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Feeling crowded yet?: Crowd simulations for VR

Pelechano Gómez, Núria,Allbeck, Jan M.

Abstract

With advances in virtual reality technology and its multiple applications, the need for believable, immersive virtual environments is increasing. Even though current computer graphics methods allow us to develop highly realistic virtual worlds, the main element failing to enhance presence is autonomous groups of human inhabitants. A great number of crowd simulation techniques have emerged in the last decade, but critical details in the crowd's movements and appearance do not meet the standards necessary to convince VR participants that they are present in a real crowd. In this paper, we review recent advances in the creation of immersive virtual crowds and discuss areas that require further work to turn these simulations into more fully immersive and believable experiences.

Full text

Feeling C owded Ye ?: C owd Simula ions o VR Nu ia Pelechano∗ Uni e si a Poli ` ecnica de Ca alunya Jan M. Allbeck† Geo ge Mason Uni e si y ABSTRACT Wi h ad ances in i ual eali y echnology and i s mul iple applica- ions, he need o belie able, imme si e i ual en i onmen s is in- c easing. E en hough cu en compu e g aphics me hods allow us o de elop highly ealis ic i ual wo lds, he main elemen ailing o enhance p esence is au onomous g oups o human inhabi an s. A g ea numbe o c owd simula ion echniques ha e eme ged in he las decade, bu c i ical de ails in he c owd’s mo emen s and appea ance do no mee he s anda ds necessa y o con ince VR pa icipan s ha hey a e p esen in a eal c owd. In his pape , we e iew ecen ad ances in he c ea ion o imme si e i ual c owds and discuss a eas ha equi e u he wo k o u n hese simula ions in o mo e ully imme si e and belie able expe iences. 1 INTRODUCTION Imme sion desc ibes he ex en o which compu e displays a e ca- pable o deli e ing an inclusi e, ex ensi e, su ounding and i id illusion o eali y o he senses o a human pa icipan [27]. In- c eased imme sion can esul in inc eased p esence in he i ual wo ld. Sla e and Wilbu de ine p esence as a s a e o conscious- ness, he (psychological) sense o being in he i ual en i onmen . S udies show ha inc eased p esence in i ual wo lds can yield be e aining ans e om hese g aphical en i onmen s o eal wo ld scena ios [27]. Vi ual c owds ha e po en ial o enhance Vi ual Reali y (VR) expe iences. The way we pe cei e a i ual c owd s ongly depends on he medium and on ou ole. Ou expe ience changes based on whe he we a e a passi e iewe (e.g. mo ies, e en wi h 3D ech- nology) o an ac i e pa icipan (e.g. ideo games). In VR he goal becomes con incing he pa icipan ha he/she is expe iencing some hing eal (i.e. being mo e p esen in he i ual en i onmen han he eal one) and is su ounded by a i ual c owd. Un o u- na ely his is whe e ailu es begin. Pa icipan s’ expec a ion o he i ual c owds a e no me and hei sense o p esence is diminished. The p oblem is ha we as humans obse e each o he e e y day and become accus omed o no mal beha io and a une o ecognizing e en small de ia ions om hese no ms. Any unna u al a i ac s in ou c owd simula ions become magni ied by he i s pe son pe - spec i e and imme si e echnologies o VR. Since we i s explo ed using p esence o e alua e c owd simula- ions [21], a lo o echnologies ha e been de eloped. VR ha dwa e has ad anced and become eadily a ailable as consume le el p od- uc s. C owd simula ions ha e also been g ea ly imp o ed, bu a e no ye o he le el hey need o be o be e ec i e in VR. Resea ch ocuses on: making c owds appea mo e pu pose ul, making cha - ac e s ollow easonable ajec o ies, making anima