Abdennour El Rhalibi

According to our database1, Abdennour El Rhalibi authored at least 70 papers between 1994 and 2019.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Links

On csauthors.net:

Bibliography

2019
An Investigation into Healthcare-Data Patterns.
Future Internet, 2019

Density-Based Outlier Detection for Safeguarding Electronic Patient Record Systems.
IEEE Access, 2019

Sensor Based Cost Modelling for a Knowledge Support System Development.
Proceedings of the 25th International Conference on Automation and Computing, 2019

2018
Game-Theoretic Based Service Level Agreement for Cloud Computing.
Proceedings of the 6th International Conference on Multimedia Computing and Systems, 2018

Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET.
Proceedings of the E-Learning and Games - 12th International Conference, 2018

2017
A study into data analysis and visualisation to increase the cyber-resilience of healthcare infrastructures.
Proceedings of the 1st International Conference on Internet of Things and Machine Learning, 2017

Game-Based Crisis Simulation and Generation Framework: Design and Implementation Structure.
Proceedings of the E-Learning and Games - 11th International Conference, 2017

A Study into Autonomous Scanning for 3D Model Construction.
Proceedings of the E-Learning and Games - 11th International Conference, 2017

Dynamic Area of Interest Management for Massively Multiplayer Online Games Using OPNET.
Proceedings of the 10th International Conference on Developments in eSystems Engineering, 2017

2016
A Novel Multi-Agent Planning System for Digital Interactive Storytelling.
Comput. Entertain., 2016

Securing Health Care Information Systems using Visualisation Techniques.
Proceedings of the UKAIS 2016, 2016

Simulation of Massively Multiplayer Online Games communication using OPNET custom application.
Proceedings of the IEEE Symposium on Computers and Communication, 2016

Survey: Development and Analysis of a Games-Based Crisis Scenario Generation System.
Proceedings of the E-Learning and Games - 10th International Conference, 2016

Generating a Novel Scene-Graph Structure for a Modern GIS Rendering Framework.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

Scenario Generation with Cellular Automaton for Game-Based Crisis Simulation System.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

A Study into Detecting Anomalous Behaviours within HealthCare Infrastructures.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

Simulation of Area of Interest Management for Massively Multiplayer Online Games Using OPNET.
Proceedings of the 9th International Conference on Developments in eSystems Engineering, 2016

Evaluation of scalability and communication in MMOGs.
Proceedings of the 13th IEEE Annual Consumer Communications & Networking Conference, 2016

2015
Hybrid 3D Rendering of Large Map Data for Crisis Management.
ISPRS Int. J. Geo Inf., 2015

Mesh Extraction from a Regular Grid Structure Using Adjacency Matrix.
Proceedings of the Image and Graphics - 8th International Conference, 2015

Automated Procedural Generation of Urban Environments Using Open Data for City Visualisation.
Proceedings of the Image and Graphics - 8th International Conference, 2015

Predicting and Visualising City Noise Levels to Support Tinnitus Sufferers.
Proceedings of the Image and Graphics - 8th International Conference, 2015

Survey of solutions for Peer-to-Peer MMOGs.
Proceedings of the International Conference on Computing, Networking and Communications, 2015

Improving Camera Pose Estimation for Indoor Marker-less Augmented Reality.
Proceedings of the 15th IEEE International Conference on Computer and Information Technology, 2015

2014
Coarticulation and speech synchronization in MPEG-4 based facial animation.
Kybernetes, 2014

Intelligent agents for automated cloud computing negotiation.
Proceedings of the 4th International Conference on Multimedia Computing and Systems, 2014

2013
Adaptive-AR Model with Drivers' Prediction for Traffic Simulation.
Int. J. Comput. Games Technol., 2013

Survey and Evaluation of Mpeg-4 Based 3D Character Animation Frameworks.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

A novel scalable hybrid architecture for MMOG.
Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops, 2013

2012
Framework for multi-agent planning and coordination in DIS.
Proceedings of the Workshop at SIGGRAPH Asia, 2012

An MPEG-4 Quadric-based LoD simplification for facial animation.
Proceedings of the 2012 International Conference on Multimedia Computing and Systems, 2012

A Survey of AoIM, Distribution and Communication in Peer-To-Peer Online Games.
Proceedings of the 21st International Conference on Computer Communications and Networks, 2012

