Papers by Behnoosh Hariri
Demo: Vision based smart in-car camera system for driver yawning detection
2011 Fifth ACM/IEEE International Conference on Distributed Smart Cameras, 2011
... Driver Yawning Detection Behnoosh Hariri 1, Shabnam Abtahi 1, Shervin Shirmohammadi 1, Luc Ma... more ... Driver Yawning Detection Behnoosh Hariri 1, Shabnam Abtahi 1, Shervin Shirmohammadi 1, Luc Martel 2 ... The first step here is the usage of color properties of the mouth in order to highlight the mouth region in the bottom half of the face area. ...
2008 14th IEEE International Conference on Parallel and Distributed Systems, 2008
DHT networks offer a scalable structure for use in massively multi-user virtual environments (MMV... more DHT networks offer a scalable structure for use in massively multi-user virtual environments (MMVEs). However, an issue with DHT structures is their use of uniform location-independent ID assignment. This conflicts with the locality-sensitive non-uniform ID assignment needed to achieve efficient latency-aware routing in MMVE applications. Our proposed solution is to use a modified version of the Hilbert space-filling curve in order to map users' locations from three dimensional VE space into single dimensional DHT ID space in the best locality preserving way. The need for such modified Hilbert curve is due to the fact that users are not typically homogeneously distributed in MMVEs while Hilbert curves fill space in a uniform manner.

Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video - NOSSDAV '08, 2008
In this paper, we consider the problem of overlay generation for video adaptation and streaming a... more In this paper, we consider the problem of overlay generation for video adaptation and streaming applications in a way to efficiently utilize the bandwidth and computing power of the participating peers. Therefore, the proposed architecture performs regular streaming functions as well as video adaptation functions, moving the video contents adaptation computation load away from dedicated media-streaming/adaptation servers to the participating peers. To verify the performance of our design, we followed an analytical approach based on 0-1 Integer Linear Programming method to model the system and to calculate the optimum overlay. The performance of our scheme is evaluated by simulations. Preliminary results demonstrate that our design performance nearly follows the optimal boundary in terms of resource utilization.
11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07), 2007
COTS simulation packages (CSPs) have proved popular in an industrial setting with a number of sof... more COTS simulation packages (CSPs) have proved popular in an industrial setting with a number of software vendors. In contrast, options for re-using existing models seem more limited.

2008 IEEE Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2008
applications must face the challenge of dealing with update message exchange among a large set of... more applications must face the challenge of dealing with update message exchange among a large set of nodes distributed over the Internet. Therefore design of scalable network protocols is a major concern in such large scale distributed architectures. Several approaches have been proposed to aid update exchange in MMVEs. Message localization has always been a key point in the design of such distributed network protocols. Area of Interest Management (AoIM) mainly deals with the issues related to the update message localization with respect to the user's interest. As the number of users in the virtual environment increases, update message localization becomes more important in order to prevent transmission of a huge bulk of unnecessary update messages to uninterested users. Therefore, scalable and efficient area of interest management is a challenge in MMVE design. This paper introduces a new zone selection and distributed regional message filtering architecture for MMVE applications. We propose Delaunay tetrahedrization of the virtual environment as a good way of virtual world partitioning due to several promising features. Moreover we propose a partitioning scheme with respect to barriers in order to reach a better performance through the filtering of a group of update messages that need not be propagated over the barriers. We will also introduce a distributed interest management design based on the previous partitioning technique. Our proposed distributed message dissemination approach is capable of providing the interested users with variable updates rate according to their required Level of Detail.
A Statistical Network Traffic Model for First-Person Shooter Games
Journal of Advances in Computer Networks, 2014