ions smoo he and mo e na u al, imp o ing ende ing and so on. Ye when im- me sed in VR, c owd simula ions a e s ill ound lacking. Jus as we ix one dis ac ing a i ac , ano he appea s and olls us igh back in o he uncanny alley. We seem o ide an uncanny alley olle coas e . E e y ime we manage o imp o e one ea u e, an issue ∗e-mail: [email p o ec ed] †e-mail: [email p o ec ed] wi h ano he becomes appa en and d as ically educes ealism ye again. So how a a e we om achie ing ou goal o e ec i e c owd simula ions in VR? Tha is he ocus o his pape . We will e alua e cu en c owd simula ion esea ch, we will discuss he p og ess o VR echnology o e he pas eigh yea s, and we will p esen ou hough s on whe e addi ional e o s a e needed o b ing us close o ou goal. 2 CROWD SIMULATION METHODS The e has been a la ge numbe o me hods o simula e c owds o i ual cha ac e s. Mos o he c owd simula ion wo k ocuses on simula ing oo ajec o ies using a bounding olume o he en i e cha ac e o collision a oidance and epulsion o ces. Fo a good su ey on c owd simula ion me hod we e e he eade o ecen books in his ield [13, 19, 30]. Simula ing oo ajec o ies p o ides good esul s in e ms o local mo emen , bu a i ac s appea easily in he anima ions and ee -g ound con ac , specially as he densi ies inc ease and ca e ul ee posi ion and anima ion blending becomes necessa y. In hose si ua ions i is easy o spo oo sliding, ab up changes in eloci y and o so o ien a ion, as well as jumps be ween anima ions. These app oaches o en deal wi h a small da abase o anima ions and ei he limi he mo emen o he cha ac e o he a ailable an- ima ions [15], o include some echniques o in e pola e be ween anima ions and apply ime wa ping o sa is y cons ain s be ween he ee and he en i onmen [20]. Some ecen wo k a emp s o achie e mo e na u al esul s by planning in he oo domain [31, 25] and hen compu ing he igh sequence o anima ions and blending o ollow he esul ing ajec- o y [8]. Ano he aspec o i ual c owds ha equi es a en ion is en- de ing. O en when la ge c owds a e equi ed, i is necessa y o use echniques o speed up ende ing while minimizing loss o i- sual quali y. Bu is ealis ic ende ing eally equi ed o p esence? The e ha e been s udies on isual ealism a ec ing p esence om he poin o iew o he en i onmen unde di e en illumina ion models [32]. F om hose s udies i appea s ha wha ma e s is he dynamics o he illumina ion model, i.e. changing shadows and e- lec ions. The quali y o he illumina ion does no seem o a ec p esence, howe e i esul s in g ea e plausibili y and hus pa ic- ipan s a e mo e likely o espond o i ual e en s as i hey we e eal. This opens he doo o e alua ing he isual appea ance o he c owd. Wo k by Ja abo e al. [12] s udied how c owd mo emen cha ac e is ics and di e en illumina ion models a ec ed he pe - cep ion o c owds. The pu pose o his wo k was o de e mine how much he illumina ion models could be simpli ied o c owd ende - ing wi hou being no iceable. This could also ha e an applica ion o ende ing c owds in IVEs (Imme si e Vi ual En i onmen s). E al- ua ing p esence unde a a ie y o c owd ende ing echniques [7] would help us o de e mine he mos ele an condi ions o use each ype o ende ing and hus o e all sa e esou ces while s ill p o- iding ealis ic isualiza ion o many cha ac e s. Fo example, in Figu e 1 we compa e simple ca oonish looking cha ac e s used in an imme si e i ual c owd expe imen agains a c owd ende ed wi h a mo e human-like appea ance and shadows ha change dy- namically as he cha ac e s mo e. The nex le el o isual appea - © 2016 IEEE. Pe sonal use o his ma e ial is pe mi ed. Pe mission om IEEE mus be ob ained o all o he uses, in any cu en o u u e media, including ep in ing/ epublishing his ma e ial o ad e ising o p omo ional pu poses,c ea ing new collec i e wo ks, o esale o edis ibu ion o se e s o lis s, o euse o any copy igh ed componen o his wo k in o he wo ks. DOI: 10.1109/VHCIE.2016.7563568 ance would be pho o- ealis ic cha ac e s, bu his would mos likely p esen p oblems wi h he Uncanny Valley. Figu e 1: C owds ende ed wi h ca oon like cha ac e s and no shad- ows [22] (le ) o a mo e human-like appea ance and shadows [6] ( igh ). 