<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards the Simulation of Large Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jorge J. Gomez-Sanz</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>The development of a smart environment working into large facilities is not a trivial matter. What kind of intelligence is needed and how this intelligence will interact with individuals is a critical issue that cannot be solved just by thinking about the problem. A combination of social and computer science methods is necessary to learn and model the interplay between the environment and the environment inhabitants. This paper contributes with an ongoing case study that exemplifies this kind of combination. The case study considers two faculty buildings and a behavior to be modified. The goal is to design a set of devices that sends signals to passing-by pedestrians in order to make them use more the staircases. Banners, videos, and directed intervention are used. The effect of each one is measured and such measurements are reproduced into computer simulations. This information is necessary in order to determine the duration, the intensity of the stimulus, and the response of the individuals. Opposite to most works, the measurements do not provide full information of what is going on in the large facility. As a consequence, algorithms and software to fill in the gaps consistently are needed. The paper describes the current state of the simulations and the difficulties in modeling with precision the results in a case study.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>If a large facility is expected to host an embedded system, as in a
Internet of Things or Ambient Intelligence scenario, the definition
of such system and its early validation is largely missing in the
literature. Given a particular building or large space, a first question
is whether the goal to make the visitors of the facility show a new
behavior or to alter an existing one. This cannot be done in the
traditional way, by consulting a few stakeholders. Interviewing and
surveying the occupants of the environment seems more adequate.</p>
      <p>How this information is captured and reused later on, it is still
an issue. Documenting is out of question. However, the format of
the documentation can be subject of discussion. Also, how this
documentation is used and accessed in order to ensure the problem is
completely understood.</p>
      <p>The hypothesis of this work is twofold. First, that social sciences
methods can be used in order to capture better the behavior of the
humans inhabiting the large facility and what stimulus can trigger
this behavioral change. Second, once there is a preliminary solution
to the creation of new behaviors or modification of existing ones, the
enactment of such behaviors can be something better documented if
computer simulations are used.</p>
      <p>Besides, documenting something as dynamic as the behavior of
big groups of humans through simulations allows too to experiment
with the expected effect of different stimulation procedures. This
way, responsible of large facilities can have tools that enable them
to discover how they want the facility to be altered before the actual
smart environment is even built. In order for the simulation to be
realistic, the simulation has to reproduce the interplay among users and
between users and the environment. The later includes too the
devices that are supposed to make the users behave differently. These
devices do provide stimulus previously validated by experts as
candidates to produce the desired kind of effects.</p>
      <p>The paper is structured as follows. First, section 2 analyses if a
particular behavior alteration/induction is really possible. The
contribution of social sciences to the requirements gathering is made in
3. A guideline is proposed that combines interviews, surveys, but also
field studies, as well as analyses of the captured information.
Examples of the analysis phase is made in section 4, where a domain
example is introduced. The design of simulations that aid to create the
smart environment capable of enacting the new behaviors is made in
section 5. The related work is introduced in section 6. Conclusions
are presented into section 7.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Stimulus for Behavior Alteration</title>
      <p>Literature shows that humans are sensible to external stimulus in
subtle ways and that our behavior can be altered. The extent of the
alteration may depend on the individual. Some may react notably while
others hardly react. Nevertheless, the average person ought to notice
this. The nature of the stimulus matters too. In certain conditions,
such as evacuations, humans pay more attention to other humans
rather than other artificial elements, such as banners.</p>
      <p>
        Humans have sensibility towards the behavior of other humans.
If an individual finds a group along the way, depending on its size,
will either stop and look what is happening and stay or keep walking
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The larger the group, the greater the effect. This is explained
as a mirroring behavior effect. If sufficient people stare at an
arbitrary point, a passerby individual will unconsciously look at the same
place [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Gaze copying happens mainly within 2 meters range and
the response depends on the physical layout of the environment, the
social context, and the sex of the individual.
      </p>
      <p>
        When the stimulus come from artificial sources, the results are still
promising. Sound and images can affect the behavior of pedestrians.
