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.
{"title":"Design and Implementation of Haptic Tele-mentoring over the Internet","authors":"Jilin Zhou, Xiaojun Shen, Abdulmotaleb El Saddik, N. Georganas","doi":"10.1109/DS-RT.2007.18","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.18","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124856385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Distributed Topology Control Algorithm for P2P Based Simulations","authors":"B. Hariri, S. Shirmohammadi, Mohammadreza Pakravan","doi":"10.1109/DS-RT.2007.6","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.6","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134299273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Federated Agent-based Modeling and Simulation Approach to Study Interdependencies in IT Critical Infrastructures","authors":"E. Casalicchio, E. Galli, Salvatore Tucci","doi":"10.1109/DS-RT.2007.29","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.29","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124772498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Augmenting the CAVE: An Initial Study into Close Focused, Inward Looking, Exploration in IPT Systems","authors":"R. Aspin, K. Le","doi":"10.1109/DS-RT.2007.15","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.15","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121664567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Rule-based Approach to Syntactic and Semantic Composition of BOMs","authors":"F. Moradi, R. Ayani, Shahab Mokarizadeh, Gholam Hossein Akbari Shahmirzadi, Gary S. H. Tan","doi":"10.1109/DS-RT.2007.10","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.10","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116716691","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"QoS Proxy Architecture for Real Time RPC with Traffic Prediction","authors":"Pedro Northon Nobile, R. Lopes, C. E. Morón, L. Trevelin","doi":"10.1109/DS-RT.2007.37","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.37","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129791639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"The Simulation of a Billiard Game Using a Haptic Interface","authors":"L. D. Paolis, Marco Pulimeno, G. Aloisio","doi":"10.1109/DS-RT.2007.42","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.42","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124113032","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Semantic Web Service Architecture for Simulation Model Reuse","authors":"David Bell, Sergio de Cesare, M. Lycett, N. Mustafee, Simon J. E. Taylor","doi":"10.1109/DS-RT.2007.39","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.39","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134415130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Federate Migration in a Service Oriented HLA RTI","authors":"Zengxiang Li, Wentong Cai, S. Turner, K. Pan","doi":"10.1109/DS-RT.2007.28","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.28","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131635427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Exploiting the Concept of Activity for Dynamic Reconfiguration of Distributed Simulation","authors":"Ming Zhang, B. Zeigler, A. Boukerche","doi":"10.1109/DS-RT.2007.27","DOIUrl":"https://doi.org/10.1109/DS-RT.2007.27","url":null,"abstract":"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.","PeriodicalId":266467,"journal":{"name":"11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124189963","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}