| Group dynamics play out in VRBy 
      Eric Smalley, 
      Technology Research News
 Shared virtual environments are often fantasy 
        spaces where people interact using avatars endowed with supernatural powers. 
        In contrast, simulations of large, real places are usually dedicated to 
        traffic flows or disasters and involve independent software agents rather 
        than avatars controlled by humans.
 
 A researcher at Kyoto University in Japan has combined the two 
        ideas to make a virtual environment that allows large numbers of people 
        and software agents to interact in a space that closely models a real 
        place. The software, dubbed FreeWalk, allows programmers to model virtual 
        environments or real spaces and supports large groups of avatars and agents.
 
 The work taps social psychological methods, multi-agent simulations 
        and multi-user environments, said Hideyuki Nakanishi, a research associate 
        at Kyoto University. Developers writing applications for FreeWalk can 
        construct realistic spaces by mapping photographs of a real space onto 
        the surfaces of a three-dimensional model of that space. Nakanishi has 
        modeled a shopping district in Kyoto, complete with street and subway 
        signs and store window displays.
 
 Avatars and software agents appear as humans, and both human users 
        and agents use social cues like lip movement and gestures to inform their 
        interactions with each other. Agents respond to the social cues of human 
        users in order to mediate conversations and participate in group behavior, 
        said Nakanishi.
 
 People tend to respond to spaces and people on computer screens 
        as they respond to real spaces and people, said Nakanishi. FreeWalk takes 
        advantage of this tendency by making the virtual environment believable 
        enough that people behave appropriately for the context.
 
 Nakanishi has built a demo system for conducting virtual, or telecommute, 
        evacuation drills. The system mimics disaster situations that include 
        real social interactions, and can eliminate the cost and disruption of 
        physically moving large numbers of people, said Nakanishi.
 
 The system uses speech recognition software to convert a user's 
        words to text, and speech synthesis software to produce vocalizations 
        for agents and avatars. Keyword matching provides agents with a rudimentary 
        form of language understanding. The speech recognition and speech synthesis 
        engines run on the user's computer, which minimizes the amount of data 
        transmitted between users.
 
 The server running the simulation communicates with client systems 
        only to add and delete avatars and agents. Voice, posture and gesture 
        cues are transmitted directly between clients in a peer-to-peer configuration.
 
 Agents and avatars are programmed with basic behaviors like walking 
        and avoiding collisions with each other, allowing programmers to concentrate 
        on high-level behavior, according to Nakanishi.
 
 FreeWalk is in its third iteration. The original program, developed 
        in 1996, was a spatial videoconferencing system. The second iteration 
        added software agents that facilitated conversations between people by 
        asking questions when the conversation faltered. The current version of 
        FreeWalk adds a simulated place that provides a context for group behavior 
        with agents as extras in the scene.
 
 Nakanishi's next step is to add details like fire and smoke. "I 
        am aiming for the complete simulation of our living space," he said.
 
 To make the simulations more realistic and accurate, real-world 
        human behaviors must be recorded, analyzed and modeled, said Nakanishi. 
        Practical applications that use the simulation are possible in five to 
        ten years, he said.
 
 The work appeared in the April, 2004 issue of the International 
        Journal of Human-Computer Studies. The research was funded by the 
        Japan Science and Technology Agency (JST). FreeWalk is open source software 
        available at www.lab7.kuis.kyoto-u.ac.jp/freewalk.
 
 Timeline:   5-10 years
 Funding:   Government
 TRN Categories:  Data Representation and Simulation; Human-Computer 
        Interaction; Computers and Society
 Story Type:   News
 Related Elements:  Technical paper, "FreeWalk: a Social Interaction 
        Platform for Group Behavior in a Virtual Space," International Journal 
        of Human-Computer Studies, April, 2004.
 
 
 
 
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 | May 19/26, 2004
 
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