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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.  
 
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.  
==here==
   
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 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.
 
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 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.
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人群模拟已经被广泛应用于电影中,它是一种相较雇佣演员和捕捉镜头来说更低成本高收益且现实的替代方式,否则使用其他方法将是不现实的。一个重要的例子就是电影《指环王》系列。最初,制作团队面临最突出的问题之一是大规模的战斗,因为小说的作者 '''托尔金J. R. R. Tolkien'''设想这些战斗至少有50,000名参与者。如果他们决定只雇佣真正的男女演员,这个数字是不现实的。相反,他们决定使用 CG 来模拟这些场景,通过使用虚拟环境中的多 Agent 仿真系统,也就是众所周知的 MASSIVE。基于人类逻辑引擎的人群模拟 Maya 插件 Miarmy 用于开发这些序列。该软件允许制片人为每个角色模型提供一个基于代理的人工智能。可以利用350个动画库。基于模拟产生的视觉、听觉和触觉参数,代理将对每种情况做出唯一的反应。因此,每个场景的模拟都是不可预知的。最终的产品清楚地展示了使用人群模拟软体的优势。
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人群模拟已经被广泛应用于电影中,它是一种相较雇佣演员和捕捉镜头来说更低成本高收益且现实的替代方式,否则使用其他方法将是不现实的。一个重要的例子就是电影《指环王》系列。最初,制作团队面临最突出的问题之一是大规模的战斗,因为小说的作者 '''托尔金J. R. R. Tolkien'''设想这些战斗至少有50,000名参与者。如果制作团队决定只雇佣真人演员,制作出这个数字的参与者人数是不现实的。相反,他们决定使用 CG ,虚拟环境中的多主体仿真系统,也就是众所周知的 MASSIVE 来模拟这些场景。Miarmy,一个基于'''人类逻辑引擎Human Logic Engine'''的人群模拟 Maya 插件,被用于开发这些动作序列。该软件允许制片人为每个角色提供一个基于主体的人工智能模型,这个模型可以利用一个有350个动画的数据库。基于通过模拟产生的视觉、听觉和触觉参数,主体将对每种情况分别做出反应。因此,每个场景的模拟都是不可预知的。最终,产品清晰地展示了使用人群模拟软件的优势。
    
<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.</ref>
 
<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.</ref>
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=== Urban planning ===
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=== Urban planning 城市规划===
    
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>http://papers.cumincad.org/data/works/att/ecaade2008_160.content.pdf Aschwanden, Gideon. Halatsch, Jan. Schmitt, Gerhard. Crowd Simulation for Urban Planning.</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.
 
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>http://papers.cumincad.org/data/works/att/ecaade2008_160.content.pdf Aschwanden, Gideon. Halatsch, Jan. Schmitt, Gerhard. Crowd Simulation for Urban Planning.</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.
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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. 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.
 
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. 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.
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人群模拟软体的发展已经成为现代城市环境设计中一个有用的工具。传统的城市规划方法依赖于地图和抽象的草图,而数字仿真更能将设计的形式和意图从建筑师传达给行人。例如,街道标志和交通灯是局部的视觉线索,影响行人移动和行为相应。按照这个逻辑,一个人能够以一种高效的方式从 a 点移动到 b 点,这样一个集体群体就能够更有效地运作。在更广泛的意义上,公交系统和路边餐馆通过对人类运动模式的理解,在其位置服务于一个空间目的。模拟城市视频游戏系列以一种更简单的方式举例说明了这个概念。在这个系列中,玩家分配城市发展在指定的区域,同时保持健康的预算。从空地到繁华城市的过程完全由玩家的选择控制,而数字市民的行为则根据城市的设计和事件而定。
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人群模拟软件的发展为现代城市环境设计提供了一个有用的工具。传统的城市规划方法依赖于地图和抽象的草图,而数字仿真更能将设计的形式和意图从建筑设计师传达给行人。例如,街道标志和交通灯是局部视觉线索,能够影响行人的移动和相应的行为。按照这个逻辑,如果一个人能够以一种高效的方式从 a 点移动到 b 点,这个群体就能够高效地运作。在更广泛的意义上,通过对人类运动模式的理解,公交系统和路边餐馆在其位置服务于一个'''空间目的 Spatial Purpose'''。'''模拟城市SimCity'''视频游戏系列以一种更简单的方式举例说明了这个概念。在这个系列中,玩家在指定的区域指导城市的发展,同时保持平衡的收支。从空地到繁华城市的过程完全由玩家的选择来控制,而数字市民的行为则根据城市的设计和事件而定。
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=== Evacuation and riot handling ===
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=== Evacuation and riot handling 疏散和暴乱处理===
    
Simulated realistic crowds can be used in training for riots handling, architecture, safety science (evacuation planning).
 
Simulated realistic crowds can be used in training for riots handling, architecture, safety science (evacuation planning).
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Simulated realistic crowds can be used in training for riots handling, architecture, safety science (evacuation planning).
 
Simulated realistic crowds can be used in training for riots handling, architecture, safety science (evacuation planning).
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模拟真实的人群可用于暴乱处理、建筑、安全科学(疏散计划)的训练。
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模拟真实的人群可用于训练'''暴乱处理Riots Handling'''、'''建筑 Architecture'''、'''安全科学 Safety Science'''('''疏散计划 Evacuation Planning''')。
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=== Military ===
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=== Military 军队===
    
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=10–38 |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>
 
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=10–38 |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>
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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.
 
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.
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由于人群模拟是如此普遍地应用于公共规划和一般秩序关于混乱的情况,许多应用程序可以绘制政府和军事模拟。为了训练官兵应对群众集会,人群模型在警察和兵棋推演中是必不可少的。不仅进攻性的战斗人员对这些人来说很难处理,而且非战斗人员群体在使这些进攻性的情况更加失控方面扮演了重要的角色。游戏技术是用来模拟这些情况的士兵和技术人员实践他们的技能。
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由于人群模拟是如此普遍地应用于公共规划和建立混乱情境的一般秩序,许多应用程序可以用于绘制政府的和军队的模拟。为了训练官兵对群众集会的应对能力,人群模型在警察和军队推演中是必不可少的。在这些模拟中,不仅进攻性的战斗人员很难处理,非战斗人员也在使这些斗争场景更加失控的方面扮演了重要的角色。因此游戏技术被用来模拟这些情境,以使士兵和技术人员实践他们的技能。
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=== Sociology ===
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=== Sociology 社会学===
    
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.
 
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.
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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.
 
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.
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模范群体的行为在分析问题时扮演着重要的角色。这些动态依赖于群体中个体行为者的物理行为,而不是模型本身的视觉现实。这些结构中的人们的社会行为多年来一直是人们感兴趣的问题,支撑这些互动的社会学概念也在不断地被研究。模拟不同情况下的人群,可以对现实生活中不同安排和地点的集会进行社会学研究。人类在压力水平不同的情况下行为的差异使得可以进一步发展和创造人群控制战略,这种战略可以更具体地适用于各种情况,而不是泛泛而谈。
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模型群体的行为在分析问题时扮演着重要的角色。这些动态依赖于个体行为者在群体中的客观行为,而不是模型本身的视觉现实。多年来,人们在这些结构中的社会行为一直是研究者感兴趣的问题,支撑这些互动的社会学概念也被持续地研究。模拟不同情况下的人群使对现实生活中不同场景地点的集会的社会学研究得以进行。人类在压力水平不同情境下的行为差异可以用来进一步发展和创造人群控制策略,这种策略可以更具体而不是空泛地应用于各种情况。
    
== See also 参见==
 
== See also 参见==
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