3 VR TECHNOLOGY When conside ing he po en ial impac s o c owd simula ions on i ual eali y and ice e sa, we mus include bo h so wa e and ha dwa e. Focusing i s on so wa e, he mo e open elease o games engines like Uni y 3D [1] and he Un eal Engine [2] ha e p o ided c owd simula ion esea che s access o echnologies and me hods ha p e iously equi ed g ea e o on hei pa . E en i he ocus o hei esea ch was on s ee ing o s epping beha io s, hey needed o de elop so wa e o na iga ion, ende ing, e c. in o de o show how hei me hods ope a e in a ull c owd simula ion. While no ye ideal and no ye en i ely simplis ic o u ilize, hese game engines p o ide a amewo k ha includes a leas udimen- a y (and in some elemen s mo e ad anced) componen s on which esea che s can examine and de elop hei simula ions. Func ional- i y includes, le el design ools, na iga ion meshes, anima ion play- back and blending, in e se kinema ics, ad anced ende ing ech- niques, and physics engines. Pushes owa d open sou ce so wa e has also lessen he ini ial in es men o ime and e o p e iously needed when beginning c owd simula ion esea ch. Fu he mo e, hese engines p o ide easy access o a ied inpu and ou pu de ices. Resea che s no longe need o be conce ned wi h de eloping de ice d i e s and connec i e so wa e o game con olle s and Head Moun ed Displays (HMDs). These engines p o ide au oma ic connec ions wi h consume le el ha dwa e like wi eless con olle s, acke s (e.g. he Mic oso Kinec ) and he Occulus Ri . This p omo es much g ea e expe imen a ion a lowe in es men cos s. Focusing on VR ha dwa e, i now wo ks and is e en com- mon place [26]. CAVES now ha e high esolu ion displays wi h seamless image alignmen s. The e a e e en a numbe o po able CAVES. HMDs also bene i om high esolu ion as well as wide ields o iew, ligh e weigh , and lowe cos poin s. The e a e now simple moun s o sma phones o become HMDs. Head acke s and whole body acke s, like he Mic oso Kinec , a e common and o many applica ions ha e he equi ed accu acy and ease o use. The a ailabili y o hese de ices makes i much mo e easible o place simula ed c owds in VR and po en ially p o ide new lines o esea ch in pa icipan in e ac ion wi h c owds. De ices such as eye acke s and biome ic senso s (e.g. EEGs and SCRs) ha e also become much mo e pe asi e and a e used o e alua e VR applica ions including he le els o p esence o he pa icipan s [28]. Using hese de ices o aid in he de e mina ion o a subjec ’s le el o p esence in VR wo lds wi h a ying c owd models could be a iable a enue o c owd simula ion e alua ion. 4 STATE OF THE ART IN IMMERSIVE VIRTUAL CROWDS Imme si e i ual c owds could o e a g ea po en ial o e alua e human beha io in di icul o dange ous si ua ions. Vi ual eali y o e s he possibili y o eplica ing expe imen s wi hou exposing he pa icipan o a eal dange ous si ua ion. Fo example, he e has been wo k s udying human beha io s unde a i e eme gency in a public place [28]. This pa icula s udy was ca ied ou wi h a ew i ual agen s wi h sc ip ed beha io s and anima ions. Vi ual c owds in imme si e en i onmen s ha e been p oposed as bo h a alida ion echnique o c owd simula ion om an egocen ic poin o iew, and also as