Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Virtual Work for a System of Connected Rigid Bodies01:06

Virtual Work for a System of Connected Rigid Bodies

490
Virtual work is a powerful method used to solve problems involving several connected rigid bodies. When the system is in equilibrium, virtual work is zero. This allows the calculation of the resulting forces when a system undergoes a virtual displacement. When attempting to analyze such a system, first, use a free-body diagram, where an independent coordinate represents the configuration of the links, and mark its deflected position resulting from the positive virtual displacement.
Next,...
490
Planar Rigid-Body Motion01:22

Planar Rigid-Body Motion

595
Understanding the movement of a rigid body in planar motion involves recognizing that every particle within this body is traversing a path that maintains a consistent distance from a specific plane. This concept is fundamental in the study of physics and mechanical engineering, and it allows us to comprehend better how objects move in space.
Planar motion is typically divided into three distinct categories. The first is rectilinear translation, demonstrated by a subway train that moves along...
595
Non-uniform Circular Motion01:22

Non-uniform Circular Motion

8.0K
In uniform circular motion, the particle executing circular motion has a constant speed, and the circle is at a fixed radius. However, not all circular motion occurs at a constant speed. A particle can travel in a circle and speed up or slow down, showing an acceleration in the direction of motion. In that case, the motion is called non-uniform circular motion, and an additional acceleration is introduced, which is in the direction tangential to the circle. 
For example, such...
8.0K
Relative Velocity in One Dimension01:10

Relative Velocity in One Dimension

8.5K
The understanding of the concept of reference frames is essential to discuss relative motion in one or more dimensions. When we say that an object has a certain velocity, we must state the velocity with respect to a given reference frame. In most examples, this reference frame has been Earth. For instance, if a statement reads that a person is sitting in a train moving at 10 m/s east, then it implies that the person on the train is moving relative to the surface of Earth at this velocity,...
8.5K
Relative Velocity in Two Dimensions01:11

Relative Velocity in Two Dimensions

7.8K
Relative velocity is the velocity of an object as observed from a particular reference frame, or the velocity of one reference frame with respect to another reference frame. The concept of relative velocity can be used to describe motion in two dimensions. Consider a particle P and two reference frames S and S′. The position of the origin of S′ as measured in S is , the position of P as measured in S′ is , and the position of P as measured in S is , which can be evaluated by...
7.8K
Uniform Circular Motion01:14

Uniform Circular Motion

12.7K
Uniform circular motion is a specific type of motion in which an object travels in a circle with a constant speed. For example, any point on a propeller spinning at a constant rate is undergoing uniform circular motion. The second, minute, and hour hands of a watch also undergo uniform circular motion. It is hard to believe that points on these rotating objects are actually accelerating, even though the rotation rate is constant. To understand this, we must analyze the motion in terms of...
12.7K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds.

IEEE transactions on visualization and computer graphics·2026
Same author

Properties of pedestrians walking in line without density constraint.

Physical review. E·2026
Same author

Quality Assessment of 3D Human Animation: Subjective and Objective Evaluation.

IEEE transactions on visualization and computer graphics·2025
Same author

Classification of first recovery steps after quiet standing following external perturbation from different directions.

Journal of biomechanics·2025
Same author

Virtual Crowds Rheology: Evaluating the Effect of Character Representation on User Locomotion in Crowds.

IEEE transactions on visualization and computer graphics·2024
Same author

With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture.

IEEE transactions on visualization and computer graphics·2024
Same journal

MesoSplats: Texture Synthesis with Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

GLLA: A Unified Force-Directed Graph Layout Framework Supporting Local Adjustments.

IEEE transactions on visualization and computer graphics·2026
Same journal

Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation.

IEEE transactions on visualization and computer graphics·2026
Same journal

Hiding in Plain Sight: Camouflaging Real-world Objects.

IEEE transactions on visualization and computer graphics·2026
Same journal

RTF2Mesh: Restricted Tangent Face Based Mesh Compression With Neural Displacement Fields.

IEEE transactions on visualization and computer graphics·2026
Same journal

Practical Occluder Generation for Mobile Games.

IEEE transactions on visualization and computer graphics·2026
See all related articles

Related Experiment Video

Updated: Oct 3, 2025

Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality
08:45

Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality

Published on: April 5, 2018

7.8K

The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality.

Tairan Yin, Ludovic Hoyet, Marc Christie

    IEEE Transactions on Visualization and Computer Graphics
    |February 15, 2022
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a novel Virtual Reality (VR) approach for collecting crowd motion data. The VR method enables realistic crowd behavior simulation by having one user embody multiple individuals, overcoming real-world data scarcity.

    More Related Videos

    Controlled Rotation of Human Observers in a Virtual Reality Environment
    09:11

    Controlled Rotation of Human Observers in a Virtual Reality Environment

    Published on: April 21, 2022

    2.7K
    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
    06:28

    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants

    Published on: August 26, 2018

    6.1K

    Related Experiment Videos

    Last Updated: Oct 3, 2025

    Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality
    08:45

    Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality

    Published on: April 5, 2018

    7.8K
    Controlled Rotation of Human Observers in a Virtual Reality Environment
    09:11

    Controlled Rotation of Human Observers in a Virtual Reality Environment

    Published on: April 21, 2022

    2.7K
    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
    06:28

    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants

    Published on: August 26, 2018

    6.1K

    Area of Science:

    • Computer Science
    • Human-Computer Interaction
    • Simulation

    Background:

    • Realistic crowd motion data is crucial for understanding and simulating crowd behaviors.
    • Acquiring such data from real-world experiments is challenging due to ethical concerns, logistical difficulties, and limited scenario coverage.

    Purpose of the Study:

    • To propose and evaluate a novel Virtual Reality (VR) based approach for acquiring crowd motion data.
    • To overcome the limitations of real-world data collection methods.

    Main Methods:

    • A single user is immersed in virtual scenarios, successively embodying each crowd member.
    • User's past trajectories and body movements are recorded and displayed on virtual characters.
    • Crowd behavior is progressively built by the user acting as individual members.

    Main Results:

    • The feasibility of the VR approach was validated by replicating three real-world experiments.
    • Emergent phenomena and individual interactions in the generated virtual crowd data were compared to real datasets.
    • Realistic collective behaviors emerged from the virtual crowd data, though with less behavioral variety than real situations.

    Conclusions:

    • The proposed VR approach offers a viable method for generating realistic crowd motion data.
    • The approach provides valuable insights for building virtual crowd experiences.
    • Further improvements can focus on increasing the variety of behaviors in virtual crowd simulations.