Michael Zyda

Orcid: 0000-0002-7154-9231

Affiliations:
  • University of Southern California, Los Angeles, USA


According to our database1, Michael Zyda authored at least 109 papers between 1982 and 2024.

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

Awards

ACM Fellow

ACM Fellow 2020, "For contributions to game design, game and virtual reality networking, and body tracking".

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Large Language Models and Generative AI, Oh My!
Computer, March, 2024

How to Create a Games Industry in Your Country.
Computer, January, 2024

2023
Game Technology Takes Over the Film Industry.
Computer, November, 2023

The Metaverse Is Just a Software Layer ...
Computer, September, 2023

Do We Need Universities Anymore?
Computer, May, 2023

American Professor.
Computer, March, 2023

Hubris - From the Metaverse to ChatGPT to TikTok's Time of Tribulation.
Computer, 2023

The Metaverse University.
Computer, 2023

Toward a Gesture System Architecture in Extended Reality Based on a Multi-dimensional Taxonomy of Gestures.
Proceedings of the HCI International 2023 Posters, 2023

2022
Patent Litigation in the Games Space.
Computer, 2022

Building a Human-Intelligent Metaverse.
Computer, 2022

Weapons of Mass Distraction - The America's Army Game at 20.
Computer, 2022

How Do I Get a Position in the Games Industry? The FAQ.
Computer, 2022

We Need Something Like "Bell Labs" for the Games Industry.
Computer, 2022

Let's Rename Everything "the Metaverse!".
Computer, 2022

Can We Replace All, or Mostly All, In-Class Teaching With Educational Games?
Computer, 2022

Toward Using Multi-Modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Flick Typing: Toward A New XR Text Input System Based on 3D Gestures and Machine Learning.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Virtual Equipment System: Toward Bag of Holding and Other Extradimensional Storage in Extended Reality.
Proceedings of the Virtual, Augmented and Mixed Reality: Design and Development, 2022

Virtual Equipment System: First Evaluation of Egocentric Virtual Equipment for Sensory Settings.
Proceedings of the Virtual, Augmented and Mixed Reality: Design and Development, 2022

Using Multi-modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality.
Proceedings of the Virtual, Augmented and Mixed Reality: Design and Development, 2022

Flick Typing: A New VR Text Input System Based on Space Gestures.
Proceedings of the Virtual, Augmented and Mixed Reality: Design and Development, 2022

Integrating Sensor Fusion with Pose Estimation for Simulating Human Interactions in Virtual Reality.
Proceedings of the HCI International 2022 - Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence, 2022

2021
Will I See Sensor-Based Games Happen Before I Die?
Computer, 2021

"Why Did I Say, 'Yes' to Writing This Bimonthly Column?".
Computer, 2021

Virtual Equipment System: Face Mask and Voodoo Doll for User Privacy and Self-Expression Options in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Toward Using Machine Learning-Based Motion Gesture for 3D Text Input.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Virtual Equipment System: Toward Peripersonal Equipment Slots with Machine Learning.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Toward Predicting User Waist Location From VR Headset and Controllers Through Machine Learning.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Virtual Equipment System: Expansion to Address Alternate Contexts.
Proceedings of the HCI International 2021 - Posters - 23rd HCI International Conference, 2021

Applied Machine Learning for Games: A Graduate School Course.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
Adjustable Pointer in Virtual Reality for Ergonomic Interaction.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Punch Typing: Alternative Method for Text Entry in Virtual Reality.
Proceedings of the SUI '20: Symposium on Spatial User Interaction, Virtual Event, Canada, October 31, 2020

Interfacing with Sensory Options Using a Virtual Equipment System.
Proceedings of the SUI '20: Symposium on Spatial User Interaction, Virtual Event, Canada, October 31, 2020

Designing Virtual Equipment Systems for VR.
Proceedings of the HCI International 2020 - Posters - 22nd International Conference, 2020

Using Reinforcement Learning Agents to Analyze Player Experience.
Proceedings of the Human-Computer Interaction. Design and User Experience, 2020

Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Deep Learning Bot for League of Legends.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2018
Exploring the similarity between game events for game level analysis and generation.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2016
Why the VR You See Now Is Not the Real VR.
Presence Teleoperators Virtual Environ., 2016

2014
Virtual Environments in the Twenty-First Century.
Proceedings of the Handbook of Virtual Environments, 2014

2013
Cosmopolis: A Massively Multiplayer Online Game for Social and Behavioral Research.
J. Artif. Soc. Soc. Simul., 2013

2011
Testing Cyber Security with Simulated Humans.
Proceedings of the Twenty-Third Conference on Innovative Applications of Artificial Intelligence, 2011

EmoCog: Computational Integration of Emotion and Cognitive Architecture.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

2010
Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Testing Behavioral Models with an Online Game.
Computer, 2009

Computer science in the conceptual age.
Commun. ACM, 2009

2008
Enabling a voice modality in mobile games through VoiceXML.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

GOGS: USC GamePipe Online Game Server.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Operating a computer science game degree program.
Proceedings of the 3rd International Conference on Game Development in Computer Science Education, 2008

2007
Educating the Next Generation of Mobile Game Developers.
IEEE Computer Graphics and Applications, 2007

Introduction.
Commun. ACM, 2007

A Look at the Future of Networked and Mobile Entertainment.
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation, 2007

2006
Guest Editor's Introduction: Educating the Next Generation of Game Developers.
Computer, 2006

2005
From Visual Simulation to Virtual Reality to Games.
Computer, 2005

2004
Keynote Address: Does the Future of Modeling and Simulation Have a Game Face?
Proceedings of the 36th conference on Winter simulation, 2004

2003
Handling Heterogeneity in Networked Virtual Environments.
Presence Teleoperators Virtual Environ., 2003

Entertainment R&D for Defense.
IEEE Computer Graphics and Applications, 2003

The MOVES institute's America's army operations game.
Proceedings of the 2003 Symposium on Interactive 3D Graphics, 2003

Does the metaverse start now?
Proceedings of the 2003 Symposium on Interactive 3D Graphics, 2003

Design and implementation of MARG sensors for 3-DOF orientation measurement of rigid bodies.
Proceedings of the 2003 IEEE International Conference on Robotics and Automation, 2003

This Year in the MOVES Institute.
Proceedings of the 2nd International Conference on Cyberworlds (CW 2003), 2003

2002
Multicast grouping for data distribution management.
Simul. Pract. Theory, 2002

Tutorial 5: A Hands-On Introduction to Networked Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2002, 2002

Introducing Emotion into Military Simulation and Video Game Design America's Army: Operations and VIRTE.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

The MOVES Institute - From Science Fiction Novels to Your Door.
Proceedings of the 6th IEEE International Workshop on Distributed Simulation and Real-Time Applications (DS-RT 2002), 2002

2001
A Future for Entertainment-Defense Research Collaboration.
IEEE Computer Graphics and Applications, 2001

Inertial and magnetic posture tracking for inserting humans into networked virtual environments.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2001

An extended Kalman filter for quaternion-based orientation estimation using MARG sensors.
Proceedings of the IEEE/RSJ International Conference on Intelligent Robots and Systems, 2001

2000
Interactions in Perceived Quality of Auditory-Visual Displays.
Presence Teleoperators Virtual Environ., 2000

NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments.
IEEE Computer Graphics and Applications, 2000

1999
Cyberspace and Mock Apple Pie: A Vision of the Future of Graphics and Virtual Environments.
IEEE Computer Graphics and Applications, 1999

Extreme VR - Modeling and Simulation for Virtual Worlds (Panel).
Proceedings of the IEEE Virtual Reality 1999 Conference, 1999

Orientation tracking for humans and robots using inertial sensors.
Proceedings of the Proceedings 1999 IEEE International Symposium on Computational Intelligence in Robotics and Automation, 1999

Networked virtual environments - desgin and implementation.
Addison-Wesley-Longman; ACM Press, ISBN: 978-0-201-32557-7, 1999