a se up o lea n abou human decision-making in con olled si ua ion [21]. The lea ned da a could be used la e on o enhance c owd simula ion models. In o de o be able o bo h alida e and ex ac ele an da a, i is essen ial o c ea e an en i onmen whe e people eel p esence, and hus eac in a ealis ic way o i ual e en s. In [21] he au ho s p esen a s udy based on p esence li e a u e and ea u es ha appea o en in c owd simula ion models. They discuss how hose ea u es could enhance o b eak p esence. In a la e expe imen [22] using a head moun ed display, hey showed ha ha ing some le el o in- e ac ion wi h he c owds could enhance he eeling o being he e. Fo example, he i ual agen s we e able o see he pa icipan o pe o m collision a oidance, hey could also be pushed by he pa - icipan in case o high densi ies. The pa icipan was imme sed in a i ual cock ail pa y whe e he c owd would walk a ound and s op a ables wi h ood and d inks. Agen s would au onomously decide o s op a ound ables, u n o ace o he agen s, and play idle beha io s ha included hand ges u es imi a ing being engaged in con e sa ion. All o hese elemen s combined wi h he backg ound noise o pla es and con e sa ion helped c ea e a s ong sense o p esence despi e he ca oonis appea ance o he cha ac e s. CAVE sys ems ha e also been used o imme se a pa icipan in i ual c owd o he pu pose o e alua ing new c owd simula ion me hods [3]. In his wo k he goal was o compa e di e en c owd simula ion me hods. The pa icipan was s anding in a loca ion wai ing o a pe son and could obse e he c owds om an ego- cen ic poin o iew o e alua e hei collision a oidance me hods. Ques ionnai es we e used a e wa d o ga he in o ma ion abou he pa icipan s opinion ega ding li e-likeness o he c owd, spa ial awa eness and com o in he CAVE. Bo h he wo k by Pelechano e al. [22] and Ahn e al. [3] ound ha b eaks in p esence o low com o appea when he e is no col- lision a oidance (i.e. cha ac e s mo ing h ough he pa icipan ) and when he me hod p oduces shaking a i ac s. The wo k by Ky iakou e al. [14] demons a ed ha showing col- lision a oidance be ween he use and he i ual agen s wi h some basic in e ac ion be ween hem could inc ease he sense o p es- ence. This kind o in e ac ion also helped o make he i ual en i- onmen appea mo e ealis ic and li elike. In hei s udies hey also obse ed ha including in e ac ion wi h he i ual c owd could en- hance p esence. The ypes o in e ac ion used o hei wo k we e limi ed o ha ing cha ac e s wa ing o e bally salu ing he pa ic- ipan . The wo k by B uneau e al. [9] s udied he pa icipan s’ beha io when walking agains g oups o i ual agen s. The goal was o de e mine wha elemen s o he c owd ge people o decide o walk h ough o a ound a g oup o people. The elemen s o he g oup ha hey es ed whe e based on ela i e mo ion, size, densi y o appea ance. P oxemics ha e also been e alua ed wi h small g oups o i ual cha ac e s walking owa ds he pa icipan [17]. Those expe imen s ound ha physiological a ousal would inc ease as he cha ac e s would app oach he pa icipan and also as he numbe o i ual humans would inc ease om 1 o 4. These las wo pape s had some in e es ing, i no su p ising, e- sul s which we e ha in ce ain si ua ions he appea ance o he i - ual humans did no seem o ha e much e ec on he pa icipan ’s esponse. Fo example he i s one [9] was e alua ing he pa ic- ipan s’ decisions o walking h ough o a ound a g oup o i ual humans. I u ned ou ha whe he he i ual humans we e en- de ed as o dina y people o zombies had no signi ican di e ences in he decisions made by pa icipan s. And simila ly, in [17] hey ound no signi ican di e ences in e ms o physiological a ousal when being app oached by