From Apple to Merck to Wikipedia, more and more organizations are turning to crowds for help in solving their most vexing innovation and research questions, but managers remain understandably cautious. It seems risky and even unnatural to push problems out to vast groups of strangers distributed around the world, particularly for companies built on a history of internal innovation. How can intellectual property be protected? How can a crowd-sourced solution be integrated into corporate operations? What about the costs? These concerns are all reasonable, the authors write, but excluding crowdsourcing from the corporate innovation tool kit means losing an opportunity. After a decade of study, they have identified when crowds tend to outperform internal organizations (or not). They outline four ways to tap into crowd-powered problem solving--contests, collaborative communities, complementors, and labor markets--and offer a system for picking the best one in a given situation. Contests, for example, are suited to highly challenging technical, analytical, and scientific problems; design problems; and creative or aesthetic projects. They are akin to running a series of independent experiments that generate multiple solutions--and if those solutions cluster at some extreme, a company can gain insight into where a problem's "technical frontier" lies. (Internal R&D may generate far less information.)
A crowd density forecasting task aims to predict how the crowd density map will change in the future from observed past crowd density maps. However, the past crowd density maps are often incomplete due to the miss-detection of pedestrians, and it is crucial to develop a robust crowd density forecasting model against the miss-detection. This paper presents a MAsked crowd density Completion framework for crowd density forecasting (CrowdMAC), which is simultaneously trained to forecast future crowd density maps from partially masked past crowd density maps (i.e., forecasting maps from past maps with miss-detection) while reconstructing the masked observation maps (i.e., imputing past maps with miss-detection). Additionally, we propose Temporal-Density-aware Masking (TDM), which non-uniformly masks tokens in the observed crowd density map, considering the sparsity of the crowd density maps and the informativeness of the subsequent frames for the forecasting task. Moreover, we introduce multi-task masking to enhance training efficiency. In the experiments, CrowdMAC achieves state-of-the-art performance on seven large-scale datasets, including SDD, ETH-UCY, inD, JRDB, VSCrowd, FDST, and
Occlusion is one of the fundamental challenges in crowd counting. In the community, various data-driven approaches have been developed to address this issue, yet their effectiveness is limited. This is mainly because most existing crowd counting datasets on which the methods are trained are based on passive cameras, restricting their ability to fully sense the environment. Recently, embodied navigation methods have shown significant potential in precise object detection in interactive scenes. These methods incorporate active camera settings, holding promise in addressing the fundamental issues in crowd counting. However, most existing methods are designed for indoor navigation, showing unknown performance in analyzing complex object distribution in large scale scenes, such as crowds. Besides, most existing embodied navigation datasets are indoor scenes with limited scale and object quantity, preventing them from being introduced into dense crowd analysis. Based on this, a novel task, Embodied Crowd Counting (ECC), is proposed. We first build up an interactive simulator, Embodied Crowd Counting Dataset (ECCD), which enables large scale scenes and large object quantity. A prior proba
We show how the quality of decisions based on the aggregated opinions of the crowd can be conveniently studied using a sample of individual responses to a standard IQ questionnaire. We aggregated the responses to the IQ questionnaire using simple majority voting and a machine learning approach based on a probabilistic graphical model. The score for the aggregated questionnaire, Crowd IQ, serves as a quality measure of decisions based on aggregating opinions, which also allows quantifying individual and crowd performance on the same scale. We show that Crowd IQ grows quickly with the size of the crowd but saturates, and that for small homogeneous crowds the Crowd IQ significantly exceeds the IQ of even their most intelligent member. We investigate alternative ways of aggregating the responses and the impact of the aggregation method on the resulting Crowd IQ. We also discuss Contextual IQ, a method of quantifying the individual participant's contribution to the Crowd IQ based on the Shapley value from cooperative game theory.