Beyer et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] introduce an experiment where an interactive large
banner display affects the audience. Through visual stimulus, authors
manage to attract approaching pedestrians and distribute them along
the display. Miller [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] shows that noise can affect people’s
performance. A sleepy person may be aroused by noise, but it has also
negative effects, like affecting the performance of complicated tasks,
affect negatively the mood and disturb relaxation. Negative effects
could be used to influence pedestrians. In this paper, it is assumed
that, since it can annoy people, this could be used to clear out areas
or to reduce the pedestrian traffic around some places where the noise
comes from.
      </p>
      <p>
        The context matters too. Foster [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] analyzes different domains in
order to promote healthy habits. Each context is different. A
shopping center and railway station involve different behaviors on behalf
the population.
      </p>
      <p>Also, sensibility towards stimulus changes depending on the
context. In an airport, passengers pay special attention to information
panels. A change in one panel may trigger movements of user groups,
such as changing one boarding gate ten minutes before the boarding
starts. Fun parks also influence the behavior of their visitors through
information panels that tell expected waiting time for each attraction.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Guidelines for Developing Ambient Intelligence in Large Facilities</title>
      <p>The system to be developed aims to interact with several inhabitants
of a large space. These inhabitants may be transient ones or
permanent inhabitants of the considered space. It is assumed that the
people in this physical environment can be either a management staff, in
charge of the facilities and aiding to the occupants of the facilities to
fulfill the identified system goals; and the visitors, who are the clients
of the facility. In general, the staff interacts with the visitors in order
for helping them perform certain activities. In the physical space, it
is assumed the staff is expected to modify the behavior of the clients
in a way that clients perceive an benefit.</p>
      <p>To identify what behavior modifications are possible and how to
best convince inhabitants of the facility to commit to such behavior, a
guideline affecting particular system development is introduced
following:</p>
      <p>Analysis phase. The facility to be analyses is assumed to fulfill one
or many purposes. The staff is expected to alter the behavior of the
inhabitants in order to achieve certain behavior. This behavior is
compatible with the purposes of the facility, and it is supposed
to be regulated or activated through some environmental devices.
There is a review of the meaningful behaviors, according to the
literature, on the expected behaviors (domain or non-domain
specific) for the chosen facility. A selection of stimulus is made based
on the available resources (the budget of the modification, for
instance). Also, field studies have to be planned to know more of the
visitors and also to evaluate the effect of those stimulus over time.
Effect of each stimulus is measured and annotated so that it can be
reproduced later on. Each stimulus is expected to have a duration
and an intensity.</p>
      <p>Design phase. The different stimulus and the expected reaction
is modeled into a simulation that serves as reference. The
simulation includes the physical space, the inhabitants of the space,
the expected behaviors of those inhabitants according to the field
studies, and the simulated devices that are going to provide the
stimulus. The measurements made in the field studies are
interpolated to guess the overall behavior of the whole population.
Accordingly, the expected behavior is studied, taking into account
the reaction to the stimulus. As a result, an expected orchestration
of the stimulus is obtained.</p>
      <p>Deployment phase. The synchronization of the stimulus is
deployed into real devices already working in the facility. The
simulation is expected to have identified several critical observation
points whose measurements indicate if the stimulus is working or
not.</p>
      <p>The role of human scientists is important in the development of
this kind of systems. In this guideline, it is assumed that human
scientists involve themselves mainly into the analysis stages. However,
their collaboration is needed too along the design stages. Human
sciences scientists, such as psychologists or social scientists, provide
insight into the behavior of the users beyond common wisdom. Hence,
they are needed in order to properly design the field experiments, to
study the results, and to assess the validity of the simulations.</p>
      <p>It is assumed that there is a simulation parameterization whose
behavior is close to the observed behavior. Such simulation should be
possible because the behavior of users into installations is not
heterogeneous and tend to fit into standard behavior patterns, that we
associate with activities of the daily living typical of the installation.
