Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Perception of Realistic Flocking Behavior in the Boid Algorithm
2017 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Context. Simulation of nature is something that is used to immerse the player into the world of games. By adding details in the world such as birds circling in the sky or small fishes swimming in a flock, developers can improve the gaming experience for the user. More precise simulations are something that should be aspired for. This thesis will explore the boid flocking algorithm and evaluate what settings users perceive as realistic behavior for simulating schools of fish.

Objectives. This thesis proposes that there should be a set of variables that reflect a more realistic behavior and through gathering data from volunteers and mapping their answers, conclude if that statement is true. Methods. A boid simulation will be run in a number of different scenarios, each differing in variables that are vCohesion, vSeparationand vAmount that make changes to the overall behavior. This behavior is then recorded and compared next to each other in a perceptual experiment with the objective of finding out the preferred settings interms of realism.

Results. The experiment showed that the preferred value of vSeperation was around 50 to 60 world units. The value of vCohesion and vAmount was random to what was perceived, so their impact on realism was not significant enough.

Conclusions. After running the experiment it was apparent that there was a preferred value on some of the variables that were examined. The larger impact on realism was in the distance each boid wanted to keep from its neighbor, the vision range of each boid defined what was considered a neighborhood. The range on this variable was not of much importance and did not impact what the user perceived as realistic.

Place, publisher, year, edition, pages
2017.
Keywords [en]
Flocking behavior, Boids, Realism, Perceptual Experiment
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-15439OAI: oai:DiVA.org:bth-15439DiVA, id: diva2:1154793
Subject / course
DV1478 Bachelor Thesis in Computer Science
Educational program
DVGSP Game Programming
Presentation
2017-09-25, J1610, Blekinge Tekniska Högskola, 371 79, Karlskrona, 09:15 (English)
Supervisors
Examiners
Available from: 2017-11-08 Created: 2017-11-05 Last updated: 2018-01-13Bibliographically approved

Open Access in DiVA

fulltext(598 kB)2848 downloads
File information
File name FULLTEXT02.pdfFile size 598 kBChecksum SHA-512
fb4402718a7c5249ad5e7f6814cd1e4e7f0d5bf05c682073dbbf6c18afce28c93eac1ad563c2b822604ecd9142d3b51398bb567986940e9edeef80a461dfa345
Type fulltextMimetype application/pdf

Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 2850 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 815 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf