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11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)最新文献

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Design and Implementation of Haptic Tele-mentoring over the Internet 基于Internet的触觉远程辅导的设计与实现
Jilin Zhou, Xiaojun Shen, Abdulmotaleb El Saddik, N. Georganas
Haptic tele-mentoring refers to an educational technique in which the mentor can teach the mentee, in a hand-by-hand manner over communication networks, through the coupling of two haptic devices. Essentially, the realization of tele-mentoring relies on the efficient transmission of haptic information, such that either end of the network can sense and/or impart forces. A few of obstacles in developing the tele-mentoring applications over the internet are network delay, jitter, and packet loss. These impairments potentially affect the stability of the tele-mentoring system and degrade the feeling of guiding. This paper analyzes the design and implementation constraints of the system, as well as the simulation and experimental results. To compensate for the network latency, a novel approach based on the behaviors of the human arm trajectory is proposed to lower the overshoot so as to improve the overall system stability. The experimental results show the effectiveness of the anti-overshoot algorithm.
触觉远程指导是指指导者通过两个触觉设备的耦合,在通信网络上以手把手的方式对被指导者进行教学的一种教育技术。从本质上讲,远程指导的实现依赖于触觉信息的有效传输,这样网络的任何一端都可以感知和/或施加力。在internet上开发远程指导应用程序的几个障碍是网络延迟、抖动和数据包丢失。这些缺陷可能会影响远程辅导系统的稳定性,降低指导的感觉。本文分析了该系统的设计和实现约束,并给出了仿真和实验结果。为了补偿网络延迟,提出了一种基于人体手臂轨迹行为的新方法来降低超调量,从而提高系统的整体稳定性。实验结果表明了该算法的有效性。
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引用次数: 25
A Distributed Topology Control Algorithm for P2P Based Simulations 基于P2P仿真的分布式拓扑控制算法
B. Hariri, S. Shirmohammadi, Mohammadreza Pakravan
Although collaborative distributed simulations and virtual environments (VE) have been an active area of research in the past few years, they have recently gained even more attention due to the emergence of online gaming, emergency simulation and planning systems, and disaster management applications. Such environments combine graphics, haptics, animations and networking to create interactive multimodal worlds that allows participants to collaborate in realtime. Massively Multiplayer Online Gaming (MMOG), perhaps the most widely deployed practical application of distributed virtual environments, allows players to act together concurrently in a virtual world over the Internet. IP Multicasting would be an optimal solution for the dissemination of updates among participants, but IP multicasting is not available to home users on the Internet, due to a number of technological, practical, and business reasons. In light of the lack availability of IP Multicasting on the global Internet, researchers have recently tended to shift multicasting from the networking layer to the application layer, known as Application Layer Multicasting, effectively constructing an overlay network among participants of the distributed simulation where end hosts themselves participate in the dissemination of update messages. In this paper, we propose a topology control architecture to support P2P based collaborative distributed simulations over the Internet by using AIM. We present our networking model and its rationale, theoretical proof, and simulation measurements in comparison with other methods as proof of concept.
尽管协作分布式模拟和虚拟环境(VE)在过去几年中一直是一个活跃的研究领域,但由于在线游戏、应急模拟和规划系统以及灾害管理应用的出现,它们最近获得了更多的关注。这种环境结合了图形、触觉、动画和网络,创造了交互式的多模式世界,允许参与者实时协作。大规模多人在线游戏(MMOG)可能是分布式虚拟环境中最广泛部署的实际应用,它允许玩家在互联网上的虚拟世界中同时行动。IP多播是在参与者之间传播更新的最佳解决方案,但是由于许多技术、实际和业务原因,Internet上的家庭用户无法使用IP多播。鉴于IP多播在全球互联网上缺乏可用性,研究人员最近倾向于将多播从网络层转移到应用层,即应用层多播,有效地在分布式模拟参与者之间构建一个覆盖网络,其中终端主机自己参与更新消息的传播。在本文中,我们提出了一个拓扑控制体系结构,以支持基于P2P的协同分布式仿真。我们提出了我们的网络模型及其基本原理,理论证明,并与其他方法进行了仿真测量,作为概念证明。
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引用次数: 3
Federated Agent-based Modeling and Simulation Approach to Study Interdependencies in IT Critical Infrastructures 基于联邦代理的IT关键基础设施相互依赖关系建模与仿真方法研究
E. Casalicchio, E. Galli, Salvatore Tucci
Agent-based modeling and simulation (ABMS) is one of the more promising simulation techniques to study the interdependencies in critical infrastructures. Moreover, federated simulation has two relevant properties, simulation models reuse and expertise sharing, that could be exploited in a multi-sectorial field, such as critical infrastructure protection. In this paper we propose a new methodology which exploits the benefit of both ABMS and Federated simulation, to study interdependencies in critical infrastructures. First of all we discus advantages of federated agent-based modeling and difficulties in implementing a Federated ABMS framework. To demonstrate the relevance of our solution we propose an example driven approach that poses the attention on critical information infrastructure. We have also implemented a Federated ABMS framework, which federate Repast, an agent-based simulation engine and OMNeT++ an IT systems and communication networks modeling and simulation environment. A selection of simulation results shown how Federated ABMS could shed light on system interdependencies and how it helps in quantifying them.
基于代理的建模与仿真(ABMS)是研究关键基础设施相互依赖关系的一种很有前途的仿真技术。此外,联邦仿真具有两个相关特性,即仿真模型重用和专业知识共享,可用于关键基础设施保护等多部门领域。在本文中,我们提出了一种利用ABMS和联邦模拟的优点来研究关键基础设施中的相互依赖性的新方法。首先,我们讨论了基于联邦代理的建模的优点和实现联邦ABMS框架的困难。为了证明我们的解决方案的相关性,我们提出了一个示例驱动的方法,将注意力放在关键信息基础设施上。我们还实现了一个联邦ABMS框架,它将Repast(一个基于代理的仿真引擎)和omnet++(一个IT系统和通信网络建模和仿真环境)联合起来。仿真结果的选择显示了联邦ABMS如何揭示系统的相互依赖关系,以及它如何帮助对它们进行量化。
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引用次数: 77
Augmenting the CAVE: An Initial Study into Close Focused, Inward Looking, Exploration in IPT Systems 扩大洞穴:对IPT系统中密切关注、内向观察和探索的初步研究
R. Aspin, K. Le
CAVE-like Immersive Projection Technologies (IPT) systems have long been used to explore complex 3D geometric data sets. While this approach works well for many activity types, there are a class of activities that remain challenging within these environments. When virtual objects are brought into close proximity to the user (denoted by a virtual distance of less than that between the user and the projection surface) the users inability to perceive fine detail and effectively explore around an object from an inward looking perspective becomes apparent. This research presents and evaluates the introduction of an augmented viewing device into a traditional CAVE-like IPT system. This has been accomplished by integrating a tracked tablet PC device that offers a multi modal interface for both user position referenced micro/macroscopic viewing and alternate interaction inputs as part of a distributed augmented CAVE-like IPT system.
类洞穴沉浸式投影技术(IPT)系统长期以来一直用于探索复杂的三维几何数据集。虽然这种方法适用于许多活动类型,但在这些环境中仍有一类活动具有挑战性。当虚拟物体靠近用户时(以小于用户与投影表面之间的虚拟距离表示),用户无法从内向的角度感知细节并有效地探索物体周围变得明显。本研究提出并评估了在传统的类cave IPT系统中引入增强观看设备。这是通过集成跟踪的平板电脑设备来实现的,该设备为用户位置参考的微观/宏观观察和替代交互输入提供了多模态界面,作为分布式增强洞穴式IPT系统的一部分。
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引用次数: 14
A Rule-based Approach to Syntactic and Semantic Composition of BOMs 基于规则的bom句法和语义组合方法
F. Moradi, R. Ayani, Shahab Mokarizadeh, Gholam Hossein Akbari Shahmirzadi, Gary S. H. Tan
Creating simulation models via composition of predefined and reusable components is an efficient way of reducing costs and time associated with the simulation model development process. However, in order to successfully compose models one has to solve the issues of syntactic and semantic composability of components. HLA is the most widely used architecture for distributed simulations today. It provides a simulation environment and standards for specifying simulation parts and interactions between simulation parts. But it provides little support for semantic composability. The base object model (BOM) standard is an attempt to ease reusability and composition of simulation models. However, BOMs do not contain sufficient information for defining concepts and terms in order to avoid ambiguity, and provide no methods for matching conceptual models (state machines). In this paper, we present our approach for enhancement of the semantic contents of BOMs and propose a three-layer model for syntactic and semantic matching of BOMs. The semantic enhancement includes ontologies for entities, event and interactions in each component. We also present an OWLS description for each component including the state- machines. The three-layer model consists of syntactic matching, static semantic matching and dynamic semantic matching utilising a set of rules for reasoning about the compositions. We also describe our discovery and matching rules, which have been implemented in the Jess inference engine. In order to test our approach we have defined some simulation scenarios and implemented BOMs as building blocks for development of those scenarios, one of which has been presented in this paper. Our result shows that the three-layer model is promising and can improve and simplify composition of BOM-based components.
