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Proceedings. 2003 International Conference on Cyberworlds 2003网络世界国际学术会议论文集
Pub Date : 2021-09-01 DOI: 10.1109/CYBER.2003.1253424
T. Kunii, S. H. Soon, A. Sourin
The following topics on cyberworld are discussed: philosophy, ethics, law and security of cyberworlds; distributed simulation and distributed virtual environment; shared and virtual worlds; geometric modeling and visualization for cyberworlds; intelligent agents; datamining and warehousing; cyberbusiness; cyberlearning; cybermuseums; and cyberinformation.
讨论了以下关于网络世界的主题:网络世界的哲学、伦理、法律和安全;分布式仿真与分布式虚拟环境;共享和虚拟世界;网络世界的几何建模与可视化;智能代理;数据挖掘和仓储;cyberbusiness;网络学习;cybermuseums;和cyberinformation。
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引用次数: 9
Robust collaboration and interaction in a multi-agent system basing on hierarchical networks 基于分层网络的多智能体系统的鲁棒协作与交互
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253436
Z. W. Zhao, I. Chen, Jun Zhang
This paper considers the capability of collaboration and interaction between agents in a new architecture of multi-agent systems (MAS) basing on the thought of network behavior and co-evolution. Actually, current development of MAS nearly synchronously accompanies with the development of communication networks ever increasingly because the approaches of information exchange are mainly depended on the modes of data transmission and the spectacular of advanced communication technologies. The real detailed complexity inside the media transmission platform is masked in the proposed architecture of MAS so that the complex processes of data dissemination can be coped with reasonably and simply by way of decentralized intelligent agents. According to the simulation result and the comparison with other typical models of MAS, the presented architecture of MAS and its running mechanism exhibit better advantages such as flexibility, robustness and expansibility suited to the collaboration and interaction among decentralized agents in MAS. Toward the future research, some related optimal algorithms and running mechanisms concerning the integrated performance and the complexity of the MAS's architecture will be investigated and developed.
基于网络行为和协同进化的思想,提出了一种新的多智能体系统(MAS)体系结构,研究了智能体之间的协作和交互能力。实际上,当前MAS的发展与通信网络的发展几乎是同步的,因为信息交换的方式主要依赖于数据传输的方式和先进通信技术的壮观。所提出的MAS架构掩盖了媒体传输平台内部真实的复杂细节,从而可以通过分散的智能代理合理而简单地处理复杂的数据传播过程。仿真结果表明,本文提出的MAS体系结构及其运行机制具有较好的灵活性、鲁棒性和可扩展性,适合于MAS中分散agent之间的协作和交互。在未来的研究中,将研究和开发一些相关的优化算法和运行机制,以考虑MAS的综合性能和架构的复杂性。
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引用次数: 0
CyberparaBLAST: the parallelized BLAST Web server CyberparaBLAST:并行BLAST Web服务器
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253492
Qi Yutao, Lin Feng
Retrieving homologous sequences from existing databases, for instance, is a fundamental routine for the bioinformatics research community. Programs of the NCBI BLAST family have been widely used for retrieving homologous sequences from existing databases. This article briefly introduces and evaluates a parallelized version of the BLAST algorithm using Message Passing Interface (MPI) on a multi-node compute cluster, paraBLAST and its Web server, CyberparaBLAST. The CyberparaBLAST Web server can be accessed through Web browsers on intranet Web servers. CyberparaBLAST enables the researchers of institutes to query sequence databases in the real time when needed. Parallelized computing together with cyber access make the bioinformatics research more efficient with the aid of CyberparaBLAST.
例如,从现有数据库中检索同源序列是生物信息学研究界的基本常规。NCBI BLAST家族的程序已广泛用于从现有数据库中检索同源序列。本文简要介绍并评估了在多节点计算集群paraBLAST及其Web服务器CyberparaBLAST上使用消息传递接口(Message Passing Interface, MPI)的并行化版本BLAST算法。CyberparaBLAST Web服务器可以通过内网Web服务器上的Web浏览器访问。CyberparaBLAST使研究人员能够在需要时实时查询序列数据库。并行计算和网络访问使得生物信息学研究在CyberparaBLAST的帮助下更加高效。
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引用次数: 5
Webspace surfing patterns and their impact on Web prefetching 网络空间冲浪模式及其对Web预取的影响
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253493
J. Khan, Qingping Tao
The paper presents an interesting study that how the user surfing behavior with respect to the organization of a Web space affects the performance of a prefetch enabled proxy. We have conducted experiments based on a novel hyperspace aware prefetch proxy and have studied the prefetch performance on tree and complete graph. The study assesses the system's responsiveness as well as the background loads for various user interaction duration, surfing and prefetch sequences. The results show that awareness about the Web space and surfing sequence can greatly help in improving prefetch performance. Schemes such as these also conversely may enable professional content developers to create prefetch friendly collection for increased site responsiveness.
本文提出了一项有趣的研究,即用户浏览行为对Web空间组织的影响如何影响启用预取的代理的性能。我们基于一种新的超空间感知预取代理进行了实验,研究了树和完全图的预取性能。该研究评估了系统的响应性以及不同用户交互持续时间、浏览和预取序列的背景负载。结果表明,对Web空间和浏览顺序的感知可以极大地提高预取性能。这样的方案反过来也可以使专业的内容开发人员创建预取友好的集合,以提高站点的响应能力。
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引用次数: 3
Cyber heart: the employment of an iterative design process to develop a left ventricular heart graphical display 网络心脏:采用迭代设计过程来开发左心室心脏图形显示
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253460
R. Jegathese, G. L. Guan, L. Rajiv, E. Ng, D. Ghista, E. Prakash
This paper presents a model-based representation of the heart shape, and dynamics. The left ventricle (LV) of the heart is constructed as a mathematical model, close to the shape of actual LV. The model is made suitable for simulating the deformation of the heart during the cardiac cycle. A pseudo stress and strain analysis are conducted on the ventricular myocardium, and visualized. The visualization software is capable of simulating the conditions of a diseased heart. The interactive model and software implementation is useful for wide range of simulation studies that can be integrated with this virtual model that can help in fields like clinical treatment planning, manufacture of artificial heart, study of heart diseases etc.
本文提出了一种基于模型的心脏形状和动力学表示方法。将心脏左心室(LV)构建为一个数学模型,接近实际左心室的形状。该模型适合于模拟心脏在心动周期中的变形。对心室心肌进行了伪应力应变分析,并进行了可视化。可视化软件能够模拟患病心脏的状况。交互式模型和软件实现可用于广泛的仿真研究,可以将该虚拟模型集成在临床治疗计划,人工心脏制造,心脏病研究等领域。
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引用次数: 1
A novel approach for addressing extensibility issue in collaborative virtual environment 一种解决协作虚拟环境中可扩展性问题的新方法
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253438
Choo Tian Fook, Qingping Lin, Z. Liang
In order to achieve entity evolvement, enrich socialization of virtual community and optimize computer processing in the collaborative virtual environment (CVE), efficient collaborative interaction management (CIM) is a key to handle these issues. In this paper, we focus on functional extensibility in CVE, and give the solution by using the conceptual idea of our proposed CIM approach, called task-oriented interaction management. This approach has four important components, which are scene interaction manager, virtual entity interaction manager, interaction task agent, and scene role & rules. They have certain capabilities, like data distribution, load-balance, tasks migration, ownership transfer, entities' states consistency maintenance, database persistency management and etc. The motivation of this research is to develop an extensible and evolving CVE with extensible functionalities for creating large-scale collaborative interaction experience to users in a large-scale interconnected 3D virtual environment. Details of the conceptual framework of the task-oriented interaction management will be presented in this paper.
为了在协同虚拟环境(CVE)中实现实体演化、丰富虚拟社区社会化和优化计算机处理,高效的协同交互管理(CIM)是解决这些问题的关键。在本文中,我们将重点关注CVE中的功能可扩展性,并通过使用我们提出的CIM方法的概念思想(称为面向任务的交互管理)给出解决方案。该方法由场景交互管理器、虚拟实体交互管理器、交互任务代理和场景角色与规则四个重要组成部分组成。它们具有一定的功能,如数据分发、负载平衡、任务迁移、所有权转移、实体状态一致性维护、数据库持久性管理等。本研究的动机是开发具有可扩展功能的可扩展演进CVE,以便在大规模互联的3D虚拟环境中为用户创建大规模协同交互体验。本文将详细介绍面向任务的交互管理的概念框架。
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引用次数: 3
MASCARET: pedagogical multi-agents systems for virtual environment for training MASCARET:用于培训的虚拟环境的教学多代理系统
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253485
Cédric Buche, R. Querrec, P. D. Loor, P. Chevaillier
This study concerns virtual environments for training in operational conditions. The principal developed idea is that these environments are heterogeneous and open multi-agent systems. The MASCARET model is proposed to organize the interactions between agents and to provide them reactive, cognitive and social abilities to simulate the physical and social environment. The physical environment represents, in a realistic way, the phenomena that learners and teachers have to take into account. The social environment is simulated by agents executing collaborative and adaptive tasks. These agents realize, in team, procedures that they have to adapt to the environment. The users participate to the training environment through their avatar. In this article, we explain how we integrated in MASCARET models necessary to the creation of Intelligent Tutoring System. We notably incorporate pedagogical strategies and pedagogical actions. We present pedagogical agents. To validate our model, the SECUREVI application for fire-fighters training is developed.
本研究涉及作战条件下训练的虚拟环境。主要的发展思想是,这些环境是异构和开放的多代理系统。提出了MASCARET模型来组织智能体之间的交互,并为它们提供反应性、认知性和社会能力来模拟物理和社会环境。物理环境以一种现实的方式代表了学习者和教师必须考虑的现象。社会环境是由执行协作和适应性任务的代理模拟的。这些代理意识到,在团队中,他们必须适应环境。用户通过他们的虚拟形象参与到培训环境中。在这篇文章中,我们解释了我们如何在MASCARET模型中集成必要的创建智能辅导系统。我们特别将教学策略和教学行动结合起来。我们介绍教学代理。为了验证我们的模型,开发了用于消防员培训的SECUREVI应用程序。
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引用次数: 67
How to build virtual environment systems with component frameworks 如何使用组件框架构建虚拟环境系统
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253452
M. M. O. Neto, M. Slater, J. Crowcroft
The Internet, as an accessible network with global connectivity, presents itself as the likely solution for the supporting infrastructure of cyberspace. In contrast, the field of virtual environments (VE) is fragmented with a wide proliferation of different systems, as a result of the current development trend. However, these divergent systems present a significant overlap of functionality that represents a waste of development resources and a detriment to innovation. This paper proposes Mayhem as a new approach to the design and development of VE systems. Our approach relies heavily on component design methodology coupled with a simple layered approach to system architectures. The combination of the two promotes the construction of systems from smaller building blocks, which may have been developed by different sources, each specializing in the supported functionality. Although Mayhem promotes the trend of middleware, it requires a common base infrastructure - the Java Adaptive Dynamic Environment (JADE). To demonstrate how to build a VE system using Mayhem, the paper describes a simple prototype of a VE and some of its key building blocks.
