Cellular-automata models applied to natural hazards
Computing in Science and Engineering
A unified component framework for dynamically extensible virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
Theory of Modeling and Simulation
Theory of Modeling and Simulation
N-dimensional Cell-DEVS Models
Discrete Event Dynamic Systems
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
CD++: a toolkit to develop DEVS models
Software—Practice & Experience
Quantized-state systems: a DEVS Approach for continuous system simulation
Transactions of the Society for Computer Simulation International - Recent advances in DEVS Methodology--part I
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Continuous level-of-detail modeling of buildings in 3D city models
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Cellular Automata Model of Pedestrian Dynamics for Normal and Evacuation Conditions
ISDA '05 Proceedings of the 5th International Conference on Intelligent Systems Design and Applications
Distinguishing games and simulation games from simulators
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Communications of the ACM - Creating a science of games
A GPU persistent grid mapping for terrain rendering
The Visual Computer: International Journal of Computer Graphics
Game portability using a service-oriented approach
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
DEVSML: automating DEVS execution over SOA towards transparent simulators
SpringSim '07 Proceedings of the 2007 spring simulation multiconference - Volume 2
Spatial Social Behavior in Second Life
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Virtual Environments with Content Sharing
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Distributed Simulation and Web Map Mash-Up for Forest Fire Spread
SERVICES '08 Proceedings of the 2008 IEEE Congress on Services - Part I
Interfacing and Coordination for a DEVS Simulation Protocol Standard
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Discrete-Event Modeling and Simulation: A Practitioner's Approach
Discrete-Event Modeling and Simulation: A Practitioner's Approach
Challenges of Online Game Development: A Review
Simulation and Gaming
Simulation
Advances in Games Technology: Software, Models, and Intelligence
Simulation and Gaming
Improved Cell-DEVS models for fire spreading analysis
ACRI'06 Proceedings of the 7th international conference on Cellular Automata for Research and Industry
Beyond cellular automata, towards more realistic traffic simulators
ACRI'06 Proceedings of the 7th international conference on Cellular Automata for Research and Industry
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
A Plea for (Good) Simulations: Nudging Economics Toward an Experimental Science
Simulation and Gaming
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Cellular automata were designed by John von Neumann in the 1940s, as a mathematical abstraction for modeling self-replicating algorithms. Since then, cellular automata have been widely studied theoretically and evolved into multiple variants. In the 1970s, Bernard P. Zeigler proposed a formalism rooted on systems theory principles, named DEVS (discrete-event systems specifications), which paved the way for component-based modeling and simulation and related methodologies. The purpose of this article is to survey how cellular automata and its variant, called cell-DEVS, may be used to implement computer simulations that can be used as digital serious games. The authors illustrate that implementation through some of the practical applications of such cellular automata. They show various serious game applications using real case studies: first, a simple bouncing ball and pinball game, a particle collision model, another on gossip propagation, and an application on human behavior at a metro station.Then, they show an application to social simulation using a voters game, a theoretical application (a model called Daisy World, which is derived from Gaia theory), and applications to physical phenomena such as a sandpile formation model or, finally, a three-dimensional model of a â聙聹virtual clayâ聙聺 that changes its shape when it is subject to pressure effects.