Dog-Friendly Virtual Crowd Simulations

Crowd simulation is currently used in a wide range of industries, such as video games, film, safety and security, urban planning, and robotics, among others. Its main objective is to generate sufficiently realistic scenarios that allow different situations to be tested without putting real people at...

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Bibliographic Details
Author: Jiménez Muñoz, Alberto
Format: master thesis
Publication Date:2026
Country:España
Institution:Universitat Politècnica de Catalunya (UPC)
Repository:UPCommons. Portal del coneixement obert de la UPC
Language:English
OAI Identifier:oai:dnet:upcommonspor::e7aec1a879ded777b493137dd0d3c1c1
Online Access:https://hdl.handle.net/2117/462308
Access Level:Open access
Keyword:Computer simulation
Crowds--Computer simulation
Simulació de multituds
agents virtuals
gossos virtuals
comportament
animació
percepció
realisme
Crowd simulation
virtual agents
virtual dogs
behaviour
animation
perception
realism
Simulació per ordinador
Multituds--Simulació per ordinador
Description
Summary:Crowd simulation is currently used in a wide range of industries, such as video games, film, safety and security, urban planning, and robotics, among others. Its main objective is to generate sufficiently realistic scenarios that allow different situations to be tested without putting real people at risk. To achieve this, it is essential to accurately represent human behaviour in order to increase the immersion and credibility of the simulations. In addition, these simulations serve as a supporting tool for generating different scenarios and obtaining relevant data. Today, the main agents in these simulations are humans, for whom increasingly advanced techniques have been developed to realistically replicate their behavior. However, in urban environments, not only human agents are involved, but also other elements that contribute to realism, such as vehicles, weather conditions, and urban infrastructure. This work focuses on a common element in these environments that often goes unnoticed: dogs as pets. In everyday life, it is common to find them accompanying their owners, interacting with other people, with other dogs, or with the environment. The aim of this work is to analyse whether the inclusion of dogs enhances the realism of crowd simulations. To this end, different scenarios have been designed with varying levels of realism and behaviors in the pets, and the opinions of a group of participants have been collected. The results indicate that there is indeed a positive effect when adding dogs to crowd simulations, increasing participants' perception of realism.