2008 IEEE Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2008
This article proposes a new architecture for distributed data management and update massage excha... more This article proposes a new architecture for distributed data management and update massage exchange in massively multiuser virtual environments. The key points in the design of such environments are scalability and QoS-aware message delivery. Therefore it requires robust distributed algorithms in a dynamic peer-to-peer system with frequent node arrivals and departures. The proposed approach is mainly based on distributed hash tables (DHTs) in order to achieve a decentralized distributed system where any participating node can efficiently retrieve the updates associated with a given object. Therefore, the responsibility of maintaining the mapping from names to values is distributed among the nodes, in such a way that a change in the set of participants causes a minimal amount of disruption. This allows the design to scale to extremely large number of nodes and to handle continual node arrivals, departures, and failures. The original form of DHT has several deficiencies for multi-user virtual environment application. This work introduces LOADER: a Location Aware Distributed Virtual Environment Architecture, which is the result of a series of efforts in alleviating a number of these problems including lack of features such as interest-aware ID assignment. Moreover, efficient multicast is addressed as an inevitable requirement for message exchange in multi-user environments and a solution based on Scribe is proposed.

Multimedia Tools and Applications, 2009
At a first glance, transmitting update information to a geographic region in the virtual space se... more At a first glance, transmitting update information to a geographic region in the virtual space seems to be an attractive primitive in Massively Multiplayer Online Gaming (MMOG) applications where players are constantly moving and need to send updates to their neighbours who are in the same region of the virtual space. The system would become more scalable if entities did not need to keep track of each other or send messages directly to one another. Rather, an entity could just send a message to a specific region in the virtual space (its area of effect), as opposed to sending packets to specific IP addresses, significantly reducing tracking and routing overhead. Fundamentally speaking, update message exchange is mostly based on users' visibility range, which is mainly affected by proximity; i.e., avatars are interested in nodes within a specific distance around them. Therefore MMOG applications require a routing scheme that can deliver messages to specified locations in the virtual space. Such location based routing motivates the use of geographical routing, which has been introduced and successfully used in the context of wireless networks; however, in its current form it is not well suited for MMOGs which run on wired networks. In this article, we propose a scalable MMOG networking architecture based on hierarchical multi-grid geographical routing that is well suited for MMOG networks. We present our concept and design of hierarchical geometrical routing based on locality sensitive hashing, demonstrate its performance, and discuss both the strengths and shortcomings of our approach.

Journal of Network and Computer Applications, 2009
As massively multi user virtual environments (MMVEs) expand in terms of size and user population,... more As massively multi user virtual environments (MMVEs) expand in terms of size and user population, they tend toward using P2P architectures as a way to provide scalability without the need for large centralized resources. DHT based networks have been introduced as a promising option for overlay-based distributed massively multi user virtual environment applications. However, overlay latency stretch seriously affects MMVE performance where QoS is crucial for real time user collaboration. This work includes a series of efforts in the alleviation of such undesired latency. Our approach to latency mitigation consists of two phases. First, we propose a position based ID assignment approach to minimize message hop-count by exploiting the clustered pattern of traffic exchange among MMVE users. Second, we introduce a new ant-based distributed neighbor selection scheme that can be used by MMVE users to select the best neighbors within their Areas of Interest. In order to evaluate the performance of this heuristic approach, we model the neighbor selection problem in the form of a network flow problem and use its solution as an optimality-bound to compare the results. Simulation results demonstrate that the proposed algorithms will compensate for DHT latency stretch to a high extent and the performance of the resulting system would closely follow the optimal bound while communication overhead is negligible.
Overlay routing architectures for massively multiuser virtual environments
ACM Sigmultimedia Records, 2009
Massively Multiuser Virtual Environments (MMVE) are network applications that simulate the experi... more Massively Multiuser Virtual Environments (MMVE) are network applications that simulate the experience of realtime interaction among multiple users distributed all over the internet. In order to share the common sense of time and place, multiple entities interacting in the shared virtual environment must be aware of the modifications or interactions within the shared environment. This is achieved through the distribution
An enhanced mean-shift and LBP-based face tracking method
VECIMS 2011 - 2011 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems, Proceedings, 2011
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Papers by Behnoosh Hariri