Suiping Zhou

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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 of the dynamics of crowds, such as a crowd's behaviors under normal and emergent situations. This(More)
To support hundreds of thousands of players in massively multiplayer online games, a distributed client-server architecture is widely used in which multiple servers are deployed and each server handles a partition of the virtual world. Because of the unpredictable movements and interactions of avatars, the concentration of avatars in some regions of the(More)
Maintaining a consistent view of the simulated world among different simulation nodes is a fundamental problem in large-scale distributed virtual environments (DVEs). In this paper, we characterize this problem by quantifying the time-space inconsistency in a DVE. To this end, a metric is defined to measure the time-space inconsistency in a DVE. One major(More)
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 efficient use of network capacity and improve consistency in DVEs. Our approach is to schedule state updates(More)
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, which are not generally suitable for distributed virtual environments due to the high cost of the(More)
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 DVEs so that the real-time property of DVEs is preserved while the critical causal order violations are(More)
Pedestrian simulation has many applications in computer games, military simulations, and animation systems. A realistic pedestrian simulation requires a realistic pedestrian behavioral model that takes into account the various behavioral aspects of a real pedestrian. In this article, we describe our work on such a model, which aims to generate human-like(More)
Simulating crowds is a challenging but important problem. There are various methodologies in the literature ranging from macroscopic numerical flow simulations to detailed, microscopic agent simulations. One key issue for all crowd simulations is scalability. Some methods address this issue through abstraction, describing global properties of homogeneous(More)
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 into multiple zones for load distribution. The client assignment problem arises when assigning the(More)