonstrates that the effect of shoulder motions on animation naturalness is preserved in the context of crowd scenarios, even though the complexity of the scene is largely increased. Our general conclusion is that adding secondary motions in character interactions has a significant impact on the visual quality of crowd animations, with a very light impact on the computational cost of the whole animation pipeline. Our results advance crowd animation techniques by enhancing the simulation of complex interactions between crowd characters with simple secondary motion triggering techniques. Ludovic Hoyet, Anne-Hélène Olivier, Richard Kulpa, Julien Pettré |
ACM Trans. Graph. | 2 |
| 2015 | Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environmentsabstractIn this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces. Ferran Argelaguet, Anne-Hélène Olivier, Gerd Bruder, Julien Pettré, Anatole Lécuyer |
VR | 2 |
| 2015 | Distance estimation in large immersive projection systems, revisitedabstractWhen walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the user to be able to naturally explore a virtual environment by moving through the physical interaction space. In this paper we describe an experiment which analyzes how distance estimation is biased when the distance to the screen and parallax vary. The experiment was conducted in a large immersive projection setup with up to ten meter interaction space. The results showed that both the screen distance and parallax have a strong asymmetric effect on distance judgments. We found an increased distance underestimation for positive parallax conditions. In contrast, we found less distance overestimation for negative and zero parallax conditions. We conclude the paper discussing the results with view on future large immersive projection environments. Gerd Bruder, Fernando Argelaguet Sanz, Anne-Hélène Olivier, Anatole Lécuyer |
VR | 3 |
| 2015 | Going Through, Going Around: A Study on Individual Avoidance of GroupsabstractWhen avoiding a group, a walker has two possibilities: either he goes through it or around it. Going through very dense groups or around huge ones would not seem natural and could break any sense of presence in a virtual environment. This paper aims to enable crowd simulators to handle such situations correctly. To this end, we need to understand how real humans decide to go through or around groups. As a first hypothesis, we apply the Principle of Minimum Energy (PME) on different group sizes and density. According to this principle, a walker should go around small and dense groups whereas he should go through large and sparse groups. Such principle has already been used for crowd simulation; the novelty here is to apply it to decide on a global avoidance strategy instead of local adaptations only. Our study quantifies decision thresholds. However, PME leaves some inconclusive situations for which the two solutions paths have similar energetic costs. In a second part, we propose an experiment to corroborate PME decisions thresholds with real observations. As controlling the factors of an experiment with many people is extremely hard, we propose to use Virtual Reality as a new method to observe human behavior. This work represents the first crowd simulation algorithm component directly designed from a VR-based study. We also consider the role of secondary factors in inconclusive situations. We show the influence of the group appearance and direction of relative motion in the decision process. Finally, we draw some guidelines to integrate our conclusions to existing crowd simulators and show an example of such integration. We evaluate the achieved improvements. Julien Bruneau 0002, Anne-Hélène Olivier, Julien Pettré |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2014 | Third person view and guidance for more natural motor behaviour in immersive basketball playingabstractThe use of Virtual Reality (VR) in sports training is now widely studied with the perspective to transfer motor skills learned in virtual environments (VEs) to real practice. However precision motor tasks that require high accuracy have been rarely studied in the context of VE, especially in Large Screen Image Display (LSID) platforms. An example of such a motor task is the basketball free throw, where the player has to throw a ball in a 46cm wide basket placed at 4.2m away from her. In order to determine the best VE training conditions for this type of skill, we proposed and compared three training paradigms. These training conditions were used to compare the combinations of different user perspectives: first (1PP) and third-person (3PP) perspectives, and the effectiveness of visual guidance. We analysed the performance of eleven amateur subjects who performed series of free throws in a real and immersive 1:1 scale environment under the proposed conditions. The results show that ball speed at the moment of the release in 1PP was significantly lower compared to real world, supporting the hypothesis that distance is underestimated in large screen VEs. However ball speed in 3PP condition was more similar to the real condition, especially if combined with guidance feedback. Moreover, when guidance information was proposed, the subjects released the ball at higher - and closer to optimal - position (5-7% higher compared to no-guidance conditions). This type of information contributes to better understand the impact of visual feedback on the motor performance of users who wish to train motor skills using immersive environments. Moreover, this information can be used by exergames designers who wish to develop coaching systems to transfer motor skills learned in VEs to real practice. Alexandra Covaci, Anne-Hélène Olivier, Franck Multon |
VRST | 2 |
