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Yang, Fangkai
Publications (5 of 5) Show all publications
Yang, F., Qureshi, A., Shabo, J. & Peters, C. (2018). Do you see groups?: The impact of crowd density and viewpoint on the perception of groups. In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA 2018: . Paper presented at 18th ACM International Conference on Intelligent Virtual Agents, IVA 2018, Western Sydney University's new Parramatta City Campus Sydney, Australia, 5 November 2018 through 8 November 2018 (pp. 313-318). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Do you see groups?: The impact of crowd density and viewpoint on the perception of groups
2018 (English)In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA 2018, Association for Computing Machinery (ACM), 2018, p. 313-318Conference paper, Published paper (Refereed)
Abstract [en]

Agent-based crowd simulation in virtual environments is of great utility in a variety of domains, from the entertainment industry to serious applications including mobile robots and swarms. Many studies of crowd behavior simulations do not consider the fact that people tend to congregate in smaller social gatherings, such as friends, or families, rather than walking alone. Based on a real-time crowd simulator which has been implemented as a unilateral incompressible fluid and augmented with group behaviors, a perceptual study was conducted to determine the impact of groups on the perception of the crowds at various densities from different camera views. If it is not possible to see groups under certain circumstances, then it may not be necessary to simulate them, to reduce the amount of calculations, an important issue in real-time simulations. This study provides researchers with a proper reference to design better algorithms to simulate realistic behaviors.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2018
Keywords
Agent-based crowd simulation, Human-computer interaction, Perception, Virtual agents
National Category
Interaction Technologies
Identifiers
urn:nbn:se:kth:diva-241489 (URN)10.1145/3267851.3267877 (DOI)2-s2.0-85058449580 (Scopus ID)9781450360135 (ISBN)
Conference
18th ACM International Conference on Intelligent Virtual Agents, IVA 2018, Western Sydney University's new Parramatta City Campus Sydney, Australia, 5 November 2018 through 8 November 2018
Note

QC 20190123

Available from: 2019-01-23 Created: 2019-01-23 Last updated: 2019-01-23Bibliographically approved
Li, C., Androulakaki, T., Gao, A. Y., Yang, F., Saikia, H., Peters, C. & Skantze, G. (2018). Effects of Posture and Embodiment on Social Distance in Human-Agent Interaction in Mixed Reality. In: Proceedings of the 18th International Conference on Intelligent Virtual Agents: . Paper presented at 18th International Conference on Intelligent Virtual Agents (pp. 191-196). ACM Digital Library
Open this publication in new window or tab >>Effects of Posture and Embodiment on Social Distance in Human-Agent Interaction in Mixed Reality
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2018 (English)In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, ACM Digital Library, 2018, p. 191-196Conference paper, Published paper (Refereed)
Abstract [en]

Mixed reality offers new potentials for social interaction experiences with virtual agents. In addition, it can be used to experiment with the design of physical robots. However, while previous studies have investigated comfortable social distances between humans and artificial agents in real and virtual environments, there is little data with regards to mixed reality environments. In this paper, we conducted an experiment in which participants were asked to walk up to an agent to ask a question, in order to investigate the social distances maintained, as well as the subject's experience of the interaction. We manipulated both the embodiment of the agent (robot vs. human and virtual vs. physical) as well as closed vs. open posture of the agent. The virtual agent was displayed using a mixed reality headset. Our experiment involved 35 participants in a within-subject design. We show that, in the context of social interactions, mixed reality fares well against physical environments, and robots fare well against humans, barring a few technical challenges.

Place, publisher, year, edition, pages
ACM Digital Library, 2018
National Category
Language Technology (Computational Linguistics) Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-241288 (URN)10.1145/3267851.3267870 (DOI)2-s2.0-85058440240 (Scopus ID)
Conference
18th International Conference on Intelligent Virtual Agents
Note

QC 20190122

Available from: 2019-01-18 Created: 2019-01-18 Last updated: 2019-04-09Bibliographically approved
Peters, C., Li, C., Yang, F., Avramova, V. & Skantze, G. (2018). Investigating Social Distances between Humans, Virtual Humans and Virtual Robots in Mixed Reality. In: Proceedings of 17th International Conference on Autonomous Agents and MultiAgent Systems: . Paper presented at he 17th International Conference on Autonomous Agents and MultiAgent Systems Stockholm, Sweden — July 10 - 15, 2018 (pp. 2247-2249).
Open this publication in new window or tab >>Investigating Social Distances between Humans, Virtual Humans and Virtual Robots in Mixed Reality
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2018 (English)In: Proceedings of 17th International Conference on Autonomous Agents and MultiAgent Systems, 2018, p. 2247-2249Conference paper, Published paper (Refereed)
Abstract [en]

Mixed reality environments offer new potentials for the design of compelling social interaction experiences with virtual characters. In this paper, we summarise initial experiments we are conducting in which we measure comfortable social distances between humans, virtual humans and virtual robots in mixed reality environments. We consider a scenario in which participants walk within a comfortable distance of a virtual character that has its appearance varied between a male and female human, and a standard- and human-height virtual Pepper robot. Our studies in mixed reality thus far indicate that humans adopt social zones with artificial agents that are similar in manner to human-human social interactions and interactions in virtual reality.

National Category
Language Technology (Computational Linguistics)
Identifiers
urn:nbn:se:kth:diva-241285 (URN)2-s2.0-85054717128 (Scopus ID)
Conference
he 17th International Conference on Autonomous Agents and MultiAgent Systems Stockholm, Sweden — July 10 - 15, 2018
Note

QC 20190214

Available from: 2019-01-18 Created: 2019-01-18 Last updated: 2019-03-18Bibliographically approved
Ravichandran, N. B., Yang, F., Peters, C., Lansner, A. & Herman, P. (2018). Pedestrian simulation as multi-objective reinforcement learning. In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA 2018: . Paper presented at 18th ACM International Conference on Intelligent Virtual Agents, IVA 2018; Western Sydney University's new Parramatta City Campus, Sydney; Australia; 5 November 2018 through 8 November 2018 (pp. 307-312).
Open this publication in new window or tab >>Pedestrian simulation as multi-objective reinforcement learning
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2018 (English)In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA 2018, 2018, p. 307-312Conference paper, Published paper (Refereed)
Abstract [en]

Modelling and simulation of pedestrian crowds require agents to reach pre-determined goals and avoid collisions with static obstacles and dynamic pedestrians, while maintaining natural gait behaviour. We model pedestrians as autonomous, learning, and reactive agents employing Reinforcement Learning (RL). Typical RL-based agent simulations suffer poor generalization due to handcrafted reward function to ensure realistic behaviour. In this work, we model pedestrians in a modular framework integrating navigation and collision-avoidance tasks as separate modules. Each such module consists of independent state-spaces and rewards, but with shared action-spaces. Empirical results suggest that such modular framework learning models can show satisfactory performance without tuning parameters, and we compare it with the state-of-art crowd simulation methods.

Keywords
Agent-based simulation, Multi-objective learning, Parallel learning, Reinforcement learning
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-241487 (URN)10.1145/3267851.3267914 (DOI)2-s2.0-85058477147 (Scopus ID)9781450360135 (ISBN)
Conference
18th ACM International Conference on Intelligent Virtual Agents, IVA 2018; Western Sydney University's new Parramatta City Campus, Sydney; Australia; 5 November 2018 through 8 November 2018
Note

QC 20190123

Available from: 2019-01-23 Created: 2019-01-23 Last updated: 2019-06-03Bibliographically approved
Yang, F., Li, C., Palmberg, R., Van der Heide, E. & Peters, C. (2017). Expressive Virtual Characters for Social Demonstration Games. In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings: . Paper presented at 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), SEP 06-08, 2017, Athens, Greece (pp. 217-224). IEEE
Open this publication in new window or tab >>Expressive Virtual Characters for Social Demonstration Games
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2017 (English)In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings, IEEE, 2017, p. 217-224Conference paper, Published paper (Refereed)
Abstract [en]

Virtual characters are an integral part of many game and learning environments and have practical applications as tutors, demonstrators or even representations of the user. However, creating virtual character behaviors can be a time-consuming and complex task requiring substantial technical expertise. To accelerate and better enable the use of virtual characters in social games, we present a virtual character behavior toolkit for the development of expressive virtual characters. It is a midlleware toolkit which sits on top of the game engine with a focus on providing high-level character behaviors to quickly create social games. The toolkit can be adapted to a wide range of scenarios related to social interactions with individuals and groups at multiple distances in the virtual environment and supports customization and control of facial expressions, body animations and group formations. We describe the design of the toolkit, providing an examplar of a small game that is being created with it and our intended future work on the system.

Place, publisher, year, edition, pages
IEEE, 2017
Series
International Conference on Games and Virtual Worlds for Serious Applications, ISSN 2474-0470
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:kth:diva-224103 (URN)10.1109/VS-GAMES.2017.8056604 (DOI)000425228700038 ()2-s2.0-85029005495 (Scopus ID)978-1-5090-5812-9 (ISBN)
Conference
9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), SEP 06-08, 2017, Athens, Greece
Funder
EU, Horizon 2020, 644204
Note

QC 20180312

Available from: 2018-03-12 Created: 2018-03-12 Last updated: 2018-03-12Bibliographically approved
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