Received: 10 December 2019 Revised: 15 March 2020 Accepted: 23 April 2020
DOI: 10.1002/cav.1928
RESEARCH ARTICLE
Immersive walking in a virtual crowd: The effects of the
density, speed, and direction of a virtual crowd on human
movement behavior
Alexandros Koilias
1
Michael G. Nelson
2
Christos-Nikolaos
Anagnostopoulos
1
Christos Mousas
2
1
Department of Cultural Technology and
Communication, University of the
Aegean, Mytilene, Greece
2
Department of Computer Graphics
Technology, Purdue University, West
Lafayette, Indiana,
Correspondence
Christos Mousas, Department of
Computer Graphics Technology, Purdue
University, West Lafayette, IN 47907.
Email: cmousas@purdue.edu
Abstract
We investigated the movement behavior of participants walking within a vir-
tual crowd in an immersive virtual environment. We investigated three different
parameters that characterize a moving virtual crowd: density, speed, and direc-
tion. An immersive road-crossing scenario that took place in a virtual metropoli-
tan city was created. In this scenario, the participants were instructed to walk
toward the opposite sidewalk. Three measurements (speed, deviation, and tra-
jectory length) were used to evaluate the impact of the parameters assigned to the
virtual crowd on the movement behavior of the participants. Significant results
were found for both the main and interaction effects. The results suggested that
the high density, low speed, and diagonal direction situations associated with
the virtual crowd had the greatest impacts on the speed, deviation, and trajec-
tory lengths of participants when they walked in a virtual environment and were
surrounded by a moving virtual population.
KEYWORDS
human–crowd interaction, movement behavior, virtual crosswalk, virtual crowd, virtual reality
1 INTRODUCTION
A number of real-world human–crowd interactions and experiences can be transferred to virtual ones.
1
For example, one
might want to virtually travel to a metropolitan city and take a walk on a sidewalk to explore the surroundings. During this
experience, the users of such an application might be surrounded by a virtual population. Similarly, users could learn how
to evacuate a building while surrounded by a crowd when immersed in a virtual environment. Finally, in a digital film pro-
duction, the actor might be asked to walk with a virtual crowd while performing a part of the script. In all the above exam-
ples, it is quite likely that the users of such virtual reality experiences might be surrounded by virtual populations that are
moving in the same or different directions and most likely doing so at different speeds and with varying levels of density.
Although a significant amount of research has been conducted on the analysis, modeling, and simulation of crowds
and crowd dynamics,
2-9
and a number of published articles have examined interactions with individual and groups of
virtual characters, a limited number of studies have examined how humans walk along with virtual crowd populations
surrounding them.
10,11
Therefore, there are no conclusive results regarding whether a moving virtual crowd population
affects the movement behavior of humans or how such an effect would materialize.
12,13
Consequently, an understanding
of how a moving virtual crowd might or might not affect the movement behavior of humans could be beneficial for
Comp Anim Virtual Worlds. 2020;e1928. wileyonlinelibrary.com/journal/cav © 2020 John Wiley & Sons, Ltd. 1 of 14
https://doi.org/10.1002/cav.1928