| 2014 | Parameter estimation and comparative evaluation of crowd simulationsabstractAbstract We present a novel framework to evaluate multi‐agent crowd simulation algorithms based on real‐world observations of crowd movements. A key aspect of our approach is to enable fair comparisons by automatically estimating the parameters that enable the simulation algorithms to best fit the given data. We formulate parameter estimation as an optimization problem, and propose a general framework to solve the combinatorial optimization problem for all parameterized crowd simulation algorithms. Our framework supports a variety of metrics to compare reference data and simulation outputs. The reference data may correspond to recorded trajectories, macroscopic parameters, or artist‐driven sketches. We demonstrate the benefits of our framework for example‐based simulation, modeling of cultural variations, artist‐driven crowd animation, and relative comparison of some widely‐used multi‐agent simulation algorithms. David Wolinski, Stephen J. Guy, Anne-Hélène Olivier, Ming C. Lin, Dinesh Manocha, Julien Pettré |
Comput. Graph. Forum | 3 |
| 2014 | Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight LiftingabstractIn this paper we study how the visual animation of a self-avatar can be artificially modified in real-time in order to generate different haptic perceptions. In our experimental setup, participants could watch their self-avatar in a virtual environment in mirror mode while performing a weight lifting task. Users could map their gestures on the self-animated avatar in real-time using a Kinect. We introduce three kinds of modification of the visual animation of the self-avatar according to the effort delivered by the virtual avatar: 1) changes on the spatial mapping between the user’s gestures and the avatar, 2) different motion profiles of the animation, and 3) changes in the posture of the avatar (upper-body inclination). The experimental task consisted of a weight lifting task in which participants had to order four virtual dumbbells according to their virtual weight. The user had to lift each virtual dumbbells by means of a tangible stick, the animation of the avatar was modulated according to the virtual weight of the dumbbell. The results showed that the altering the spatial mapping delivered the best performance. Nevertheless, participants globally appreciated all the different visual effects. Our results pave the way to the exploitation of such novel techniques in various VR applications such as sport training, exercise games, or industrial training scenarios in single or collaborative mode. David Antonio Gómez Jáuregui, Ferran Argelaguet, Anne-Hélène Olivier, Maud Marchal, Franck Multon, Anatole Lécuyer |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2013 | Walk with me: interactions in emotional walking situations, a pilot studyabstractThis paper is about interactions between real and virtual humans. We are interested in whole body and emotionally tinted situations of interactions. We focus on the daily situation of walking together. We propose two experiments. In a first experiment, we measure the effect of emotions on the kinematics and metrics of interactions between two walkers. Then, in a second experiment, we reproduce a similar situation of interaction between a real subject and a virtual walker expressing emotions. We perform comparisons between real-real interactions and real-virtual ones. We show promising results: similar effects are observed on the kinematics of interactions in both experiments. We implicitly demonstrate the ability of real subjects to perceive emotions expressed by a virtual character through whole body motion. We show that real subjects' reaction to the behavior of an expressive virtual character complies with their reaction to the behavior of an expressive real human walker. This result is one step toward the use of such virtual reality platform to study social interactions through fully controlled experiments. Jonathan Perrinet, Anne-Hélène Olivier, Julien Pettré |
SAP | 2 |
| 2013 | Kinematic Evaluation of Virtual Walking TrajectoriesabstractVirtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories. Gabriel Cirio, Anne-Hélène Olivier, Maud Marchal, Julien Pettré |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | A step-by-step modeling, analysis and annotation of locomotionabstractAnnotating unlabeled motion captures plays an important role in Computer Animation for motion analysis and motion edition purposes. Locomotion is a difficult case study as all the limbs of the human body are involved whereas a low-dimensional global motion is performed. The oscillatory nature of the locomotion makes difficult the distinction between straight steps and turning ones, especially for subtle orientation changes. In this paper we propose to geometrically model the center of mass trajectory during locomotion as a C-continuous circular arcs sequence. Our model accurately analyzes the global motion into the velocity-curvature space. An experimental study demonstrates that an invariant law links curvature and velocity during straight walk. We finally illustrate how the resulting law can be used for annotation purposes: any unlabeled motion captured walk can be transformed into an annotated sequence of straight and turning steps. Several examples demonstrate the robustness of our approach and give comparison with classical threshold-based techniques. Copyright © 2011 John Wiley & Sons, Ltd. Anne-Hélène Olivier, Richard Kulpa, Julien Pettré, Armel Crétual |
Comput. Animat. Virtual Worlds | 1 |
| 2011 | Imperceptible relaxation of collision avoidance constraints in virtual crowdsabstractThe performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios. Richard Kulpa, Anne-Hélène Olivier, Jan Ondrej, Julien Pettré |
ACM Trans. Graph. | 2 |
| 2010 | A synthetic-vision based steering approach for crowd simulationabstractIn the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations. Jan Ondrej, Julien Pettré, Anne-Hélène Olivier, Stéphane Donikian |
ACM Trans. Graph. | 3 |