predictive crowd simulations for cultural heritage applications
Computer technologies and digital recreations have been widely used in the field of Cultural Heritage in the past decade. However, most of the effort has concentrated in accurate data gathering and geometrical representation of buildings and sites. Only very recently, works are starting to go beyond that approach by including digital people, performing specific rites, acting as guides or merely walking around. The main goal, however, is to depart from the dead, empty reconstructions, and to try to add a new level of realism.In this paper we present our use of virtual crowds to predict behaviors in Cultural Heritage applications, hoping to help scholars draw more educated conclusions on unknown matters. The two examples we are working on at this moment are a study of the ergonomics of the Roman Colosseum and the efficiency of the Roman Senate voting system.
cultural heritage artificial intelligence virtual reality