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CVG HOLO

CVG-HOLO – WAYFINDING HOLOGRAM PROJECT

XR-Lab is working with Cincinnati/Northern Kentucky International Airport (CVG), in collaboration with UC Center for Simulations & Virtual Environments Research, to

  1. Develop and demonstrate a wayfinding hologram.
  2. Evaluate the hologram signage’s performance to augment passengers’ wayfinding experience.
  3. Develop concepts of Concourse-B store renovation, integrating emerging digital technologies related to Extended Reality
  4. Develop a digital twin model of the CVG Concourse-B store area.

The project will apply various methods, including eye-tracking, motion capture, motion tracking, and computer vision.

Hologram. Reference Image from SVG news. 10.2023

Project Client: Josh Edwards, Sr. Manager, Innovation Cincinnati/Northern Kentucky International Airport

UC Team:

  • eXtended Reality Lab: Ming Tang, Director eXtended Reality Lab Digital Futures tangmg@ucmail.uc.edu
  • UCSIM Project Lead: Chris M. Collins.  Director. Center for Simulations & Virtual Environments Research
  • ARCH 7014 students. Fall. 2023

concept of hologram in CVG. by students in ARCH 7014. Fall 2023, UC. 

Thanks for the support from the UHP Discovery Summer program. 

Check out more on the student projects and eye-tracking analysis on CVG renovation.  or way-finding research projects and publications at XR-Lab. 

Paper in CAAD Future Conference

Paper “Social Distancing and Behavior Modeling with Agent-Based Simulation” is presented at the CAAD Future 2021 conference and inclusion in the CAAD Futures 2021 Springer Proceedings.

Presentation. 16 – 18 JULY 2021.

Abstract

The research discusses applying agent-based simulation (ABS) technology to analyze the social distancing in public space during the COVID-19 pandemic to facilitate design and planning decisions. The ABS is used to simulate pedestrian flow and construct the micro-level complexity within a simulated environment. This paper describes the various computational methods related to the ABS and design space under the new social distancing guidelines. We focus on the linear phases of agent activities, including (1) environmental query, (2) waiting in a zone, (3) waiting in a queue, and (4) tasks (E-Z-Q-T)  in response to design iterations related to crowd control and safety distance. The design project is extended to the agents’ interactions driven by a set of tasks in a simulated grocery store, restaurant, and public restroom.  We applied a quantitative analysis method and proximity analysis to evaluate architectural layouts and crowd control strategies. We discussed social distancing, pedestrian flow efficiency, public accessibility, and ways of reducing congestion through the intervention of the E-Z-Q-T phases.  

Keywords: agent-based simulation, social distancing, crowd control

Figure 3.  Agent density and space proximity map. ABS without social distancing vs. with social distancing rules. Each agent’s autonomous “action” lies in modifying its movement based on its rules and environment. Top. Floor plan and interior perspective of a check-in area of a restaurant. Middle: proximity map without social distancing. Bottom: proximity map with 2-meter social distancing with the same number of agents in the same given time. Notice the hot waiting areas’ issues are replaced with a larger waiting area, while some agents choose not to walk in the restaurant after EQ. Right. Compare the number of occupancies. Red: agents with social distancing. Blue: agents without social distancing.

This research was funded by UC Forward, as a part of the Price Hill project at UC.

Crowd Simulation through Multi-Agent Modeling

Use Agent Based Modeling to simulate large crowd behavior. way-finding and egress analysis.

The research discusses experiential outcome in the application of crowd simulation technology to analyze the pedestrian circulation in the public space to facilitate design and planning decisions.  We focus on how to connect space design with agent-based simulation (ABS) for various design and planning scenarios., and investigate the process of visualizing and representing pedestrian movement, as well as the path-finding and crowd behavior study.

 

Publication:

Check more >> Crowd Simulation