通过组合预定义的和可重用的组件来创建仿真模型是减少与仿真模型开发过程相关的成本和时间的有效方法。然而,为了成功地组合模型,必须解决组件的语法和语义可组合性问题。HLA是当今分布式仿真中使用最广泛的体系结构。它为指定仿真部件和仿真部件之间的交互提供了仿真环境和标准。但是它对语义可组合性提供的支持很少。基本对象模型(BOM)标准是简化仿真模型的可重用性和组合的一种尝试。然而,bom没有包含足够的信息来定义概念和术语,以避免歧义,并且没有提供匹配概念模型(状态机)的方法。本文提出了一种增强bom语义内容的方法,并提出了一个用于bom语法和语义匹配的三层模型。语义增强包括每个组件中的实体、事件和交互的本体。我们还提供了包括状态机在内的每个组件的owl描述。该三层模型包括句法匹配、静态语义匹配和动态语义匹配,利用一套规则对组合进行推理。我们还描述了在Jess推理引擎中实现的发现和匹配规则。为了测试我们的方法,我们定义了一些模拟场景,并实现了bom作为开发这些场景的构建块,其中一个已在本文中提出。我们的结果表明,三层模型是有前途的,可以改善和简化基于bom的组件的组成。
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引用次数: 33
QoS Proxy Architecture for Real Time RPC with Traffic Prediction 具有流量预测的实时RPC的QoS代理体系结构
Pedro Northon Nobile, R. Lopes, C. E. Morón, L. Trevelin
Currently, there are many research works focused at the creation of architectures that support QoS for real time multimedia applications guarantees. However, those architectures do not support the traffic of RT-RPCs whose requirements (i.e. priority and deadline) are harder than those of multimedia applications. The aim of this work is to propose an architecture of QoS proxy for RT-RPCs that uses Box-Jenkins time series models in order to predict future traffic characteristics of RT-RPCs that pass through the proxy, allowing the anticipated allocation of the necessary resources to attend the predicted demand and the choice of policies aimed at the adaptation of the proxy to the states of its network environment.
目前,有许多研究工作集中在为实时多媒体应用提供QoS保障的体系结构的创建上。然而,这些架构不支持rt - rpc的流量,因为rt - rpc的要求(即优先级和截止日期)比多媒体应用程序更难。这项工作的目的是提出一种使用Box-Jenkins时间序列模型的rt - rpc的QoS代理架构,以预测通过代理的rt - rpc的未来流量特征,允许预期分配必要的资源来参加预测的需求和策略选择,旨在使代理适应其网络环境的状态。
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引用次数: 10
The Simulation of a Billiard Game Using a Haptic Interface 用触觉界面模拟台球游戏
L. D. Paolis, Marco Pulimeno, G. Aloisio
Recently the computer entertainment technology has generated a deal of interest among researchers and developers as it is recognized as showing high promise in creating exciting new forms of human computer interaction. Performance improvements in graphics hardware and the diffusion of the low cost haptic interfaces have made it possible to visualize complex virtual environments and provided opportunities to interact with these in a more realistic way. In this paper a virtual reality application of a game of billiard game is presented; to allow to the user an interactive and realistic interaction is provided a force feedback by means of a commercial haptic interface. To build an immersive virtual environment has been used the development environment XIR and to simulate the rigid body dynamics has been utilized the ODE library.
最近,计算机娱乐技术引起了研究人员和开发人员的极大兴趣,因为它被认为在创造令人兴奋的人机交互新形式方面表现出很高的前景。图形硬件的性能改进和低成本触觉界面的普及使得可视化复杂的虚拟环境成为可能,并提供了以更现实的方式与这些环境进行交互的机会。本文介绍了一个台球游戏的虚拟现实应用;为了让用户进行互动和真实的交互,通过商业触觉界面提供了力反馈。利用开发环境XIR构建了沉浸式虚拟环境,利用ODE库对刚体动力学进行了仿真。
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引用次数: 11
Semantic Web Service Architecture for Simulation Model Reuse 仿真模型重用的语义Web服务体系结构
David Bell, Sergio de Cesare, M. Lycett, N. Mustafee, Simon J. E. Taylor
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. Re-use of simulation component models by collaborating organizations is restricted by the same semantic issues however that restrict the inter-organization use of web services. The current representations of web components are predominantly syntactic in nature lacking the fundamental semantic underpinning required to support discovery on the emerging semantic web. Semantic models, in the form of ontology, utilized by web service discovery and deployment architecture provide one approach to support simulation model reuse. Semantic interoperation is achieved through the use of simulation component ontology to identify required components at varying levels of granularity (including both abstract and specialized components). Selected simulation components are loaded into a CSP, modified according to the requirements of the new model and executed. The paper presents the development of ontology, connector software and web service discovery architecture in order to understand how such ontology are created, maintained and subsequently used for simulation model reuse. The ontology is extracted from health service simulation - comprising hospitals and the National Blood Service. The ontology engineering framework and discovery architecture provide a novel approach to inter- organization simulation, uncovering domain semantics and adopting a less intrusive interface between participants. Although specific to CSPs the work has wider implications for the simulation community.
