Abstract
In this position paper, we claim that immersive technologies, such as Augmented and Virtual Reality, are well-suited interfaces for the usage of crowd simulation software in different contexts. We introduce three use cases; planning, awareness creation, and education. Based on an overview of different Augmented and Virtual Reality approaches, we identify the ones most suitable for each of the three scenarios and illustrate related implementations. Initial observations with their usage confirm our statements, but also highlight areas to explore with future research.
Original language | English |
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Title of host publication | 2019 IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2019 |
Subtitle of host publication | Osaka, Japan, 24 March 2019 |
Publisher | IEEE |
Number of pages | 3 |
ISBN (Electronic) | 9781728132198 |
ISBN (Print) | 9781728132204 |
DOIs | |
Publication status | Published - 2019 |
Keywords
- Computing methodologies-Simulation types and techniques
- Human-centered computing-Mixed / augmented reality-Virtual reality
- Software and its engineering-Virtual worlds software