1998
The NPSNet Sound Cube.
Presence Teleoperators Virtual Environ., 1998

The Naval Postgraduate School's Moves Curriculum.
IEEE Computer Graphics and Applications, 1998

Three-tiered interest management for large-scale virtual environments.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1998

Bamboo-a portable system for dynamically extensible, real-time, networked, virtual environments.
Proceedings of the 1998 Virtual Reality Annual International Symposium, 1998

1997
A Taxonomy for Networked Virtual Environments.
IEEE Multim., 1997

Virtual Reality Transfer Protocol (VRTP) Design Rationale.
Proceedings of the 6th Workshop on Enabling Technologies (WET-ICE '97), 1997

NPSNET-IV: inserting the human into the networked synthetic environment.
Proceedings of the ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97, 1997

1996
Modeling and simulation education: is there a need for graduate degrees in modeling and simulation?.
Proceedings of the 28th conference on Winter simulation, 1996

The laboratory for human interaction in the virtual environment.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1996

Networking Large-Scale Virtual Environments.
Proceedings of the Computer Animation 1996, 1996

1995
Virtual Reality: In the Mind of the Beholder - Guest Editors' Introduction.
Computer, 1995

Exploiting reality with multicast groups.
IEEE Computer Graphics and Applications, 1995

Internetwork Infrastructure Requirements for Virtual Environments.
Proceedings of the Procedings of the 1995 Symposium on Virtual Reality Modeling Language, 1995

Exploiting reality with multicast groups: a network architecture for large-scale virtual environments.
Proceedings of the 1995 Virtual Reality Annual International Symposium, 1995

A national research agenda for virtual reality: report by the National Research Council Committee on VR R&D (panel).
Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques, 1995

NPSNET: A Multi-Player 3D Virtual Environment over the Internet.
Proceedings of the 1995 Symposium on Interactive 3D Graphics, 1995

1994
NPSNET: A Network Software Architecture For Large Scale Virtual Environments.
Presence Teleoperators Virtual Environ., 1994

1993
The Software Required for the Computer Generation of Virtual Environments.
Presence Teleoperators Virtual Environ., 1993

NPSNET and the Naval Postgraduate School Graphics and Video Laboratory.
Presence Teleoperators Virtual Environ., 1993

NPSNET: Real-time collision detection and response.
Comput. Animat. Virtual Worlds, 1993

NPSOFF: An object description language for supporting virtual world construction.
Comput. Graph., 1993

NPSNET: Hierarchical data structures for real-time three-dimensional visual simulation.
Comput. Graph., 1993

1992
NPSNET: Flight Simulation Dynamic Modeling Using Quaternions.
Presence Teleoperators Virtual Environ., 1992

NPSNET: Constructing a 3D Virtual World.
Proceedings of the 1992 Symposium on Interactive 3D Graphics, SI3D '92, Cambridge, MA, USA, March 29, 1992

1991
Simplification of objects rendered by polygonal approximations.
Comput. Graph., 1991

1990
A real-time, three-dimensional moving platform visualization tool.
Comput. Graph., 1990

Meaningful graphics workstation performance measurements.
Comput. Graph., 1990

1988
A decomposable algorithm for contour surface display generation.
ACM Trans. Graph., 1988

Flight simulators for under $100000.
IEEE Computer Graphics and Applications, 1988

Design notes on a single board multiprocessor for real-time contour surface display generation.
Comput. Graph., 1988

1987
Surface construction from planar contours.
Comput. Graph., 1987

Solving global two-dimensional routing problems using snell's law and a search.
Proceedings of the 1987 IEEE International Conference on Robotics and Automation, Raleigh, North Carolina, USA, March 31, 1987

1986
Exploiting capability constraints to solve global two-dimensional path planning problems.
Proceedings of the 1986 IEEE International Conference on Robotics and Automation, 1986

1982
A contour display generation algorithm for VLSI implementation.
Proceedings of the 9th Annual Conference on Computer Graphics and Interactive Techniques, 1982


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