i ual people o cylinde s. This opens ques ions ega ding he ex end o which ealis ic isual appea ance is necessa y and why. IVE p o ides a pla o m o s udy c owd beha io unde con- olled condi ions [18]. In his pape hey discuss and e alua e he use o VR o ca y ou con olled expe imen s o ob ain da a abou human beha io in e ms o na iga ion. The long e m goal would be o be able o use VR as an aid in he p ocess o de eloping mo e accu a e mic oscopic models. The pape aises in e es ing ques- ions such as: a e ajec o ies in VR simila o hose in eal li e? o , is he e any bias induced by he use o locomo ion in e aces? The answe s o hese ques ions a e s ill un esol ed. Fo ins ance, pa o he wo k in his ield is ocusing on enhancing p esence in an a emp o ha e he pa icipan s beha ing as in eal li e. Bu how close a e eal esponses o i ual e en s om ha ing pa icipan s pe o ming ealis ic local mo emen ? Gi en ha mo emen i sel is cons ained in mos VR applica ions, (i.e. cables in HMD o size o he CAVEs) can we ully us pa icipan mo emen ? In o he wo ds, is p esence enough o u n VR in o an accu a e pla o m o cap u e human locomo ion? The e has been a la ge amoun o wo k ying o ind co ela ions be ween human walking in s a ic i ual en i onmen s and in eal se ups ha exac ly ma ch he dimensions o he i ual one. La ely some esea che s ha e been mo ing hese s udies o dynamic en i onmen s popula ed wi h i ual humans o ind he simila i ies be ween he eal and he i ual wo ld [24]. Despi e ecen ad ances in VR and he a ailabili y o engines such as Un eal [2] and Uni y [1] ha acili a e he ask o c ea - ing i ual en i onmen s, he e is s ill a la ge amoun o manual wo k equi ed o popula e hose en i onmen s in a belie able man- ne . The pape by Spanlang e al. [29] p o ides a good o e iew o he di icul ies in c ea ing a i ual expe imen dealing wi h embod- imen . Embodimen equi es he eplacemen o he pa icipan ’s body wi h a i ual cha ac e seen om a i s pe son pe spec i e. To be belie able, he body ep esen a ion needs o ollow he mo e- men s o he pa icipan . This implies ha ing a leas one i ual human, wi h eal- ime mo ion cap u e, cha ac e anima ion, and e- alis ic ende ing. Ha ing a ew belie able i ual cha ac e s al eady equi es a la ge amoun o wo k, bu he p oblems escala e as he numbe o cha ac e s needed inc eases, since i is necessa y o deal no only wi h he simula ion o each cha ac e bu also wi h he in- e ac ions be ween hem. Mos o he ime hese i ual cha ac e s ollow s ic ly sc ip ed beha io s and hei appa en in e ac ion simply ollows he Wiz- a d o Oz me apho . Anima ions a e mo ion cap u ed and ca e ully cleaned and adjus ed o he inal scena io. In such expe imen s, he e is li le oom o au onomous beha io , and he i ual hu- mans a e like he ac o s in a mo ie wi h li le oom o in e ac ion wi h he pa icipan . When we deal wi h imme si e c owds, he job o edi ing scena ios wi h such le el o de ail becomes un easible, and hus mo e esea ch is needed o mo e p esence expe imen a- ion in o he c owd simula ion ield. 5 SOWHAT’SMISSING? In [26] Sla e discusses g and challenges in i ual en i onmen s, a eas ha need u he esea ch. One opic highligh ed is acking and he need o be e body acking o e wide a eas wi h high accu acy and low la ency. Such ad ancemen s in acking could posi i ely impac c owd simula ion esea ch on wo on s. One, i would enable pa icipan s imme sed in a i ual c owd o mo e mo e na u ally and mo e eely. I could also enable be e da a collec ion o inpu o c owd simula ions and o e alua e hem. Sla e also discusses plausibili y illusion. Pa icipan s ca y ex- pec a ions abou hei en i onmen and he people in i om he eal wo ld in o he i ual wo lds. This calls o