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Displaying 1-35 out of 35 total
Parallel Simulation of Group Behaviors
Found in: Winter Simulation Conference
By Bo Zhou, Suiping Zhou
Issue Date:December 2004
pp. 356-362
No summary available.
 
Interactivity-Constrained Server Provisioning in Large-Scale Distributed Virtual Environments
Found in: IEEE Transactions on Parallel and Distributed Systems
By Duong Nguyen Binh Ta, Thang Nguyen, Suiping Zhou, Xueyan Tang, Wentong Cai,R. Ayani
Issue Date:February 2012
pp. 304-312
Maintaining interactivity is one of the key challenges in distributed virtual environments (DVEs). In this paper, we consider a new problem, termed the interactivity-constrained server provisioning problem, whose goal is to minimize the number of distribut...
 
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
Found in: Parallel and Distributed Simulation, Workshop on
By Zengxiang Li,Wentong Cai,Xueyan Tang,Suiping Zhou
Issue Date:June 2011
pp. 1-9
Maintaining a consistent presentation of the virtual world among participants is a fundamental problem in the Distributed Virtual Environment (DVE). The problem is exacerbated due to the limited network bandwidth and errorprone transmission. This paper inv...
 
Modeling Human-Like Decision Making for Virtual Agents in Time-Critical Situations
Found in: Cyberworlds, International Conference on
By Linbo Luo, Suiping Zhou, Wentong Cai, Michael Lees, Malcolm Yoke Hean Low
Issue Date:October 2010
pp. 360-367
Generating human-like behaviors for virtual agents has become increasingly important in many applications, such as crowd simulation, virtual training, digital entertainment, and safety planning. One of challenging issues in behavior modeling is how virtual...
 
A Computational Model of Situation Awareness for MOUT Simulations
Found in: Cyberworlds, International Conference on
By Shang-Ping Ting, Suiping Zhou, Nan Hu
Issue Date:October 2010
pp. 142-149
Situation awareness is the perception of environmental elements within a volume of time and space, the comprehension of their meaning, and the projection of their status in the near future. The quality of situation awareness directly affects the decision m...
 
A Framework for Performance Evaluation of Large-scale Interactive Distributed Virtual Environments
Found in: Computer and Information Technology, International Conference on
By Duong Ta, Thang Nguyen, Suiping Zhou, Xueyan Tang, Wentong Cai, Rassul Ayani
Issue Date:July 2010
pp. 2744-2751
Interactivity is a key consideration in large-scale distributed virtual environments (DVEs), such as massively multi-player online games. Due to the Internet dynamics as well as the large-scale and distributed nature of many DVEs, it is difficult to quanti...
 
SAFE: A Secure Area of Interests Filter for P2P-based MMOGs
Found in: Computer and Information Technology, International Conference on
By Jianan Hao, Suiping Zhou
Issue Date:July 2010
pp. 2628-2634
Area of interests (AOI) filter plays a vital role in reducing the network traffic in peer-to-peer (P2P) based massively multiplayer online games (MMOGs). However, not every peer in the system can be completely trusted. Secret information, such as players' ...
 
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
Found in: Parallel and Distributed Simulation, Workshop on
By Duong N B Ta, Suiping Zhou, Wentong Cai, Xueyan Tang,Rassul Ayani
Issue Date:May 2010
pp. 1-8
Maintaining interactivity is one of the key challenges in distributed virtual environments (DVE) due to the large, heterogeneous Internet latency and the fact that clients in a DVE are usually geographically separated. Previous work in this area have dealt...
 
A Rule-Based Motion Planning for Crowd Simulation
Found in: Cyberworlds, International Conference on
By Muzhou Xiong, Michael Lees, Wentong Cai, Suiping Zhou, Malcolm Yoke Hean Low
Issue Date:September 2009
pp. 88-95
This paper proposes a rule-based motion planning system for agent-based crowd simulation, consisting of sets of rules for both collision avoidance and collision response. In order to avoid an on-coming collision, a set of rules for velocity sampling and ev...
 
