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      Crowdsourcing: Using real-time social media data to repopulate the socially distanced world

      Published
      proceedings-article
      Proceedings of EVA London 2021 (EVA 2021)
      AI and the Arts: Artificial Imagination
      5th July – 9th July 2021
      Digital art, Data visualisation, Generative digital art, Virtual reality, Collective thought processes
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            Abstract

            Content

            Author and article information

            Contributors
            Conference
            July 2021
            July 2021
            : 226-230
            Affiliations
            [0001]University of Hertfordshire

            Hatfield, United Kingdom
            Article
            10.14236/ewic/EVA2021.38
            92f303f4-dfbc-4c33-b891-867472ff28eb
            © Willcock. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2021, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2021
            EVA 2021
            London
            5th July – 9th July 2021
            Electronic Workshops in Computing (eWiC)
            AI and the Arts: Artificial Imagination
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2021.38
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Virtual reality,Digital art,Generative digital art,Collective thought processes,Data visualisation

            REFERENCES

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            2. , , & (2017) Factors Influencing Experience in Crowds – The Participant Perspective. Applied Ergonomics, 59 March, pp. 431–441.

            3. Frontier Developments (2016) Planet Coaster [Computer game], Frontier Developments. Cambridge.

            4. IO Interactive (2016) Hitman [Computer Game], Square Enix, Tokyo.

            5. IO Interactive (2018) Hitman 2 [Computer Game] Burbank, Warner Brothers Interactive Entertainment

            6. (2017) Game Design Deep Dive: Creating Believable Crowds in Planet Coaster. Gamasutra, 4 January [Online blog]. Available from: <https://www.gamasutra.com/view/news/288020/Game_Design_Deep_Dive_Creating_believable_cro wds_in_Planet_Coaster.php> [Accessed 17 March 2021].

            7. (2020) What Am I Missing Thanks to Coronavirus? Crowds, Smiling at Strangers – and a Government That Cares. the Guardian [Online], Available from: <http://www.theguardian.com/commentisfree/2020/aug/24/what-am-i-missing-thanks-to-coronavirus-crowds-smiling-at-strangers-and-a-government-that-cares> [Accessed 17 March 2021].

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            9. , & (2008) Virtual Crowds: Methods, Simulation, and Control. Morgan & Claypool Publishers, USA.

            10. (2010) This Is What a Tweet Looks Like [Online]. ReadWrite. Available from: <http://readwrite.com/2010/04/19/this_is_what_a_tweet_looks_like> [Accessed 15 December 2014].

            11. SomaSim (2016) Project Highrise [Computer Game] Leicester, Kasedo Games.

            12. & (2012) Crowd Simulation. Springer Science & Business Media.

            13. (2019) The AI of Hitman (2016) [Online]. Gamasutra. Available from: <https://www.gamasutra.com/blogs/TommyThompson/20190807/346425/The_AI_of_Hitman_2016.ph> [Accessed 13 March 2021].

            14. , & (2017) Escaping the Crowd: An Experimental Study on the Impact of a Virtual Reality Experience in a Shopping Mall. Computers in Human Behavior, 77 December, pp. 437–450.

            15. , , , and . (2014) ‘Crowd Simulation and Its Applications: Recent Advances’. Journal of Computer Science and Technology 29 (5): 799–811. https://doi.org/10.1007/s11390-014-1469-y.

            16. (2017) 1000 NPCs at 60 FPS [Chapter]. In: . ed., Game AI Pro 3: Collected Wisdom of Game AI Professionals. Taylor & Francis, pp. 105–112.

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