The definition and parameterization of the simulation is considered
following.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Specifying the crowd simulation</title>
      <p>An important part of the simulation is the description of the physical
space inhabitants, which is called here population description. For
this goal, it is necessary to identify a set of possible actor behaviors,
an enumeration of the number of instances of these behaviors, and a
timestamp of when the behavior&amp;actor instantiation happens.</p>
      <p>Actor instances are created along the simulation and destructed
when the behavior of the character finishes. It is assumed the
designer determines a suitable place where this destruction happens.
After all,actors cannot vanish from the scenario just anywhere. These
actors instantiate a particular set of behaviors with particular
parameters. The different parametrization determines individual variations
of the behavior.</p>
      <p>It is assumed that actors can belong to two distinguished groups:
those responsible of operating the facilities and those visiting the
facilities. The first are expected to perform different activities oriented
towards coordinating the behavior of the second group within the
facility. The second group are executing activities of the daily living
related to the main purpose of the facility. It is not expected that one
actor belonging to one group suddenly becomes an actor belonging
to another. Even thought there maybe cases where this role switch
makes sense, it is not considered in this paper. Within each group,
there can be further decomposition of responsibilities, but it depends
on each particular domain.</p>
      <p>An actor behavior specification consists of a sequence of
parameterized activities of the daily living plus an initial location. The
amount of instances of each actor behavior specification determines
the composition of the population.</p>
      <p>Actors are not allowed to alter their behavior and they constantly
perform the same sequence. The sequence terminates with the
destruction of the character. This enforces designers to define precisely
what actors are expected to do since their creation until completing
their part in the simulation.
4</p>
    </sec>
    <sec id="sec-5">
      <title>The case study</title>
      <p>The crowd simulation has been applied to a scenario situated in two
faculties. The goal is to alter the behavior of the inhabitants in order
to make them choose an activity that requires additional effort over
another activity that does not. The behavior to be altered is using
the elevator, which ought to be replaced by using the staircases. The
experiment is run into two different faculties, the Computer Science
Faculty and the Political and sociological Sciences faculty.</p>
      <p>The application of the methodology starts with a field study
structured as follows. First, the managers of both faculties are interviewed
to know more of the daily problems they have to face. This provides
an insight on the students and other staff using the facility. It also
helps to identify possible incompatibilities between the planned
stimulus and the current activities. The chosen stimulus are:
Human-to-human interaction. A person playing the role facility
operator interacts with another playing the role visitor and tries to
suggest the use of staircases is better.</p>
      <p>Banners. Banners are proposed containing information of interest
to the visitor and that may aid in suggesting an alternative
behavior. It is important to notice that there ought to be an evident profit
for the visitor, otherwise the behavior modification will not occur.
In this case, the banner is presented at figure 1. It suggests the
visitor will gain health improvements, will arrive faster to the
destination, and will save electricity. These facts, specially the savings
in time during travels, has been proven to be true.</p>
      <p>Multimedia. A video shows a dramatization of a person that uses
the elevator for everything even though can perfectly walk. The
video is shown through a short distance beamer sufficiently
visible and the equivalent of a 55’ screen. The short distance beamer
is projecting vertically and permits a less disturbing installation.
The projection is made close enough to the elevator. Due to safety
concerns, it was not allocated right next to the elevator.
SUBIENDO LAS ESCALERAS Y EVITANDO EL ASCENSOR…
1. MEJORA TU
FORMA FÍSICA
Fortalece las piernas, mejora la
actividad cardiaca y bajas calorías.
3.AHORRAS
ENERGÍA…y
contribuyes a mejorar el medio
ambiente</p>
      <p>UCM
2. LLEGAS MÁS
RÁPIDO. Según mediciones
hechas en esta Facultad bajar es un
20% más rápido por escaleras y subir
más o menos igual.</p>
      <p>A plan for measuring the effects of these stimulus was made. The
plan consisted on a five week schedule. The first week (week A)
there was no stimulus and it was used to collect a base line of
staircase/elevator traffic stats; during the second week (week B) the
banner stimulus was introduced; along the third week (week C1) the
videos were added; and in the fourth week (week C2), the
humanto-human interaction. Then, there were some days of no stimulus to
let users decide whether they want to keep the new behavior or get
back to the old one. Therefore, the fifth week (week D) is dedicated
to measure the resilience of the stimulus.</p>
      <p>Collected data was a set of pedestrian traffic into strategic
checkpoints of the faculties. Measurements indicate whether visitors come
or go, and whether they are using the elevator or the staircases. An
account of persons per minute is provided. The resulting influence of
the stimulus along the field experiment stages is included in table 1.