Modeling and reproducing crowd behaviors are important in various domains including psychology, robotics, transport engineering and virtual environments. Conventional methods have focused on synthesizing momentary scenes, which have difficulty in replicating the continuous nature of real-world crowds. In this paper, we introduce a novel method for automatically generating continuous, realistic crowd trajectories with heterogeneous behaviors and interactions among individuals. We first design a crowd emitter model. To do this, we obtain spatial layouts from single input images, including a segmentation map, appearance map, population density map and population probability, prior to crowd generation. The emitter then continually places individuals on the timeline by assigning independent behavior characteristics such as agents' type, pace, and start/end positions using diffusion models. Next, our crowd simulator produces their long-term locomotions. To simulate diverse actions, it can augment their behaviors based on a Markov chain. As a result, our overall framework populates the scenes with heterogeneous crowd behaviors by alternating between the proposed emitter and simulator. Not
Traditionally, the term crowd was used almost exclusively in the context of people who self-organized around a common purpose, emotion or experience. Today, however, firms often refer to crowds in discussions of how collections of individuals can be engaged for organizational purposes. Crowdsourcing, the use of information technologies to outsource business responsibilities to crowds, can now significantly influence a firms ability to leverage previously unattainable resources to build competitive advantage. Nonetheless, many managers are hesitant to consider crowdsourcing because they do not understand how its various types can add value to the firm. In response, we explain what crowdsourcing is, the advantages it offers and how firms can pursue crowdsourcing. We begin by formulating a crowdsourcing typology and show how its four categories (crowd-voting, micro-task, idea and solution crowdsourcing) can help firms develop crowd capital, an organizational-level resource harnessed from the crowd. We then present a three-step process model for generating crowd capital. Step one includes important considerations that shape how a crowd is to be constructed. Step two outlines the capabi
This study enhances a crowd density estimation algorithm originally designed for image-based analysis by adapting it for video-based scenarios. The proposed method integrates a denoising probabilistic model that utilizes diffusion processes to generate high-quality crowd density maps. To improve accuracy, narrow Gaussian kernels are employed, and multiple density map outputs are generated. A regression branch is incorporated into the model for precise feature extraction, while a consolidation mechanism combines these maps based on similarity scores to produce a robust final result. An event-driven sampling technique, utilizing the Farneback optical flow algorithm, is introduced to selectively capture frames showing significant crowd movements, reducing computational load and storage by focusing on critical crowd dynamics. Through qualitative and quantitative evaluations, including overlay plots and Mean Absolute Error (MAE), the model demonstrates its ability to effectively capture crowd dynamics in both dense and sparse settings. The efficiency of the sampling method is further assessed, showcasing its capability to decrease frame counts while maintaining essential crowd events. B
Part 1 The crowd: the fear of being touched the open and closed crowd the discharge destructiveness the eruption persecution domestication of crowds in the world religions panic the crowd as a ring the attributes of the crowd rhythm stagnation slowness, or the remoteness of the goal invisible crowds classification of crowds according to their prevailing emotion baiting crowds flight crowds prohibition crowds reversal crowds feast crowds the double crowd - men and women, the living and the dead the double crowd - war crowd crystals crowd symbols - fire, the sea, rain, rivers, forest, corn, wind, sand, the heap, stone heaps, treasure. Part 2 The pack: the pack - kinds of pack hunting pack the war pack the lamenting pack the increase pack the communion inward and tranquil packs the pack's determination, the historical premanence of packs packs in the ancestor legends of the Aranda temporary formation among the Aranda. Part 3 The pack and religion: the transmutation of packs hunting and the forest among the Lele of Kasai the war booty and the Jivaros the rain dances of the Pueblo Indians on the dynamics of war, the first death, the triumph Islam as a religion of war the religions of lament the Muharram festival of the Shiites Catholicism and the crowd the Holy Fire in Jerusalem. Part 4 The crowd in history: national crowd symbols - the English, the Dutch, the Germans, the French, the Swiss, the Spaniards, the Italians, the Jews Germany and Versailles inflation and the crowd the nature of the parliamentary system distribution and increase, socialism and production the self-destruction of the Xosas. Part 5 The entrails of power: seizing and incorporation the hand - the patience of the hand, the finger exercises of monkeys, the hands and the birth of objects, destructiveness in monkeys and men, the killers are always the powerful on the psychology of eating. Part 6 The survivor: the survivor survival and invulnerability survival as a passion the rules as survivor the escape of Josephus the despot's hostility to survivors, rulers and their successors forms of survival the survivor in primitive belief the resentment of the dead epidemics cemetries immortality. Part 7 Elements of power. Part content.
Detection-based methods have been viewed unfavorably in crowd analysis due to their poor performance in dense crowds. However, we argue that the potential of these methods has been underestimated, as they offer crucial information for crowd analysis that is often ignored. Specifically, the area size and confidence score of output proposals and bounding boxes provide insight into the scale and density of the crowd. To leverage these underutilized features, we propose Crowd Hat, a plug-and-play module that can be easily integrated with existing detection models. This module uses a mixed 2D-1D compression technique to refine the output features and obtain the spatial and numerical distribution of crowd-specific information. Based on these features, we further propose region-adaptive NMS thresholds and a decouple-then-align paradigm that address the major limitations of detection-based methods. Our extensive evaluations on various crowd analysis tasks, including crowd counting, localization, and detection, demonstrate the effectiveness of utilizing output features and the potential of detection-based methods in crowd analysis.
