Virtual reality crowd simulation: effects of agent density on user experience and behaviour

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Abstract

Agent-based crowd simulations are used for modelling building and space usage, allowing designers to explore hypothetical real-world scenarios, including extraordinary events such as evacuations. Existing work which engages virtual reality (VR) as a platform for crowd simulations has been primarily focussed on the validation of simulation models through observation; the use of interactions such as gaze to enhance a sense of immersion; or studies of proxemics. In this work, we extend previous studies of proxemics and examine the effects of varying crowd density on user experience and behaviour. We have created a simulation in which participants walk freely and perform a routine manual task, whilst interacting with agents controlled by a typical social force simulation model. We examine and report the effects of crowd density on both affective state and behaviour. Our results show a significant increase in negative affect with density, measured using a self-report scale. We further show significant differences in some aspects of user behaviours, using video analysis, and discuss how our results relate to VR simulation design for mixed human–agent scenarios.

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Dickinson, P., Gerling, K., Hicks, K., Murray, J., Shearer, J., & Greenwood, J. (2019). Virtual reality crowd simulation: effects of agent density on user experience and behaviour. Virtual Reality, 23(1), 19–32. https://doi.org/10.1007/s10055-018-0365-0

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