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Human behaviour simulation using gaming software based on video observation analysis

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conference contribution
posted on 2018-08-13, 09:10 authored by Shahrol Mohamaddan, Keith Case, Wai Loon Cheong
Computer simulation is one of the techniques applied by engineers and architects to evaluate building designs before real construction is undertaken. Computer simulation is also applied in crowd research to evaluate the safety of building designs for human evacuation during emergency situations. By using computer simulation, the best and worst-case scenarios during emergency evacuation can be predicted without using real humans by carrying out the simulation many times (Gwynne, et al., 1999). This provides many advantages compared to experimental methods (e.g. fire drills) when dealing with the ethical issues and rarely occurring events. Besides that, the simulations can be applied to investigate the outcome of different evacuation strategies (Hsiung, et al., 2009) and to investigate emergent behaviour based on new theories or hypotheses (Pan, et al., 2006). In this research, computer simulation is applied to develop a prototype of a ‘toolkit’ or computer program that is able to model and simulate human movement and behaviour in crowded spaces. The research has its origin in the AUNT-SUE (Accessibility and User Needs in Transport - Sustainable Urban Environment) project that emphasized the need to accommodate the largest possible range of humans with different abilities and aspirations (Marshall, et al., 2008) based on the philosophy of ‘inclusive design’, ‘design for all’ or ‘universal design’. A video observation method was used in this research to record ‘real’ human movement and behaviour in crowded spaces. Once analysed, the recorded video is considered as input data for the human behaviour simulation. The simulation focuses on the microscopic scale where each individual character within the crowd is considered. Additionally, heterogeneous characters or different types of humans such as older people, disabled people, young and able- bodied are also considered. However, the simulation only focuses on the normal situation where there is no panic condition. The gaming software DarkBASIC Professional was applied after the video observation analysis.

History

School

  • Mechanical, Electrical and Manufacturing Engineering

Published in

International Conference in Humanities, Social Sciences and Technology, ICHSST 2012 Proceedings of the International Conference in Humanities, Social Sciences and Technology, ICHSST 2012

Pages

1 - 8

Citation

MOHAMADDAN, S., CASE, K. and , 2012. Human behaviour simulation using gaming software based on video observation analysis. Proceedings of the International Conference in Humanities, Social Sciences and Technology ICHSST 2012, Cardiff, UK, 8pp.

Publisher

ICHSST 2012

Version

  • AM (Accepted Manuscript)

Publisher statement

This work is made available according to the conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence. Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/

Publication date

2012

Notes

This is a conference paper.

Language

  • en

Location

Cardiff, UK

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    Loughborough Publications

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