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Crowd simulation
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== Real world applications == === Virtual cinematography === Crowd simulations have been used widely across films as a cost-effective and realistic alternative from hiring actors and capturing shots that would otherwise be unrealistic. A significant example of its use lies in [[The Lord of the Rings (film series)]]. One of the most glaring problems for the production team in the initial stages were large-scale battles, as the author of the novels, J. R. R. Tolkien, envisioned them to have at least 50,000 participants. Such a number was unrealistic had they decided to only attempt to hire real actors and actresses. Instead they decided to use CG to simulate these scenes through the use of the Multiple Agent Simulation System in a Virtual Environment, otherwise known as MASSIVE. The Human Logic Engine based [[Autodesk Maya|Maya]] plugin for crowd simulation, [[Miarmy]], was used for the development of these sequences. The software allowed the filmmakers to provide each character model an agent based A.I. that could utilize a library of 350 animations. Based on sight, hearing, and touch parameters generated from the simulation, agents would react uniquely to each situation. Thus each simulation of the scene was unpredictable. The final product clearly displayed the advantages to using crowd simulation software.<ref>http://people.ucalgary.ca/~far/Lectures/SENG697/PDF/tutorials/2002/Multiple_Agent_Simulation_System_in_a_Virtual_Environment.pdf Davis Guy. Multiple Agent Simulation System in a Virtual Environment.{{self-published inline|date=February 2025}}</ref> === Urban planning === The development of crowd simulation software has become a modern and useful tool in designing urban environments. Whereas the traditional method of urban planning relies on maps and abstract sketches, a digital simulation is more capable of conveying both form and intent of design from architect to pedestrian. For example, street signs and traffic lights are localized visual cues that influence pedestrians to move and behave accordingly. Following this logic, a person is able to move from point A to point B in a way that is efficient and that a collective group of people can operate more effectively as a result. In a broader sense, bus systems and roadside restaurants serve a spatial purpose in their locations through an understanding of human movement patterns.<ref>{{cite conference |last1=Aschwanden |first1=Gideon |last2=Halatsch |first2=Jan |last3=Schmitt |first3=Gerhard |title=Crowd Simulation for Urban Planning |conference=26th Conference on Education and Research in Computer Aided Design in Europe (eCAADe 2008) |date=September 2008 |pages=493β500 |url=http://papers.cumincad.org/data/works/att/ecaade2008_160.content.pdf }}</ref> The [[SimCity]] video game series exemplifies this concept in a more simplistic manner. In this series, the player assigns city development in designated zones while maintaining a healthy budget. The progression from empty land to a bustling city is fully controlled by the player's choices and the digital citizens behave as according to the city's design and events. === Evacuation and riot handling === Simulated realistic crowds can be used in training for riots handling, architecture, safety science (evacuation planning).{{fact|date=February 2025}} === Military === Being that crowd simulations are so prevalent in use for public planning and general order with regards to chaotic situations, many applications can be drawn for governmental and military simulations. Crowd modeling is essential in police and military simulation in order to train officers and soldiers to deal with mass gatherings of people. Not only do offensive combatants prove to be difficult for these individuals to handle, but noncombatant crowds play significant roles in making these aggressive situations more out of control. Game technology is used in order to simulate these situations for soldiers and technicians to practice their skills.<ref>{{cite journal |doi=10.1177/1046878107308092 |title=Integrating crowd-behavior modeling into military simulation using game technology |journal=Simulation & Gaming |volume=39 |pages=10β38 |year=2007 |last1=McKenzie |first1=F. D. |last2=Petty |first2=M. D. |last3=Kruszewski |first3=P. A. |last4=Gaskins |first4=R. C. |last5=Nguyen |first5=Q.-A. H. |last6=Seevinck |first6=J. |last7=Weisel |first7=E. W. }}</ref> === Sociology === The behavior of a modeled crowd plays a prominent role in analytical matters. These dynamics rely on the physical behaviors of individual agents within a crowd rather than the visual reality of the model itself. The social behaviors of people within these constructs have been of interest for many years, and the sociological concepts which underpin these interactions are constantly studied. The simulation of crowds in different situations allows for sociological study of real life gatherings in a variety of arrangements and locations. The variations in human behavior in situations varying in stress-levels allows for the further development and creation of crowd control strategies which can be more specifically applied to situations rather than generalized.{{fact|date=February 2025}}
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