Crowd simulation is a research area widely used in diverse fields, including gaming and security, assessing virtual agent movements through metrics like time to reach their goals, speed, trajectories, and densities. This is relevant for security applications, for instance, as different crowd configurations can determine the time people spend in environments trying to evacuate them. In this work, we extend WebCrowds, an authoring tool for crowd simulation, to allow users to build scenarios and evaluate them through a set of metrics. The aim is to provide a quantitative metric that can, based on simulation data, select the best crowd configuration in a certain environment. We conduct experiments to validate our proposed metric in multiple crowd simulation scenarios and perform a comparison with another metric found in the literature. The results show that experts in the domain of crowd scenarios agree with our proposed quantitative metric.
Most state-of-the-art crowd counting methods use color (RGB) images to learn the density map of the crowd. However, these methods often struggle to achieve higher accuracy in densely crowded scenes with poor illumination. Recently, some studies have reported improvement in the accuracy of crowd counting models using a combination of RGB and thermal images. Although multimodal data can lead to better predictions, multimodal data might not be always available beforehand. In this paper, we propose the use of generative adversarial networks (GANs) to automatically generate thermal infrared (TIR) images from color (RGB) images and use both to train crowd counting models to achieve higher accuracy. We use a Pix2Pix GAN network first to translate RGB images to TIR images. Our experiments on several state-of-the-art crowd counting models and benchmark crowd datasets report significant improvement in accuracy.
We focus on robot navigation in crowded environments. To navigate safely and efficiently within crowds, robots need models for crowd motion prediction. Building such models is hard due to the high dimensionality of multiagent domains and the challenge of collecting or simulating interaction-rich crowd-robot demonstrations. While there has been important progress on models for offline pedestrian motion forecasting, transferring their performance on real robots is nontrivial due to close interaction settings and novelty effects on users. In this paper, we investigate the utility of a recent state-of-the-art motion prediction model (S-GAN) for crowd navigation tasks. We incorporate this model into a model predictive controller (MPC) and deploy it on a self-balancing robot which we subject to a diverse range of crowd behaviors in the lab. We demonstrate that while S-GAN motion prediction accuracy transfers to the real world, its value is not reflected on navigation performance, measured with respect to safety and efficiency; in fact, the MPC performs indistinguishably even when using a simple constant-velocity prediction model, suggesting that substantial model improvements might be ne
In crowd behavior understanding, a model of crowd behavior need to be trained using the information extracted from video sequences. Since there is no ground-truth available in crowd datasets except the crowd behavior labels, most of the methods proposed so far are just based on low-level visual features. However, there is a huge semantic gap between low-level motion/appearance features and high-level concept of crowd behaviors. In this paper we propose an attribute-based strategy to alleviate this problem. While similar strategies have been recently adopted for object and action recognition, as far as we know, we are the first showing that the crowd emotions can be used as attributes for crowd behavior understanding. The main idea is to train a set of emotion-based classifiers, which can subsequently be used to represent the crowd motion. For this purpose, we collect a big dataset of video clips and provide them with both annotations of "crowd behaviors" and "crowd emotions". We show the results of the proposed method on our dataset, which demonstrate that the crowd emotions enable the construction of more descriptive models for crowd behaviors. We aim at publishing the dataset wit
Crowd algorithms often assume workers are inexperienced and thus fail to adapt as workers in the crowd learn a task. These assumptions fundamentally limit the types of tasks that systems based on such algorithms can handle. This paper explores how the crowd learns and remembers over time in the context of human computation, and how more realistic assumptions of worker experience may be used when designing new systems. We first demonstrate that the crowd can recall information over time and discuss possible implications of crowd memory in the design of crowd algorithms. We then explore crowd learning during a continuous control task. Recent systems are able to disguise dynamic groups of workers as crowd agents to support continuous tasks, but have not yet considered how such agents are able to learn over time. We show, using a real-time gaming setting, that crowd agents can learn over time, and `remember' by passing strategies from one generation of workers to the next, despite high turnover rates in the workers comprising them. We conclude with a discussion of future research directions for crowd memory and learning.