mo e ealis ic hu- man beha io s including he beha io s o c owds and hei in e ac- ions wi h he en i onmen . Said in e ac ions equi e a high le el o domain knowledge, he c ea ion o which is edious and ime consuming. Recen esea ch has explo ed au oma ing he c ea ion o elemen s o domain knowledge [23, 5], bu addi ional e o is needed. The plausibili y illusion also calls o esea che s o a oid he Uncanny Valley. When pa icipan expec a ions a e no me , p es- ence can be b oken. When pa icipan expec a ions a e se oo high by one aspec o he simula ion, lowe quali y in ano he aspec can b eak p esence. Along hese lines, he e a e a eas o ac i e esea ch ha need con inued imp o emen o c owd simula ions in VR o be success ul. We need be e anima ion and blending ools, be e ende ing o la ge c owds, be e ing s epping and na iga ion algo- i hms (pa icula ly in clu e ed en i onmen s). In ac anima ion bugs and gli ches end o be e y no iceable in VR and e y dis- ac ing. We also need o calib a e he speed o cha ac e s when placed in VR. We ha e obse ed ha hey end o be pe cei ed as mo ing mo e quickly han hey should. Acco ding o Sla e , ano he challenge o i ual en i onmen s is hap ics. While he e a e an a ay o hap ic de ices a ailable, none can eplica e all, o pe haps e en any, o he ouches and eels we expe ience daily. Sla e poin s ou ha esea ch in he a ea o hap ics has o con end wi h and is limi ed by he laws o physics, making i pa icula ly challenging. A lack o ealis ic hap ic eed- back is p oblema ic when imme sing pa icipan s in c owds. The lack o ac ile eedback om e en ela i ely mino collisions wi h indi iduals in he c owd may g ea ly dec ease p esence. Absence o he o ces and p essu es no mally expe ienced in dense c owds would g ea ly dec ease a pa icipan ’s sense o p esence. Resea ch on how o eplica e he eeling o being imme sed in a c owd is s ill needed. Do ad ances in neu oscience hold he solu ions? Ano he challenge is enabling people nai e o p og amming o c ea e and modi y en i onmen s. Cu en so wa e amewo ks like he game engines discussed in Sec ion 3 ha e begun add essing his challenge. They p o ide ools o impo ing models, designing le - els, blending anima ions, designing simple AIs, e c. They do no , howe e , p o ide ools o he c ea ion and con ol o i ual hu- man popula ions. While we ha e explo ed au ho ing he beha io s o popula ions om a limi ed numbe o easy o au ho ac ion ypes (See igu e 2) [19, 16, 4], addi ional esea ch is needed. Figu e 2: Simple GUIs o au ho ing eac i e, s ochas ic, and need- based ac ions (le ) and Mic oso Ou look calenda s o au ho ing scheduled ac ions ( igh ). Cummings e al., who s udied imme sion and p esence h ough a me a-analysis o p e ious esea ch [11], discussed di e en ypes o p esence. They indica e ha social p esence would be inc eased h ough be e communica ion and social ac o s. Ce ainly his is an elemen o c owd simula ions ha could use addi ional esea ch. Cha ac e s in c owds end o be exp essionless and la gely non e- ac i e. While hey may espond o a oid collisions and o a ew sc ip ed e en s, hey end o appea a he li eless. They possess limi ed communica ion models and ew social ea u es. E en he addi ion o models o a en ion would p o ide mo e li elike qual- i ies. Cha ac e s should look whe e hey a e going and a in e - es ing objec s and e en s in he wo ld. Indi iduals in c owds ha mee he eye o he pa icipan om ime o ime could help o in- c ease social p esence. Cha ac e s should eac o each o he and o he pa icipan in a na u al manne . Figu e 3 shows ha e en in a a he p imi i e c owd simula ion and VR se up, pa icipan s can be posi i ely in luenced by e en unin en ional cha ac e ac