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Paul K. Davis

dblp:34/2738 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 1995
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Performance modeling and evaluation › simulation › parallel and distributed simulation › distributed simulation
distributed interactive simulation
0.011995
Distributed interactive simulation in the evolution of DoD warfare modeling and simulation · Proc. IEEE 1995
Performance modeling and evaluation › simulation › parallel and distributed simulation
distributed simulation
0.011995
Distributed interactive simulation in the evolution of DoD warfare modeling and simulation · Proc. IEEE 1995

Methods — techniques the papers use, named apart from their topics

virtual prototyping · 0.0distributed simulation · 0.0
YearPublicationVenuePosition
1995 Distributed interactive simulation in the evolution of DoD warfare modeling and simulation
abstract
Distributed interactive simulation (DIS) is a revolutionary development that is changing permanently many features of Defense Department work. The field of warfare modeling and simulation (M&S) is quite large, however, and this paper reviews its evolution and how DIS fits within it. A few things are clear. First, DIS is exceedingly valuable for training. Second, DIS could be a powerful means for improving the quality of planning and analysis if used wisely for occasional well designed experiments. These could 1) provide insights about real-world processes involving human performance and behavior (including decision making), 2) help inform and calibrate models, and 3) help test plans in a quasioperational environment. Third, distributed war gaming, which depends on DIS technology, is already lowering boundaries among developers, planners, and warfighters. This can shorten development processes and improve the results through virtual prototyping; it can also improve operational readiness. To achieve these potential benefits, however, will require a holistic approach, conceptual breakthroughs, and profoundly difficult model development efforts. The challenges include developing integrated hierarchies of models, developing adaptive decision models and other models of human behavior, developing and using new forms of uncertainty-sensitive analysis, and learning how to use DIS experiments effectively.>
Paul K. Davis
Proc. IEEE1