We propose an entropic geometrical model of psycho-physical crowd dynamics (with dissipative crowd kinematics), using Feynman action-amplitude formalism that operates on three synergetic levels: macro, meso and micro. The intent is to explain the dynamics of crowds simultaneously and consistently across these three levels, in order to characterize their geometrical properties particularly with respect to behavior regimes and the state changes between them. Its most natural statistical descriptor is crowd entropy $S$ that satisfies the Prigogine's extended second law of thermodynamics, $\partial_tS\geq 0$ (for any nonisolated multi-component system). Qualitative similarities and superpositions between individual and crowd configuration manifolds motivate our claim that goal-directed crowd movement operates under entropy conservation, $\partial_tS = 0$, while natural crowd dynamics operates under (monotonically) increasing entropy function, $\partial_tS > 0$. Between these two distinct topological phases lies a phase transition with a chaotic inter-phase. Both inertial crowd dynamics and its dissipative kinematics represent diffusion processes on the crowd manifold governed by the
Online misinformation poses a global risk with significant real-world consequences. To combat misinformation, current research relies on professionals like journalists and fact-checkers for annotating and debunking misinformation, and develops automated machine learning methods for detecting misinformation. Complementary to these approaches, recent research has increasingly concentrated on utilizing the power of ordinary social media users, a.k.a. "crowd", who act as eyes-on-the-ground proactively questioning and countering misinformation. Notably, recent studies show that 96% of counter-misinformation responses originate from them. Acknowledging their prominent role, we present the first systematic and comprehensive survey of research papers that actively leverage the crowds to combat misinformation. We first identify 88 papers related to crowd-based efforts, following a meticulous annotation process adhering to the PRISMA framework. We then present key statistics related to misinformation, counter-misinformation, and crowd input in different formats and topics. Upon holistic analysis of the papers, we introduce a novel taxonomy of the roles played by the crowds: (i)annotators who
We present a framework for video-driven crowd synthesis. Motion vectors extracted from input crowd video are processed to compute global motion paths. These paths encode the dominant motions observed in the input video. These paths are then fed into a behavior-based crowd simulation framework, which is responsible for synthesizing crowd animations that respect the motion patterns observed in the video. Our system synthesizes 3D virtual crowds by animating virtual humans along the trajectories returned by the crowd simulation framework. We also propose a new metric for comparing the "visual similarity" between the synthesized crowd and exemplar crowd. We demonstrate the proposed approach on crowd videos collected under different settings.
Dense pedestrian crowds may pose significant safety risks, yet their underlying dynamics remain insufficiently understood to reliably prevent accidents. In these environments, physical interactions and contact forces fundamentally shape the dynamics of the crowd. However, accurately describing these interindividual interactions requires specific modeling and analytical approaches. This chapter reviews paradigms and models used to represent pedestrian dynamics in various contexts, highlighting the transition from classical approaches to models tailored for dense crowd conditions. We argue that further investigation is needed, featuring new experimental studies and new modeling paradigms, to better capture the complex dynamics that emerge in high-density situations.
Multi-modal crowd counting involves estimating crowd density from both visual and thermal/depth images. This task is challenging due to the significant gap between these distinct modalities. In this paper, we propose a novel approach by introducing an auxiliary broker modality and on this basis frame the task as a triple-modal learning problem. We devise a fusion-based method to generate this broker modality, leveraging a non-diffusion, lightweight counterpart of modern denoising diffusion-based fusion models. Additionally, we identify and address the ghosting effect caused by direct cross-modal image fusion in multi-modal crowd counting. Through extensive experimental evaluations on popular multi-modal crowd-counting datasets, we demonstrate the effectiveness of our method, which introduces only 4 million additional parameters, yet achieves promising results. The code is available at https://github.com/HenryCilence/Broker-Modality-Crowd-Counting.
Crowd movement simulation is crucial for pedestrian safety management and facility design. Data-driven models offer the potential to improve realism and predictive accuracy, but most are developed for a single scenario, limiting their flexibility. We propose a data-driven crowd simulation model that incorporates refined visual-information extraction and explicit exit cues, aiming to improve flexibility across multiple scenarios by more effectively capturing core navigational features. The model is tested on four fundamental modules (bottleneck, corridor, corner, and T-junction) and further evaluated in a composite scenario using a modular approach. Results show that our model performs well across these scenarios, aligning with pedestrian movement in real-world experiments, and outperforms the classical knowledge-driven model in these scenarios. The research outcomes can provide inspiration for the development of data-driven crowd simulation models and advance the application of data-driven approaches.