Generation of Crowd Arrival and Destination Locations/Times in Complex Transit Facilities
|Title||Generation of Crowd Arrival and Destination Locations/Times in Complex Transit Facilities|
|Publication Type||Journal Article|
|Year of Publication||2019|
|Authors||Ricks, B, Dobson, A, Krontiris, A, Bekris, KE, Kapadia, M, Roberts, F|
|Journal||The Visual Computer Journal|
In order to simulate virtual agents in the replica of a real facility across a long time span, a crowd simulation engine needs a list of agent arrival and destination locations and times that reflect those seen in the actual facility. Working together with a major metropolitan transportation authority, we pro- pose a specification that can be used to procedurally generate this information. This specification is both uniquely compact and expressive—compact enough to mirror the mental model of building managers and ex- pressive enough to handle the wide variety of crowds seen in real urban environments. We also propose a procedural algorithm for generating tens of thousands of high-level agent paths from this specification. This algorithm allows our specification to be used with tradi- tional crowd simulation obstacle avoidance algorithms while still maintaining the realism required for the com- plex, real-world simulations of a transit facility. Our evaluation with industry professionals shows that our approach is intuitive and provides controls at the right level of detail to be used in large facilities (200,000+ people/day).