ions. To inc ease social p esence, cha ac e s should exhibi su p ise, cu ios- i y, and e en ange . They should exhibi di e en pe sonali ies and a i udes. They should appea ...human. Figu e 3: A pa icipan in a VR expe imen on p esence eac ing o a pe cei ed wa e om a i ual cha ac e by s a ing o wa e back (mo emen o le hand). In e ms o spa ial p esence hey ound acking le el, s e e- oscopy, and ield-o - iew o be mo e impac ul han image qual- i y, esolu ion, and sound. T acking p o ides pa icipan s wi h a sense o sel -loca ion, be e na iga ion, and addi ional ac ion pos- sibili ies. S e eoscopy p o ides g ea e spa ial p esence h ough in- c eased dep h pe cep ion and ce ainly wide ields-o - iew aid in sel loca ion. They ound ha he abili y o na iga e a ound he en- i onmen is key o inc easing spa ial p esence. Na iga ion is mo e di icul in c owds, especially dense c owds. Will including c owds in VR inhe en ly dec ease le els o spa ial p esences o will pa ic- ipan s ha e lowe expec a ions o na iga ion in c owds and ha e hei le els o p esence emain high? Ano he elemen o c owd simula ions ha has no ecei ed much a en ion is sound. Adding ealis ic, localized sound o he cha ac e s in a simula ion may imp o e he pa icipan ’s le el o p esence. They would be less s a led by cha ac e s suddenly ap- pea ing in hei ield-o - iew. The cha ac e s hemsel es could e- ac o noises in he en i onmen , making hem appea mo e li elike. Finally, elemen s o s o y and game play wi hin c owd simula- ions may inc ease imme sion and p esence. I pa icipan s a e en- h alled by a s o y o ac i i y wi hin he i ual en i onmen , hey may no ice ewe anomalies and be less impac ed by hem. Pe haps elemen s o s o y and game play need o be add essed in c owd simula ion esea ch. 6 CONCLUSION VR can bene i om ad ances in c owd simula ion echniques and c owd simula ion esea ch can bene i om ad ances in VR ech- nology. Popula ions o i ual humans can make imme si e i - ual wo lds mo e ealis ic, in e es ing, and compelling. The c owd simula ion communi y con inues o explo e ways o e alua ing and alida ing hei echniques. VR is an e e mo e iable enue o imme sing pa icipan s in a c owd and examining hei beha io al eac ions and o e all le els o p esence. Howe e , as ou lined in his pape c owd simula ions mus s ill imp o e o mee he s an- da ds needed o achie e high le els o p esence. Since VR p esen s an ideal pla o m o s udy human beha io in c owds, i is hus impo an o ocus ou esea ch e o s in de e - mining how we can achie e ealis ic imme si e c owds. One way ha we ound e y aluable o make p og ess is o ob ain mo e in o ma ion om he pa icipan s a e he expe imen s. So o in- s ance, once all he esul s om ques ionnai es and physiological esponse ha e been ga he ed, we can ask he pa icipan s o gi e us gene al commen s abou he expe imen . Wha was he mos com- pelling? Wha did hey ind was missing? Wha b oke he eeling o in e ac ing wi h a eal c owd? Thei answe s can help he e- sea che s o hink ou side he box by no icing wha he a e age pe - son may be expe iencing as opposed o wha he esea che eels is missing. I also p o ides ele an in o ma ion ega ding wha he a e age pe son may no ca e abou ha he esea che s do. Fo example, when playing ideo games, people ge so imme sed and exci ed abou he game ha hey olun a ily decide o igno e he a i ac s (i.e. low [10]). So he playe does no s op chasing he en- emy jus because he/she obse ed a bad blending, an ab up change in di ec ion, o some oo sliding. Could pa icipan s in a p esence en i onmen wi h an imme si e c owd also adap o he ci cum- s ances and decide o igno e ce ain a i ac s? 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