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abstract

KINDLING: a game platform for crowd-sourcing fire evacuation data

Published: 10 October 2016 Publication History

Abstract

KINDLING sets forth to make an engaging and intuitive platform for fire evacuation analytics. By modeling the problem as a game, real or imaginary buildings can be created as game levels with a level editor, and attacked by other players, providing a highly advanced worst case scenario. Attacking players use a limited number of fires to attempt the most efficient destruction of the simulated crowd in a level designed by another player. Scores are recorded and displayed much like any other video game. However, each attempt at the level collects data for important evacuation metrics. With this data represented as a heat-map overlay on the level, the creator can improve upon the level by adding precautionary measures to dangerous locations; such as an extinguisher to clear the way to an exit, or a fire door to hold back the spread of the fire. In this way, KINDLING provides both meaningful feedback on the evacuation safety of a real or virtual space, and evolving dynamic game-play between the level creator and other players.

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References

[1]
Kapadia, M., Pelechano, N., Allbeck, J., and Badler, N. 2015. Virtual Crowds: Steps Toward Behavioral Realism. Synthesis Lectures on Visual Computing. Morgan & Claypool Publishers.
[2]
Michalek, J., Choudhary, R., and Papalambros, P. 2002. Architectural layout design optimization. Engineering optimization 34, 5, 461--484.

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cover image ACM Conferences
MIG '16: Proceedings of the 9th International Conference on Motion in Games
October 2016
202 pages
ISBN:9781450345927
DOI:10.1145/2994258
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 October 2016

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  1. collaborative content creation
  2. crowd simulation
  3. environment optimization

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MiG '16
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MiG '16: Motion In Games
October 10 - 12, 2016
California, Burlingame

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Overall Acceptance Rate -9 of -9 submissions, 100%

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