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      Crowdsourcing: Using real-time social media data to repopulate the socially distanced world

      Published
      proceedings-article
      Proceedings of EVA London 2021 (EVA 2021)
      AI and the Arts: Artificial Imagination
      5th July – 9th July 2021
      Digital art, Data visualisation, Generative digital art, Virtual reality, Collective thought processes
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            Abstract

            The paper suggests that one of the aspects of the pre-Covid world that is most missed in the ‘new normal’ is the social experience of crowds and that immersive media might compensate for this. The nature of crowds is explored with a view to identifying the parameters for successful crowd simulation. There is a brief survey of computer crowd simulation which identifies some of the challenges together with descriptions of some recent games which feature crowds as a significant element. The paper then describes a method using real-time searches of social media content derived from Twitter as an extended data set which can be used to produce variety in the individual agents making up generated crowds and so provide a closer simulation of the crowd experience.

            Content

            Author and article information

            Contributors
            Conference
            July 2021
            July 2021
            : 226-230
            Affiliations
            [0001]University of Hertfordshire

            Hatfield, United Kingdom
            Article
            10.14236/ewic/EVA2021.38
            92f303f4-dfbc-4c33-b891-867472ff28eb
            © Willcock. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2021, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2021
            EVA 2021
            London
            5th July – 9th July 2021
            Electronic Workshops in Computing (eWiC)
            AI and the Arts: Artificial Imagination
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2021.38
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Virtual reality,Digital art,Generative digital art,Collective thought processes,Data visualisation

            REFERENCES

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            16. (2017) 1000 NPCs at 60 FPS [Chapter]. In: . ed., Game AI Pro 3: Collected Wisdom of Game AI Professionals. Taylor & Francis, pp. 105–112.

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