Toward a Generic Framework for Modeling Human Behaviors in Crowd Simulation
Found in: Web Intelligence and Intelligent Agent Technology, IEEE/WIC/ACM International Conference on
By Linbo Luo, Suiping Zhou, Wentong Cai, Malcolm Yoke Hean Low, Michael Lees
Issue Date:September 2009
pp. 275-278
This paper presents our ongoing work on modeling agents with human-like decision making and behavior execution capabilities in crowd simulation. We aim to provide a generic framework that reflects the major cognitive and physical processes as observed from...
 
Update Scheduling for Improving Consistency in Distributed Virtual Environments
Found in: IEEE Transactions on Parallel and Distributed Systems
By Xueyan Tang, Suiping Zhou
Issue Date:June 2010
pp. 765-777
The fundamental goal of distributed virtual environments (DVEs) is to create a common and consistent presentation of the virtual world among a set of computers interconnected by a network. This paper investigates update scheduling algorithms to make effici...
 
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
Found in: Parallel and Distributed Simulation, Workshop on
By Duong Nguyen Binh Ta, Suiping Zhou, Wentong Cai, Xueyan Tang, Rassul Ayani
Issue Date:June 2009
pp. 137-144
This paper deals with the zone mapping problem in large-scale distributed virtual environments (DVEs), e.g., massively multi-player online games, distributed military simulations, etc. To support such large-scale DVEs with real-time interactions among thou...
 
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
Found in: Distributed Simulation and Real Time Applications, IEEE/ACM International Symposium on
By Duong Ta, Suiping Zhou, Wentong Cai, Xueyan Tang, Rassul Ayani
Issue Date:October 2008
pp. 95-102
In distributed virtual environments, e.g., online gaming, collaborative designs and distributed military simulations, interactivity is one of the most important requirements. The users may notice serious degradations in quality of service when interacting ...
 
Modelling and Simulation of Pedestrian Behaviours
Found in: Parallel and Distributed Simulation, Workshop on
By Wee Lit Koh, Lin Lin, Suiping Zhou
Issue Date:June 2008
pp. 43-50
The modelling and simulation of autonomous pedestrians has important applications in real-time crowd and crisis simulations. With the increase in processing powers and dedicated graphics cards, more processing powers can now be allocated for the generation...
 
An Extensible Collision Avoidance Model for Realistic Self-Driven Autonomous Agents
Found in: Distributed Simulation and Real Time Applications, IEEE/ACM International Symposium on
By Wee Lit Koh, Suiping Zhou
Issue Date:October 2007
pp. 7-14
We have developed a novel collision avoidance model and shown how the model can be used as a basic building block to generate various behaviors for intelligent agents. The main difference between our model and other path planning models is that our model i...
 
Leveraging Single-user OpenOffice Writer for Collaboration by Transparent Adaptation
Found in: Software Engineering, Artificial Intelligence, Networking, and Parallel/Distributed Computing, ACIS International Conference on
By Haifeng Shen, Chengzheng Sun, Suiping Zhou
Issue Date:August 2007
pp. 15-20
Collaborative authoring of shared office documents becomes increasingly desirable for integrating collective efforts from multiple contributors. We propose to plug a generic collaborative engine into existing office applications so that advanced collaborat...
 
An Architecture for Rapidly Reconfigurable MOUT Simulations
Found in: Simulation Symposium, Annual
By Shang-Ping Ting, Suiping Zhou
Issue Date:March 2007
pp. 144-154
Entertainment technology, such as game engines, can provide low cost operational realism for Military Operations on Urbanized Terrain (MOUT) simulations. However, apart from achieving low cost and high fidelity virtual environments, MOUT simulation systems...
 
A Consistency Model for Highly Interactive Multi-player Online Games
Found in: Simulation Symposium, Annual
By Suiping Zhou, Haifeng Shen
Issue Date:March 2007
pp. 318-323
In this paper, we investigate the consistency issue in multi-player online games (MPOGs). Though consistency has been well-studied in parallel and distributed systems, database systems, and groupware systems, it is still a new and challenging issue for MPO...
 
