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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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Chapter 4. Simulating Visual Attention for Crowds<br />

4.3.2 Speed<br />

For speed, we follow the same principle as for the proximity parameter. It is calculated as:<br />

Ss(t) =ωsw||de(t) − dc(t)|| (4.5)<br />

where ||de(t) − dc(t)|| is the relative speed, corresponding to the difference in distance traveled<br />

by C and E in one frame, and ωsw is a weighting factor to bring the elementary speed<br />

scores to vary in the same range as the proximity scores.<br />

4.3.3 Orientation<br />

Similarly, our orientation score is computed as:<br />

So(t) =(π − α(t))β(t) (4.6)<br />

The larger the angle α, the more opposite the direction of E is in comparison to the direction<br />

of C. We want to give more importance to the entities coming towards C. We therefore<br />

weight the orientation score in order for the entities in the central vision to be favored as<br />

opposed to the entities in the peripheral vision.<br />

4.3.4 Periphery<br />

The last criterion is the periphery. This actually works just as the orientation. Calculations<br />

are the same, however, we give more importance to the entities in the periphery. The smaller<br />

the angle, the closer the direction of E is in comparison to the direction of C. Entities<br />

entering the field of vision will thus have small angle values. The periphery score is therefore<br />

calculated as:<br />

Spe(t) =<br />

0 if β(t) >βm<br />

ωpwα(t)(π − β(t)) otherwise<br />

(4.7)<br />

where βm is the maximum angle between the forward directions of C and E. Here as well,<br />

we weight the score with a weighting parameter ωpw for the score range to be similar to that<br />

of the other criteria. We thus obtain all our subscores.<br />

It is important to note that we further improve our algorithm by pruning a number of<br />

computations. Indeed, brute force computation proved to be counterproductive. For example,<br />

all entities farther than a certain distance from C need not be computed. We therefore<br />

prune the scores computation for each entity E. First, we use the maximum distance dm.<br />

All entities farther than this from C are automatically discarded from further computation.<br />

Out of this subset of entities, we prune the process once more by considering only those in<br />

C’s field of view. All following computations are done solely on this remaining subset of<br />

entities. We thus greatly reduce computational costs.<br />

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