The number of people arriving through the elevator remains mostly
the same along stages. However, the number of people choosing not
to use the elevator is reduced up to 4 points in phase C2. This is a
variation of 13,65% over the original use of the elevator. The results
are not shocking, but it should be taken into account that each
stimulus lasted for one week, and not months.
The result of the experiments is being transferred to computer
simulations, to identify complexities and capture individual behavior as
precisely as possible.</p>
      <p>In the simulation, all actors are belonging to the visitor role. Their
actions consists in entering the building, visiting a previously
unknown number of rooms, and exiting the building. Hence, a
parameterization of the problem includes an account of the rooms each actor
visits and how long they stay there.</p>
      <p>The computer simulation has to capture emergent behaviors.
Rather than organizing dynamically the behavior of a whole
population and letting a central node orchestrating everything, the approach
is multi-agent based one, where individual behaviors of characters
is coded. The individual behaviors is explained along the next
paragraphs, but the goal is to attain the same, or close, traffic data to
those obtained from the different experiments. Since the data from
each phase is available, the simulation ought to capture the effect of
the stimulus over the visitors. Henceforth, if the stimulus is a banner
and the measured effect is a 25% variation, then the simulated traffic
ought to show such change as well.</p>
      <p>The total aggregation of the traffic ought to provide with
numbers similar to those of table 1. Achieving this traffic data while
coding individual behaviors is a hard task because of two reasons. First,
there are several elements whose interplay affects the outcome of the
simulation. Actors interact among themselves and with the
environment, specially elevators and the physical layout of the environment,
a building with several floors. Second, the gathered information is
partial, since only a few pedestrian traffic check points were
established in the field study from section 4. This means there were not
cameras recording the full activity. As a consequence, there may be
many populations of simulated actors whose movement along the
facility matches the obtained measurements in the field experiment of
section 4</p>
      <p>
        The problem has been studied in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and the provisional solution
is a greedy algorithm that produces a population of actors whose
behavior matches to some extent the expected behavior of the whole
population. A first attempt is presented in figures 2 and 3.
      </p>
      <p>
        The behavior of each individual can be summarized as follows.
Each character has a navigation path from the starting point to a
particular location determined by the greedy algorithm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and
going through some intermediate points that are part of the
parameterization. Intermediate points may correspond to specific rooms the
characters may or may not visit. Along the navigation, the character
may find obstacles. Fixed obstacles are already avoided by the
navigation algorithm. Mobile obstacles are avoided through maneuvers
around the expected collision points. Afterwards, the navigation path
is rechecked and resumed.
      </p>
      <p>Figure 2 shows a part of the 3D simulation created with the greedy
algorithm. In the simulation, to compare the simulated vs the real
scenario, the simulation assumes there is a device in the area capable of
counting people as they cross the section corresponding to the
checkpoint. The counting is compared against the real measured traffic in
the bottom part of the figure.</p>
      <p>
        There are many possible populations of actors whose movements
have the same effect in terms of traffic through the checkpoints, at
least, in theory. The greedy algorithm from [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] achieves the
performance shown in figure 4. This figure focuses on the traffic data and
compares the simulated to the real measured traffic along the
experiment. The considered time window is different from 2. In figure in 3,
there is a small variation in the obtained simulated traffic
measurements. The main reason for such variations is the interplay of actors
along their paths, which is not taken into account. Collisions and
bottlenecks happen too, and they cause a different transit time. This is
a positive sign the simulation is more complex than the simplified
model the greedy algorithm uses.