A Generic WebDAV-Based Document Repository Manager for Collaborative Systems
Found in: Web Intelligence, IEEE / WIC / ACM International Conference on
By Haifeng Shen, Chengzheng Sun, Suiping Zhou, Zaw Wai Phyo
Issue Date:December 2006
pp. 129-136
Collaborative Document Repository Manager (CDRM) is one of the three key components in a collaborative editing system. It provides a repository for storing shared documents and a portal for managing shared documents, initiating collaborative editing sessio...
 
A Generic Model Framework for MOUT Simulations
Found in: Cyberworlds, International Conference on
By Suiping Zhou, Shang-Ping Ting
Issue Date:November 2006
pp. 89-92
Considerable efforts are needed to construct a virtual environment for Military Operations on Urbanized Terrain (MOUT). The models of various objects used in one application are often specifically designed for that application, thus are not generally suita...
 
Server Placement for Enhancing the Interactivity of Large-Scale Distributed Virtual Environments
Found in: Cyberworlds, International Conference on
By Duong N.B. Ta, Suiping Zhou
Issue Date:November 2006
pp. 123-132
Distributed Virtual Environments (DVEs) allow many simultaneous human users to interact with each other in shared, 3D virtual worlds. The interactivity of a DVE is of crucial importance, as its success greatly depends on users? perceptions when interacting...
 
A Generic Symbiotic Simulation Framework
Found in: Parallel and Distributed Simulation, Workshop on
By Shell Ying Huang, Wentong Cai, Stephen John Turner, Wen Jing Hsu, Suiping Zhou, Malcolm Yoke Hean Low, Richard Fujimoto, Rassul Ayani
Issue Date:May 2006
pp. 131
A symbiotic or online simulation is defined as one that interacts with the physical system in a mutually beneficial way. The simulation is driven by real time data collected from a physical system under control and needs to meet the real-time requirements ...
   
Greedy Algorithms for Client Assignment in Large-Scale Distributed Virtual Environments
Found in: Parallel and Distributed Simulation, Workshop on
By Duong Nguyen Binh Ta, Suiping Zhou, Haifeng Shen Shen
Issue Date:May 2006
pp. 103-110
Distributed Virtual Environments (DVEs), such as online games, military simulations, collaborative design, etc., are very popular nowadays. To support large-scale DVEs, a multi-server architecture is usually employed, and the virtual world is partitioned i...
 
Efficient client-to-server assignments for distributed virtual environments
Found in: Parallel and Distributed Processing Symposium, International
By Duong Nguyen Binh Ta, Suiping Zhou
Issue Date:April 2006
pp. 31
Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays...
 
Qualitative Physics for Movable Objects in MOUT
Found in: Simulation Symposium, Annual
By Suiping Zhou, Shang-Ping Ting
Issue Date:April 2006
pp. 320-325
We describe our work on qualitative physics for modelling movable objects in Twilight City, a virtual environment for Military Operations on Urbanized Terrain (MOUT). Movable objects such as chairs, boxes, bottles, etc. are quite common in real life. Howev...
 
Flexible Concurrency Control for Collaborative Office Systems
Found in: Information Technology and Applications, International Conference on
By Haifeng Shen, Suiping Zhou, Chengzheng Sun
Issue Date:July 2005
pp. 45-50
As collaboration support for multiple users to work on the same Office documents becomes more and more desirable, some work has been done to provide real-time collaboration support for Microsoft Office. These systems use tightly coupled concurrency control...
 
A Three-layer Architecture for Reconciling Compound Actions in Collaborative Editing Systems
Found in: Parallel and Distributed Systems, International Conference on
By Haifeng Shen, Suiping Zhou
Issue Date:July 2005
pp. 278-284
<p>In collaborative editing systems with replicated architecture, reconciliation of editing actions generated from the user interfaces of different editors for consistency maintenance is a critical issue. Consistency of compound editing actions canno...
 
