Skip to main content

Simulating a Human Society: The Challenges

  • Conference paper
Advances in Modelling, Animation and Rendering

Abstract

Simulating a human society is a very complex interdisciplinary problem. In this paper, we try to show some important aspects to create inhabited worlds where virtual people can interact, co-operate, perceive the world and the society. Main aspects are flexible motion control, perception of the real and the virtual world, and high-level behavior. Concepts are illustrated in the case-study of emergent crowds.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. M. Brand and A. Hertzmann, “Style machines”, Proc. SIGGRAPH 2000, 2000, pp. 183–192.

    Google Scholar 

  2. J. Lee and S. Y. Shin, “A hierarchical approach to interactive motion editing for human-like figures”, Proc. SIGGRAPH 1999, 1999, pp. 39–48.

    Google Scholar 

  3. A. Witkin and Z. Popovic, “Motion warping” in Proceedings of SIGGRAPH ‘85, 1995, pp. 105–108.

    Google Scholar 

  4. Z. Popovic and A. Witkin, “Physically based motion transformation”, Proc. SIGGRAPH 1999, 1999, pp. 11–20.

    Google Scholar 

  5. D. Thalmann, “A New Generation of Synthetic Actors: the Interactive Perceptive Actors”, Proc. Pacific Graphics `96 Taipeh, Taiwan, 1996, pp.200–219.

    Google Scholar 

  6. O. Renault, N. Magnenat-Thalmann, and D. Thalmann, “A Vision-based Approach to Behavioural Animation”, Journal of Visualization and Computer Animation, Vol.1, Nol, 1990, pp.18–21.

    Article  Google Scholar 

  7. L. Emering, R. Boulic, and D. Thalmann, “Conferring Human Action Recognition Skills to Life-like Agents”, Applied Artificial Intelligence Journal, Special Issue on ‘Animated Interface Agents: Making them Intelligent,Vol.13, No4–5, 1999, pp.4–5.

    Article  Google Scholar 

  8. S. Balcisoy, M. Kallmann, R. Torre, P. Fua, and D. Thalmann, “Interaction Techniques with Virtual Humans in Mixed Environments”, Proc. International Symposium on Mixed Reality, Tokyo, Japan, 2001

    Google Scholar 

  9. T. Tyrrell. “The use of hierarchies for action selection”, 1993.

    Google Scholar 

  10. J. Y. Donnart, and J. A. Meyer, “Learning Reactive and Planning Rules in a Motivationally Autonomous Animal” IEEE Transactions on Systems, Man, and Cybernetics, part B: Cybernetics, June, 1996, 26(3), pp. 381–395.

    Article  Google Scholar 

  11. B. Ulicny and D. Thalmann., “Crowd simulation for interactive virtual environments and VR training systems”, Proc. Eurographics Workshop on Animation and Simulation’01, Springer-Verlag, 2001.

    Google Scholar 

  12. D. Helbing, I. Farkas, and T. Vicsek, “Simulating dynamical features of escape panic”, Nature, 407:487–490, 2000.

    Article  Google Scholar 

  13. N. Gilbert, “Simulation: an emergent perspective”, 1996.http://www.soc.surrey.ac.uk/research/simsoc/tutorial.html

    Google Scholar 

  14. McPhail, C., “The Myth of Maddening Crowd”, NY:Aldine De Gruyter, 1991.

    Google Scholar 

  15. D. Kalra and A. H. Barr, “Modeling with Time and Events in Computer Animation”, Proc. Eurographics’92, pp. 45–58, Blackwell, 1992.

    Google Scholar 

  16. P. S. Rosenbloom, J. E. Laird, A. Newell, “The Soar papers: Research on Artificial Intelligence”, MIT Press, 1993.

    Google Scholar 

  17. J. Cremer, J. Kearney, and Y. Papelis, “HCSM: Framework for Behavior and Scenario Control in Virtual Environments”, ACM Transactions on Modeling and Computer Simulation, 5(3):242–267, 1995.

    Article  Google Scholar 

  18. R. Boulic, P. Becheiraz, L. Emering, and D. Thalmann, “Integration of Motion Control Techniques for Virtual Human and Avatar Real-Time Animation”, Proc. VRST ‘87, pp. 111–118, ACM Press, 1997.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2002 Springer-Verlag London

About this paper

Cite this paper

Thalmann, D. (2002). Simulating a Human Society: The Challenges. In: Vince, J., Earnshaw, R. (eds) Advances in Modelling, Animation and Rendering. Springer, London. https://doi.org/10.1007/978-1-4471-0103-1_2

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-0103-1_2

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-1118-4

  • Online ISBN: 978-1-4471-0103-1

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics