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Authors
Abstract(s)
The present document describes the creation and implementation of a dynamic seat selection algorithm in the Unity game engine, designed with the aim of being used in simulations involving realistic
autonomous virtual humans. This is the start of a project whose final goal is a 3D Simulation of a Roman
Theatre with virtual humans visually representative of the historical era and capable of adapting their
behaviour based on whether they are individuals or part of a group.
In the current project, virtual humans can enter the theatre, choose their seats, and exhibit individual
realistic behaviours. To dynamically assign seats, the algorithm incorporates contextual information,
such as virtual human preferences and environmental factors, for instance, the best seat in a location
and seat proximity to the virtual human. The algorithm is able to adapt and update seat assignments
as the simulation progresses. Simulations in Unity were created to test and evaluate the algorithm’s
effectiveness. To create these simulations, a model of a Roman amphitheatre was edited to use the
algorithm and to create a more realistic experience.
Multiple simulations with different numbers of virtual humans and seats were executed with hundreds of virtual humans with a realistic body model and animations. The results demonstrate that the
developed dynamic seat selection algorithm creates an experience of a crowd entering the amphitheatre
and choosing their seats, showcasing its potential for enhancing user experiences in various contexts,
such as cultural heritage.
Description
Trabalho de Projeto de Mestrado, Engenharia Informática, 2024, Universidade de Lisboa, Faculdade de Ciências
Keywords
Plateia virtual Algoritmo de seleção de lugares dinâmico Humanos virtuais Simulação 3D Herança cultural Teses de mestrado - 2024
