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Massimiliano Pascoli

dblp:404/6855 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0007-3257-2547ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Collaborative and social computing · 23%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
crowd simulation
0.912025
Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
virtual reality
0.912025
Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025
Collaborative and social computing
social presence
0.312025
Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

probabilistic animation selection · 1.7clustering · 1.7big five personality framework · 1.7
YearPublicationVenuePosition
2025 Introducing Agent Personality in Crowd Simulation Improves Social Presence and Experienced Realism in Immersive VR
abstract
Convincing crowd behavior simulation is becoming essential in many application domains, including video games, cinematography, urban planning, safety simulations, and training. In this article, we propose a novel and lightweight mesoscopic system for personality-based crowd simulation in immersive virtual reality (iVR). We use the Big Five personality framework, also known as OCEAN, to model a synthetic personality for each autonomous agent. Agents can autonomously aggregate in formations using machine learning-based clustering techniques operating on OCEAN. Moreover, agents can also externalize their personality traits by performing peculiar behavioral animations. To choose which animations to perform, we adopt a probabilistic approach that considers each OCEAN dimension as a continuous spectrum with two extremes linked to pairs of animations. Our system is designed to be flexible and suitable for different applications. Flexibility is achieved by using graphs to store agent and map topology data that control how the agents move and behave at runtime. In a within-subjects study with 40 users, we compare our personality-based system against a basic system that does not use personality. Results show that introducing personality into iVR crowd simulation enhances users' social presence and experienced realism. Introducing personality also increases the perceived match between the agents and the virtual environment where the simulation takes place.
Massimiliano Pascoli, Fabio Buttussi, Konstantin Schekotihin, Luca Chittaro
IEEE Trans. Vis. Comput. Graph.1