      </p>
      <p>Another source of complexity is the modeling of elevators, as
shown in figure 3. The characters that occupy the interior of the
elevator must coordinate to exit into each floor. Problems happen when
one character situated at the back of the elevator wants to get out, but
no one of those situated at the front wants to move. Again, this alters
the traffic. To prevent this, the simulated actors have to be aware of
what is the right use of an elevator.</p>
      <p>The problem becomes more complex when the activities of the
daily living is added to the considerations. The protocol of lectures in
a classroom is simple: students come to the classroom; they sit down;
a teacher comes and starts the lecture; more students may come
during the lecture; the lecture finishes and then all, or a few, students
leave the room. The uncertainty in the process, such as teachers
finishing sooner or later, makes the evacuation of students from
classrooms more smoother than it should be if all teachers coordinated
precisely the lectures to finish exactly at the same time. Such
individual behaviors are relevant to be modeled too.</p>
      <p>
        Also, the simulations may lead to inconsistent results. For
instance, most of the resulting populations according to the
algorithm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] have in common that upper floors are mostly empty. Upper
floors only have offices and not classrooms, what would explain this
result. Then, it may be subject of discussion if a better occupation
of the building was possible. If the space allocated in upper floors
is the same as lower floors while the traffic is much lower, perhaps
a higher number of offices could be arranged without compromising
an eventual evacuation of the building.
      </p>
      <p>
        Capturing complexity at the simulation allows to realize the
software-in-the-loop approach. It is a goal of the project to include
sensor/actuator devices in the simulation so that a designer can
explore the effect of the stimulus of those devices on the population.
The simulated devices would be operated using control software that
was close to the simulated one. This approach has been essayed in
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] for gesture recognition devices design using 3D simulated
environments generated with the AIDE environment [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
There are works dealing with the design of smart systems, but they do
not frequently consider human sciences and stimulus to plan the kind
of system which is needed and what performance it will have.
Harrison [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] claims the analysis of mutual and incidental user interaction
has not been accounted and proceeds to apply fluid flow analysis to
understand it. This kind of analysis is necessary, but, it does not
replace a more conventional study and cannot assume a 100% response
of the individuals every time. Other works focus on the devices
expected to provide the stimulus at small scale, such as [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Thought
authors stress the involvement of human scientists too, the behavior
of people in small spaces cannot be compared to that of large spaces.
      </p>
      <p>
        There are precedents too in reproducing observed data as
simulations. In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], video recordings were used to reproduced later on
a crowd simulation of simulated actors. Behavior of the
individuals were obtained from a multiple checkpoint observation that
allowed. The project introduced in this paper, however,assumes
incomplete information about activities and traffic. The less information
is used, the less expensive a real installation would be. Following
the same paradigm, Lerner et.al [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] propose the creation of an
example database for evaluating simulated crowds based on videos of
real crowds. Bera. et.al [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] also developed a behavior-learning
algorithm for data-driven crowd simulation, capable of learn from mixed
videos. Zong et.al [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] developed a framework for generating crowds
for matching the patterns observed on video data,taking into
consideration the behavior both at the microscopic level as at the
macroscopic level. Finally, Yi Li et.al [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] developed a technique for
populating large environments with virtual characters, cloning the
trajectories of extracted crowd motion of real data sets to a large number
of entities.
