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Virtual Audience : a Dynamic Seat Selection Algorithm in a Roman Amphitheatre Context

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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

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CC License