This paper presents a modeling process in order to produce a realistic
simulation of crowds in the ancient Greek agora of Argos. This place was a
social theater in which two kinds of collective phenomena took place:
interpersonal interactions (small group discussion and negotiation, etc.) and
global collective phenomena, such as flowing and jamming. In this paper, we
focus on the second type of collective human phenomena, called non-deliberative
emergent crowd phenomena. This is a typical case of collective emergent
self-organization.
This paper is focused on the question of simulation and visualiza- tion of 3D
gel and paste dynamic effects. In a first part, we introduce a 3D physically
based particle (or mass-interaction) model, with a small number of masses and
few powerful interaction parameters, which is able to generate the dynamic
features of both gels and pastes. This model proves that the 3D
mass-interaction method is relevant for the simulation of such phenomena,
without an explicit knowledge of their underly- ing physics.
The question of encoding movements such as those produced by human gestures
may become central in the coming years, given the growing importance of
movement data exchanges between heterogeneous systems and applications (musical
applications, 3D motion control, virtual reality interaction, etc.). For the
past 20 years, various formats have been proposed for encoding movement,
especially gestures. Though, these formats, at different degrees, were designed
in the context of quite specific applications (character animation, motion
capture, musical gesture, biomechanical concerns...).
With an historical point of view combined with a bibliographic overview, the
article discusses the idea that haptic force feedback transducers correspond
with a paradigm shift in our real-time tools for creating music. So doing, il
shows that computer music may be regarded as a major field of research and
application for haptics.
GENESIS3 is the new version of the GENESIS software environment for musical
creation by means of mass-interaction physics network modeling. It was
designed, and developed from scratch, in hindsight of more than 10 years
working on and using the previous version. We take the opportunity of this
birth to provide in this article (1) an analysis of the peculiarities in
GENESIS, aiming at highlighting its core ?software paradigm?; and (2) an update
on the features of the new version as compared to the last.