Demo Data from EDBT 2026 / reviewers in the wild / expert
Jack Thorpe
dblp:98/3331
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2003
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
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 |
Games and playful interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Performance modeling and evaluation › simulation › parallel and distributed simulation
distributed simulation |
0.0 | 1 | 1995 | SIMNET: the advent of simulator networking · Proc. IEEE 1995 |
Performance modeling and evaluation › simulation › parallel and distributed simulation › distributed simulation
distributed interactive simulation |
0.0 | 1 | 1995 | SIMNET: the advent of simulator networking · Proc. IEEE 1995 |
Methods — techniques the papers use, named apart from their topics
distributed interactive simulation protocols · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | Witness to a natural convergence: distributed simulation, persistent worlds, interactive gaming, command, control, and future ops. What's next?abstractThis April marks the 20th anniversary of DARPA's initiation of the SIMNET program, the large-scale networking of military simulators. As an early example of persistent world technology, it seeded ideas in the commercial gaming industry that have now produced very sophisticated, commercially viable, 24x7 virtual worlds. But in addition, this class of technology is recognized by many as also 'command and control'technology, and from a higher view one can argue that interactive gaming, C2, and ultimately future operations of information-savvy military forces are converging: At their core is the same information technology, a common information infrastructure. This talk will extrapolate from these current trends and speculate on where this convergence will take us. Jack Thorpe |
SI3D | 1 |
| 1995 | SIMNET: the advent of simulator networkingabstractSIMNET was the first successful implementation of large-scale, real-time, man-in-the-loop simulator networking for team training and mission rehearsal in military operations. The paper provides some historical background on how SIMNET was developed within the US Department of Defense, and outlines the key philosophical and architectural principles on which it was based. The SIMNET battlefield simulation was sponsored by ARPA (then called DARPA), in partnership with the US Army, and was developed and implemented between 1983 and 1990. The emphasis of SIMNET from the outset was on enhancing tactical team performance by providing commanders and troops an opportunity to practice their skills in a dynamic, free-play environment, in which battle outcomes depend on team coordination and individual initiative, rather than on scripted scenarios controlled by an instructor. This program demonstrated the feasibility of linking together hundreds or thousands of simulators (representing tanks, infantry fighting vehicles, helicopters, fired-wing aircraft, etc.) to create a consistent, virtual world in which all participants experience a coherent, logical sequence of events. In this world, the causal connections among these tactical events, from the individual crew station to the battalion command post, are clear and easily inspectable. The SIMNET architecture and protocols have evolved into the Distributed Interactive Simulation (DIS) Standard Protocols (IEEE 1278-1993 and its successors), and have provided the foundation for a new generation of battlefield simulations for training, mission rehearsal, tactics development, evaluation of hypothetical new battlefield systems, and concept testing and evaluation. The authors are two of the principal architects of SIMNET: Thorpe was the original DARPA SIMNET program manager and Miller formed and led the group at Bolt Beranek and Newman, Inc. (BBN) that designed and implemented the SIMNET protocols and software.> Duncan C. Miller, Jack Thorpe |
Proc. IEEE | 2 |