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dc.contributor.authorWong, Sai-Keungen_US
dc.contributor.authorTang, Pao-Kunen_US
dc.contributor.authorLi, Fu-Shunen_US
dc.contributor.authorWang, Zong-Minen_US
dc.contributor.authorYu, Shih-Tingen_US
dc.date.accessioned2015-07-21T08:28:23Z-
dc.date.available2015-07-21T08:28:23Z-
dc.date.issued2014-05-01en_US
dc.identifier.issn1546-4261en_US
dc.identifier.urihttp://dx.doi.org/10.1002/cav.1636en_US
dc.identifier.urihttp://hdl.handle.net/11536/124742-
dc.description.abstractIn this paper, we propose a method for using particle swarm optimization (PSO) to compute optimal guidance paths for various crowd densities in an agent-based crowd simulation. The inputs of our system are guidance paths that provide hints for the movement directions of agents. Input guidance paths may not be located correctly (e.g., leading to congestion or high traveling cost); therefore, our method adjusts the guidance paths by using PSO. We consider several factors for evaluating the quality of a guidance path, including the average traveling time and interaction distance between agents. We apply our method in several examples. Experimental results show that our method can compute adaptive guidance paths for various crowd densities. Our system can simulate organized crowds that move in directions specified by the guidance paths. Copyright (c) 2015John Wiley & Sons, Ltd.en_US
dc.language.isoen_USen_US
dc.subjectcrowd simulationen_US
dc.subjectguidance pathsen_US
dc.subjectparticle swarm optimization (PSO)en_US
dc.titleGuidance path scheduling using particle swarm optimization in crowd simulationen_US
dc.typeArticleen_US
dc.identifier.doi10.1002/cav.1636en_US
dc.identifier.journalCOMPUTER ANIMATION AND VIRTUAL WORLDSen_US
dc.citation.volume26en_US
dc.citation.issue3-4en_US
dc.citation.spage387en_US
dc.citation.epage395en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000354264700020en_US
dc.citation.woscount0en_US
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