DIS planning algorithms evaluation.
Proceedings of the 2012 IEEE Consumer Communications and Networking Conference (CCNC), 2012

Evaluation of a Quadric-Based Surface adaptive LOD for MPEG-4 FA.
Proceedings of the 2012 IEEE Consumer Communications and Networking Conference (CCNC), 2012

2011
UEGM: uncertain emotion generator under multi-stimulus.
Comput. Animat. Virtual Worlds, 2011

Human motion generation with multifactor models.
Comput. Animat. Virtual Worlds, 2011

Highly Realistic MPEG-4 Compliant Facial Animation with Charisma.
Proceedings of 20th International Conference on Computer Communications and Networks, 2011

Game Based Learning Framework for Virtual 3D Dinosaurs Knowledge.
Proceedings of the 2011 Developments in E-systems Engineering, 2011

Game based learning with Homura 3D, for dinosaurs life teaching.
Proceedings of the 2011 IEEE Consumer Communications and Networking Conference, 2011

Web-based hardware accelerated procedural content generation.
Proceedings of the 2011 IEEE Consumer Communications and Networking Conference, 2011

2010
Moving-Target Pursuit Algorithm Using Improved Tracking Strategy.
IEEE Trans. Comput. Intell. AI Games, 2010

Charisma: High-performance Web-based MPEG-compliant animation framework.
Comput. Entertain., 2010

The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework.
Proceedings of the Motion in Games - Third International Conference, 2010

Hybrid Client-Server, Peer-to-Peer framework for MMOG.
Proceedings of the 2010 IEEE International Conference on Multimedia and Expo, 2010

2009
Networking Middleware and Online-Deployment Mechanisms for Java-Based Games.
Trans. Edutainment, 2009

Artificial Intelligence for Computer Games.
Int. J. Comput. Games Technol., 2009

A framework for physical health improvement using Wireless Sensor Networks and gaming.
Proceedings of the 3rd International Conference on Pervasive Computing Technologies for Healthcare, 2009

Remote physiotherapy treatments using wireless body sensor networks.
Proceedings of the International Conference on Wireless Communications and Mobile Computing: Connecting the World Wirelessly, 2009

Homura and Net-Homura: The creation and web-based deployment of cross-platform 3D games.
Proceedings of the International Conference on Ultra Modern Telecommunications, 2009

2008
Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories.
Trans. Edutainment, 2008

A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter.
Int. J. Comput. Games Technol., 2008

Virtual Environments with Content Sharing.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2008

Perceptual User Interface as Games Controller.
Proceedings of the 5th IEEE Consumer Communications and Networking Conference, 2008

Networked Appliances: Manipulation of 3D Multimedia Streams.
Proceedings of the 5th IEEE Consumer Communications and Networking Conference, 2008

2007
Bridging the Gap between Networked Appliances and Virtual Worlds.
Proceedings of the 21st International Conference on Advanced Information Networking and Applications (AINA 2007), 2007

2006
Foreword to the best papers of the GDTW 2005.
Comput. Entertain., 2006

Improving Game Processing in Multithreading and Multiprocessor Architecture.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2006

Interest management and scalability issues in P2P MMOG.
Proceedings of the 3rd IEEE Consumer Communications and Networking Conference, 2006

AoIM in peer-to-peer multiplayer online games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Agents-based modeling for a peer-to-peer MMOG architecture.
Comput. Entertain., 2005

Harnessing Agent-Based Games Research for Analysis of Collective Agent Behavior in Critical Settings.
Proceedings of the Innovative Concepts for Autonomic and Agent-Based Systems, 2005

Extending Soft Models to Game Design: Flow, Challenges and Conflicts.
Proceedings of the Digital Games Research Conference 2005, 2005

Game Engineering for a Multiprocessor Architecture.
Proceedings of the Digital Games Research Conference 2005, 2005

A Hybrid AI System for Agent Adaptation in a First Person Shooter.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainment.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Machine learning techniques for FPS in Q3.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

IPD for emotional NPC societies in games.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

2003
An approach to dynamic vehicle routing, rescheduling and disruption metrics.
Proceedings of the IEEE International Conference on Systems, 2003

1995
From Modelling Using Function Charts for Control Systems to Analysis Using Petri Nets.
Proceedings of the MASCOTS '95, 1995

1994
A new high level testability measure: description and evaluation.
Proceedings of the 12th IEEE VLSI Test Symposium (VTS'94), 1994


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