互联网作为一个具有全球连接性的可访问网络,是网络空间配套基础设施的可能解决方案。相比之下,虚拟环境(VE)领域是碎片化的,不同的系统广泛扩散,这是当前发展趋势的结果。然而,这些不同的系统呈现出显著的功能重叠,这代表了开发资源的浪费和对创新的损害。本文提出了Mayhem作为VE系统设计和开发的一种新方法。我们的方法在很大程度上依赖于组件设计方法以及简单的系统架构分层方法。两者的结合促进了从更小的构建块构建系统,这些构建块可能是由不同的来源开发的,每个来源专门用于支持的功能。尽管Mayhem推动了中间件的发展,但它需要一个通用的基础设施——Java自适应动态环境(JADE)。为了演示如何使用Mayhem构建VE系统,本文描述了VE的一个简单原型及其一些关键构建块。
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引用次数: 5
Top-down eLearning tools for hardware logic design 硬件逻辑设计的自顶向下电子学习工具
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253483
N. Fujii, S. Yukita, N. Koike, T. Kunii
New top-down eLearning tools for hardware logic design courses using the cellular methods are presented that enable students to keep focusing on their primary interests so that they can achieve complex logic circuits design successfully. In a modern logic design classroom, hardware description languages such as VerilogHDL are mostly used to describe circuits for FPGAs. The circuit in each module is described in VerilogHDL and the entire circuit is implemented by combination of designed modules. These HDL descriptions are wrapped in XML and enriched by a specially extended XML vocabulary, in order to share designed modules among learners on the Web. Although XML gives us a common and convenient Web framework, it becomes difficult to verify, validate, and maintain conformance among designed modules if the system becomes very large. To overcome this problem, we employed the cellular models that ensure the consistency among design modules and support a top-down design methodology. The proposed top-down eLearning tools can generate these circuit design data, distribute them to the learner, and manage the design database. The circuit design data wrapped in XML vocabulary are offered to the learner as a self-learning material of the courseware using the top-down (i.e. goal-oriented) method, according to the demand.
本文介绍了使用单元方法的硬件逻辑设计课程的新的自上而下的电子学习工具,使学生能够专注于他们的主要兴趣,以便他们能够成功地实现复杂的逻辑电路设计。在现代逻辑设计课堂中,硬件描述语言如VerilogHDL多用于描述fpga电路。用VerilogHDL语言描述了各个模块的电路,并结合设计的模块实现了整个电路。这些HDL描述用XML封装,并通过特别扩展的XML词汇表进行丰富,以便在Web上的学习者之间共享设计的模块。尽管XML为我们提供了一个通用且方便的Web框架,但是如果系统变得非常大,就很难验证、确认和维护设计模块之间的一致性。为了克服这个问题,我们采用了单元模型,以确保设计模块之间的一致性,并支持自上而下的设计方法。提出的自顶向下的电子学习工具可以生成这些电路设计数据,将它们分发给学习者,并管理设计数据库。采用自顶向下(即面向目标)的方法,根据学习者的需要,将封装在XML词汇表中的电路设计数据作为课件的自学材料提供给学习者。
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引用次数: 5
Context modeling based depth image compression for distributed virtual environment 基于上下文建模的分布式虚拟环境深度图像压缩
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253451
P. Bao, D. Gourlay, Youfu Li
Depth images, comprising pixel intensities and depth map, are viewed as a compact model of 3D scenes and used in 3D image warping for the distributed or collaborative virtual environment to enable the distributed rendering of complex 3D scenes at relatively low cost. The major overhead of the model is the transmission of the depth images of the initial reference and the subsequent new views that may be up to a few Mbs in size depending on the screen resolution. This paper presents efficient compression techniques specifically designed for the depth images. Additionally we experiment with the warped image quality by reducing the resolution of the depth map. We show that significant compression can be achieved at a cost of a very modest impairment in the perceptual quality of the warped image.
深度图像包括像素强度和深度图,被视为3D场景的紧凑模型,用于分布式或协作虚拟环境的3D图像翘曲,以相对较低的成本实现复杂3D场景的分布式渲染。该模型的主要开销是传输初始参考和随后的新视图的深度图像,根据屏幕分辨率的不同,这些图像的大小可能高达几mb。本文提出了针对深度图像的高效压缩技术。此外,我们通过降低深度图的分辨率来实验扭曲的图像质量。我们表明,显著的压缩可以实现的代价是非常适度的损害感知质量的扭曲图像。
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引用次数: 4
期刊
Proceedings. 2003 International Conference on Cyberworlds
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