Crowd modelling for military simulations using game technology


Autoria(s): McKenzie, Frederic D.; Petty, Mikel D.; Kruszewski, Paul A.; Gaskins, Ryland C.; Seevinck, Jennifer; Weisel, Eric; Nguyen, Quynh-Ah H.
Data(s)

2006

Resumo

Crowds of non-combatants play a large and increasingly recognized role in modern military operations, and often create substantial difficulties for the combatant forces involved. However, realistic models of crowds are essentially absent from current military simulations. To address this problem we are developing a crowd simulation capable of generating crowds of non-combatant civilians that exhibit a variety of realistic individual and group behaviours at differing levels of fidelity. The crowd simulation is interoperable with existing military simulations using a standard distributed simulation architecture. Commercial game technology is utilized in the crowd simulation to model both urban terrain and the physical behaviours of the human characters that make up the crowd. The objective of this paper is to present the process involved with the design and development of a simulation that integrates commercially available game technology with current military simulations in order to generate realistic and believable crowd behaviour.

Identificador

http://eprints.qut.edu.au/59673/

Publicador

University of Wolverhampton UK

Relação

http://www.scit.wlv.ac.uk/OJS_IJIGS/index.php/IJIGS/article/view/4

McKenzie, Frederic D., Petty, Mikel D., Kruszewski, Paul A., Gaskins, Ryland C., Seevinck, Jennifer, Weisel, Eric, & Nguyen, Quynh-Ah H. (2006) Crowd modelling for military simulations using game technology. International Journal of Intelligent Games & Simulation, 4(1), pp. 39-58.

Fonte

School of Design; Creative Industries Faculty

Palavras-Chave #080102 Artificial Life #080103 Computer Graphics #120304 Digital and Interaction Design
Tipo

Journal Article