7
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>The paper has introduced a guideline with recommendations inspired
into human sciences and the realization of field experiments. Such
experiments are necessary to fine tune devices that aim to influence
the behavior of the facility inhabitants. With this information,
computer simulations have been created. These simulations reproduce the
observed behavior and can be used to experiment with different
setups and stimulus until a suitable combination is found. The next step
is to devise the control software capable of synchronizing the
stimulus over the population and then deploying such software to real
devices having that capability.</p>
      <p>Simulations can be used also to reason about what is happening
inside the facility. In particular, the produced simulations show there
are concerns in how the building is actually used. The identified
traffic, and assuming most of the people that goes through a
staircase/elevator do it only once, permits to infer that the upper floors of
the building are less occupied than expected.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGEMENTS</title>
      <p>We acknowledge support from the project “Collaborative Ambient
Assisted Living Design (ColoSAAL)” (TIN2014-57028-R ) funded
by Spanish Ministry for Economy and Competitiveness; and
MOSIAGIL-CM (S2013/ICE-3019) co-funded by Madrid Government,
EU Structural Funds FSE, and FEDER.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>Aniket</given-names>
            <surname>Bera</surname>
          </string-name>
          , Sujeong Kim, and Dinesh Manocha, '
          <article-title>Efficient trajectory extraction and parameter learning for data-driven crowd simulation'</article-title>
          ,
          <source>in Proceedings of the 41st Graphics Interface Conference</source>
          , pp.
          <fpage>65</fpage>
          -
          <lpage>72</lpage>
          .
          <source>Canadian Information Processing Society</source>
          , (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Gilbert</given-names>
            <surname>Beyer</surname>
          </string-name>
          , Vincent Binder, Nina Ja¨ger, and Andreas Butz, '
          <article-title>The puppeteer display: attracting and actively shaping the audience with an interactive public banner display'</article-title>
          ,
          <source>in Proceedings of the 2014 conference on Designing interactive systems</source>
          , pp.
          <fpage>935</fpage>
          -
          <lpage>944</lpage>
          . ACM, (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Pablo</given-names>
            <surname>Campillo-Sanchez</surname>
          </string-name>
          and
          <string-name>
            <given-names>Jorge J.</given-names>
            <surname>Go</surname>
          </string-name>
          <article-title>´mez-Sanz, 'Agent based simulation for creating ambient assisted living solutions', in Advances in Practical Applications of Heterogeneous Multi-Agent Systems</article-title>
          .
          <source>The PAAMS Collection - 12th International Conference, PAAMS</source>
          <year>2014</year>
          , Salamanca, Spain, June 4-6,
          <year>2014</year>
          . Proceedings, pp.
          <fpage>319</fpage>
          -
          <lpage>322</lpage>
          , (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>Charles</given-names>
            <surname>Foster</surname>
          </string-name>
          and Melvyn Hillsdon, '
          <article-title>Changing the environment to promote health-enhancing physical activity'</article-title>
          ,
          <source>Journal of sports sciences</source>
          ,
          <volume>22</volume>
          (
          <issue>8</issue>
          ),
          <fpage>755</fpage>
          -
          <lpage>769</lpage>
          , (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Andrew</surname>
            <given-names>C Gallup</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Joseph J Hale</surname>
          </string-name>
          ,
          <source>David JT Sumpter</source>
          , Simon Garnier, Alex Kacelnik, John R Krebs, and
          <string-name>
            <surname>Iain D Couzin</surname>
          </string-name>
          , '
          <article-title>Visual attention and the acquisition of information in human crowds'</article-title>
          ,
          <source>Proceedings of the National Academy of Sciences</source>
          ,
          <volume>109</volume>
          (
          <issue>19</issue>
          ),
          <fpage>7245</fpage>
          -
          <lpage>7250</lpage>
          , (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Jorge J Go</surname>
          </string-name>
          <article-title>´mez-</article-title>
          <string-name>
            <surname>Sanz</surname>
          </string-name>
          , Marlon Cardenas, Rafael Pax, and Pablo Campillo, '
          <article-title>Building prototypes through 3d simulations', Advances in Practical Applications of Scalable Multi-agent Systems</article-title>
          .
          <source>The PAAMS Collection</source>
          ,
          <volume>299</volume>
          , (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Michael</surname>
            <given-names>D</given-names>
          </string-name>
          <string-name>
            <surname>Harrison</surname>
            ,
            <given-names>Mieke</given-names>
          </string-name>
          <string-name>
            <surname>Massink</surname>
          </string-name>
          , and Diego Latella, '
          <article-title>Engineering crowd interaction within smart environments'</article-title>
          ,
          <source>in Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems</source>
          , pp.