COTS仿真包(csp)已被证明在工业环境中受到许多软件供应商的欢迎。相比之下,重用现有模型的选择似乎更有限。协作组织对仿真组件模型的重用受到同样的语义问题的限制,然而这些问题也限制了web服务在组织间的使用。当前web组件的表示在本质上主要是语法性的,缺乏支持新兴语义web发现所需的基本语义基础。web服务发现和部署体系结构利用本体形式的语义模型为支持仿真模型重用提供了一种方法。语义互操作是通过使用模拟组件本体来识别不同粒度级别的所需组件(包括抽象组件和专门化组件)来实现的。将选定的仿真组件加载到CSP中,根据新模型的要求进行修改并执行。本文介绍了本体、连接器软件和web服务发现体系结构的发展,以了解这些本体是如何创建、维护和随后用于仿真模型重用的。本体是从卫生服务模拟中提取的——包括医院和国家血液服务。本体工程框架和发现体系结构为组织间仿真提供了一种新的方法,揭示了领域语义,并在参与者之间采用了侵入性较小的接口。虽然特定于csp,但这项工作对模拟社区具有更广泛的影响。
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引用次数: 18
Federate Migration in a Service Oriented HLA RTI 面向服务HLA RTI中的联邦迁移
Zengxiang Li, Wentong Cai, S. Turner, K. Pan
The High Level Architecture provides a general framework for distributed simulation, promoting reusability and interoperability of simulation components (federates). Large scale distributed simulation, in which federates run on many heterogenous computing machines may benefit from migrating federates among these machines for load- balancing and fault-tolerance. However, the HLA framework does not provide formal support for federate migration currently. We have previously developed a Service Oriented HLA RTL (SOHR) framework, which provides HLA RTL functionalities via the cooperation of a set of Grid services. SOHR is developed with migration support features by using a decoupled federate design. In this paper, a basic federate migration protocol is first proposed to illustrate the process of federate migration in SOHR. Then two optimized protocols are further developed to overlap federate migration with federate execution for the purpose of reducing migration overhead. Experiments show that the migration overhead is reduced considerably in the optimized protocols.
高级体系结构为分布式仿真提供了一个通用框架,促进了仿真组件(联邦)的可重用性和互操作性。大规模分布式仿真中,联邦运行在许多异构计算机器上,可以从在这些机器之间迁移联邦中获益,从而实现负载平衡和容错。然而,HLA框架目前还没有为联邦迁移提供正式的支持。我们之前已经开发了一个面向服务的HLA RTL (SOHR)框架,它通过一组网格服务的协作提供HLA RTL功能。SOHR通过使用解耦的联邦设计来开发迁移支持功能。本文首先提出了一个基本的联邦迁移协议来说明SOHR中的联邦迁移过程。然后进一步开发了两个优化协议,使联邦迁移与联邦执行重叠,以减少迁移开销。实验表明,优化后的协议显著降低了迁移开销。
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引用次数: 40
Exploiting the Concept of Activity for Dynamic Reconfiguration of Distributed Simulation 利用活动概念实现分布式仿真的动态重构
Ming Zhang, B. Zeigler, A. Boukerche
In this paper, we specialize the concept of "activity", defined in earlier work, to measure the heterogeneity of model behavior using the temporal- spatial distribution of its local transitions in a 2D cellular space. We then show how to employ this "activity" metric to balance the computation load using the dynamic reconfiguration of the distributed simulation. We also show how the degree of improvement depends on the heterogeneity of the activity's distribution. That is, high concentrations of activity in space that change relatively slowly during simulation can be exploited to reduce execution time significantly within an appropriate infrastructure for dynamic reconfiguration in a DEVS based distributed simulation framework. In contrast to other dynamic load balancing approaches, the activity-based approach discussed here exploits model properties directly rather than relying on resource-based measurements as the basis for its reconfigurations.
在本文中,我们专门研究了在早期工作中定义的“活动”概念,利用其局部转换在二维细胞空间中的时空分布来测量模型行为的异质性。然后,我们将展示如何使用此“活动”度量来使用分布式模拟的动态重新配置来平衡计算负载。我们还展示了改进的程度如何取决于活动分布的异质性。也就是说,在模拟过程中,空间中活动的高度集中变化相对缓慢,可以利用适当的基础设施,在基于DEVS的分布式模拟框架中进行动态重新配置,从而大大减少执行时间。与其他动态负载平衡方法相比,这里讨论的基于活动的方法直接利用模型属性,而不是依赖于基于资源的度量作为其重新配置的基础。
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引用次数: 10
期刊
11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)
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