Performance Evaluation of a Bandwidth Requirements Reduction Technique Based on Timely State Update
Found in: Simulation Symposium, Annual
By Wentong Cai, Stephen John Turner, Suiping Zhou, Junhu Wei, Wenbo Zong
Issue Date:April 2005
pp. 225-232
An important issue in distributed real-time simulation is to reduce the amount of data transmitted amongst distributed simulation nodes so that the state updates of simulation entities can be sent to other simulation nodes in a timely manner. To address th...
 
Effects of Inter-Server Communication in an HLA-Based Distributed Virtual Environment
Found in: Distributed Frameworks for Multimedia Applications, International Conference on
By Ta Nguyen Binh Duong, Suiping Zhou
Issue Date:February 2005
pp. 183-188
Distributed Virtual Environments (DVEs) are distributed systems that allow multiple geographically distributed users to interact concurrently in a shared virtual world. To achieve good scalability, a multi-server architecture is usually employed as the com...
 
A Utility Model for Timely State Update in Distributed Wargame Simulations
Found in: Parallel and Distributed Simulation, Workshop on
By Suiping Zhou, Stephen John Turner, Wentong Cai, Hanfeng Zhao, Xiaolin Pang
Issue Date:May 2004
pp. 105-111
In distributed wargame simulations, the states of simulation entities need to be updated and sent to other simulation nodes in a timely manner, which may incur high overhead on the network. Thus, how to efficiently use the limited bandwidth of the network ...
 
Critical Causality in Distributed Virtual Environments
Found in: Parallel and Distributed Simulation, Workshop on
By Suiping Zhou, Wentong Cai, Stephen J. Turner, Francis B.S. Lee
Issue Date:May 2002
pp. 53
We investigate the causality issue in distributed virtual environments. Causality has been widely studied in parallel and distributed systems. However, most of the work in causality detection and preservation are from a logical time system point of view, w...
 
A pattern-based modeling framework for simulating human-like pedestrian steering behaviors
Found in: Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology (VRST '13)
By Michael Harold Lees, Nan Hu, Suiping Zhou
Issue Date:October 2013
pp. 179-188
In this paper, we propose a new approach to modeling natural steering behaviors of virtual humans. We suspect that a small number of steering strategies are sufficient for generating typical pedestrian behaviors observed in daily-life situations. Through t...
     
Crowd modeling and simulation technologies
Found in: ACM Transactions on Modeling and Computer Simulation (TOMACS)
By Benjamin D. Hamilton, Dan Chen, Darren Wee Sze Ong, Feng Tian, Linbo Luo, Malcolm Yoke Hean Low, Suiping Zhou, Victor Su-Han Tay, Wentong Cai
Issue Date:October 2010
pp. 1-35
As a collective and highly dynamic social group, the human crowd is a fascinating phenomenon that has been frequently studied by experts from various areas. Recently, computer-based modeling and simulation technologies have emerged to support investigation...
     
Critical causal order of events in distributed virtual environments
Found in: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
By Bu-Sung Lee, Junhu Wei, Stephen J. Turner, Suiping Zhou, Wentong Cai
Issue Date:August 2007
pp. 15-es
We investigate the causal order of events in distributed virtual environments (DVEs). We first define the critical causal order relation among the events. Then, we propose some mechanisms to enhance the prevalent RO (receive order delivery) mechanism in DV...
     
A utility model for timely state update in distributed wargame simulations
Found in: Proceedings of the eighteenth workshop on Parallel and distributed simulation (PADS '04)
By Hanfeng Zhao, Stephen John Turner, Suiping Zhou, Wentong Cai, Xiaolin Pang
Issue Date:May 2004
pp. 105-111
In distributed wargame simulations, the states of simulation entities need to be updated and sent to other simulation nodes in a timely manner, which may incur high overhead on the network. Thus, how to efficiently use the limited bandwidth of the network ...
     
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