          <fpage>117</fpage>
          -
          <lpage>122</lpage>
          . ACM, (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>Kang</given-names>
            <surname>Hoon</surname>
          </string-name>
          <string-name>
            <surname>Lee</surname>
          </string-name>
          , Myung Geol Choi, Qyoun Hong, and Jehee Lee, '
          <article-title>Group behavior from video: A data-driven approach to crowd simulation'</article-title>
          ,
          <source>in Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA '07</source>
          , pp.
          <fpage>109</fpage>
          -
          <lpage>118</lpage>
          ,
          <article-title>Aire-la-</article-title>
          <string-name>
            <surname>Ville</surname>
          </string-name>
          , Switzerland, Switzerland, (
          <year>2007</year>
          ). Eurographics Association.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Alon</given-names>
            <surname>Lerner</surname>
          </string-name>
          , Yiorgos Chrysanthou, Ariel Shamir, and Daniel CohenOr, '
          <article-title>Data driven evaluation of crowds'</article-title>
          , in Motion in Games,
          <volume>75</volume>
          -
          <fpage>83</fpage>
          , Springer, (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>Yi</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <surname>Marc Christie</surname>
          </string-name>
          , Orianne Siret, Richard Kulpa, and Julien Pettre´, '
          <article-title>Cloning crowd motions'</article-title>
          ,
          <source>in Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation</source>
          , pp.
          <fpage>201</fpage>
          -
          <lpage>210</lpage>
          . Eurographics Association, (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Stanley</surname>
            <given-names>Milgram</given-names>
          </string-name>
          , Leonard Bickman, and Lawrence Berkowitz, '
          <article-title>Note on the drawing power of crowds of different size</article-title>
          .',
          <source>Journal of personality and social psychology</source>
          ,
          <volume>13</volume>
          (
          <issue>2</issue>
          ),
          <fpage>79</fpage>
          , (
          <year>1969</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>James</surname>
            <given-names>D</given-names>
          </string-name>
          <string-name>
            <surname>Miller</surname>
          </string-name>
          , '
          <article-title>Effects of noise on people'</article-title>
          ,
          <source>The Journal of the Acoustical Society of America</source>
          ,
          <volume>56</volume>
          (
          <issue>3</issue>
          ),
          <fpage>729</fpage>
          -
          <lpage>764</lpage>
          , (
          <year>1974</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>Rafael</given-names>
            <surname>Pax and Jorge J. Go</surname>
          </string-name>
          <article-title>´mez-Sanz, 'A greedy algorithm for reproducing crowds', in Trends in Practical Applications of Scalable MultiAgent Systems, the PAAMS Collection</article-title>
          , 14th International Conference, PAAMS 2016, Sevilla, Spain, June 1-3,
          <year>2016</year>
          ,
          <string-name>
            <given-names>Special</given-names>
            <surname>Sessions</surname>
          </string-name>
          ., pp.
          <fpage>287</fpage>
          -
          <lpage>296</lpage>
          , (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Norbert</surname>
            <given-names>A Streitz</given-names>
          </string-name>
          , Carsten Ro¨cker, Thorsten Prante, Daniel Van Alphen, Richard Stenzel, and Carsten Magerkurth, '
          <article-title>Designing smart artifacts for smart environments'</article-title>
          ,
          <source>Computer</source>
          ,
          <volume>38</volume>
          (
          <issue>3</issue>
          ),
          <fpage>41</fpage>
          -
          <lpage>49</lpage>
          , (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Jinghui</surname>
            <given-names>Zhong</given-names>
          </string-name>
          , Wentong Cai, Linbo Luo, and Haiyan Yin, '
          <article-title>Learning behavior patterns from video: A data-driven framework for agent-based crowd modeling'</article-title>
          ,
          <source>in Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems</source>
          , pp.
          <fpage>801</fpage>
          -
          <lpage>809</lpage>
          . International Foundation for Autonomous Agents and
          <string-name>
            <given-names>Multiagent</given-names>
            <surname>Systems</surname>
          </string-name>
          , (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>