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A proposed methodology of bringing past life in digital cultural heritage through crowd simulation: a case study in George Town, Malaysia

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Abstract

One of the heritages can be denoting to the values of human activity in the past and its cultural oral narratives. To virtualize these heritages, it means to actualize the heritage into the digital content. When attempting to understand a particular cultural heritage site, the challenge here is that the connection to the past is non-existence due to insufficient historical information of the heritage sites. On the other hand, crowd simulation has been widely applied for the purpose of construction and reconstruction of tangible and intangible digital heritage. Therefore, the main objective of this research is to bring past life into digital cultural heritage and it would need the inclusions of the visual information of the surroundings and the people in the past. This paper also investigates the phase-by-phase methodology to deal with crowd simulation of different ethnic groups with heterogeneous behaviors in digital cultural heritage. The crowd is modeled and simulated based on the classical particle-based boid algorithm in virtual heritage environment that includes social behaviors of heterogeneous crowd transpired in an old trading port. With respect to bringing the past life into digital cultural heritage, microscopic based crowd simulation is applied to the complex case such as a multi-ethnic trading port, involving distinguished behavioral patterns through a heterogeneous crowd simulation method. In the simulation, a high-level control method, hierarchical state-machine and group formation model are introduced through inter-ethnic interactions formalism. The results of the assessment and validation have shown that the proposed schemes, models and methods have successfully been deployed in George Town, Malaysia through the proposed methodology. Such a simulation can be beneficial for virtual walkthrough and virtual museum applications. Through several investigations, the advantages of applying this approach in simulating the digital George Town are demonstrated as well as its potential for future developments are identified.

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Appendix 1

Appendix 1

1.1 List of actions of the crowds

List of Actions:

Standing: When Chinese is sailing with the boat

Exiting: When Chinese gets out of the boat

Entering: When Chinese is waiting for the English at the pier to come and escort

Wandering: A resting state of all the populations when they are available

LeaderFollowing: When the followers following their leader

Greeting: When the English captain and Chinese Kapitan interact

Escorting: When the English brings the Chinese from the pier to the terrain

Supervising: When one Chinese goes to the container

Interacting: When the Malay and buyer interact

Monitoring: The initial states of the English in the wandering mode

ReachingBoat: When the Indians rush to the pier for uploading goods or nearest English captain rush to the pier for escorting

Chasing: When English police running after the thief

Arresting: When English police interrogating the thief

ReachingFort: When the English captain completes his escorting mission

Carrying: When Indian downloading the goods at the container

Stealing: When the thief flee from the Malay vendor

BeingCaught: When the English police get close enough to the thief

FollowPolice: When the thief is following the English to the prison

1.2 List of States of the Crowds

List of States:

• Boarding: When the Chinese gets the alarm that they have to exit the terrain and sail away with the boat

• BoatDeparture: Happened when all the Chinese got back into the boat

• Ready: When the Chinese enters the pier and wandering to wait for the English to come escort

• LeaderCall: When a leader needs to search for some followers

• Meeting: Happens along the changes of wandering Chinese to greeting the English

• Business: Happens along the changes of greeting Chinese to being escort by the English captain

• FortArrival: When English finished his escorting and arrive at the fort

• Container: When the Chinese goes to supervisor and when the Indian download the goods

• MalayCall: When Malay vendor is searching for potential customer

• Leave: After the pre-defined time to interact between two agents.

• BoatArrival: When the boat stops sailing and rest at the pier

• Robbery: When Malay alarm the English that he is being robbed

• CaughtTheThief: When the English manages to get the thief to stop

• TakeThiefToPrison: When the thief walks until he reaches the prison waypoint

• PrisonArrival: From the current state of the thief to arriving at the prison

• StoppedChasing: When the police knows that the distance between him and the thief is too far

• Freeze: When the police acknowledge the thief that he is the one that is chasing after him

• Answer: When Malay vendor successfully engage with a customer

1.3 List of testing conditions of the crowds

List of Testing Conditions:

• isBoatAtThePier: When the boat switches from Sailing to Resting

• NumOfGoodsIsNull: The counter decreases until zero when the Indians upload the goods

• isTimeToLeave: The time that the one-to-one interaction will last before the send the LEAVE message to each other

• isBeingRobbed: The Indian switches from interacting to robbing

• isAskForHelp: The Malay vendor pass the Indian game object to the police as the seeking target

• isCaptain: The main role of the captain is to fetch their customers

• isDistanceOK: The thief must be close enough to the vendor to perform snatching

• isKapitan: Chinese switches from entering to greeting

• isSupervisor: Chinese switches from greeting to supervising

• isPotentialBuyer: A list of available agents that Malays can request for interaction

• isTheClosestPolice: The nearest English from the robbery scene will be elected as police

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Lim, C.K., Tan, K.L., Zaidan, A.A. et al. A proposed methodology of bringing past life in digital cultural heritage through crowd simulation: a case study in George Town, Malaysia. Multimed Tools Appl 79, 3387–3423 (2020). https://doi.org/10.1007/s11042-019-07925-2

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