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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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A Grid Enabled Problem Solving Environment for Monte Carlo Matlab Simulations 一个网格支持的蒙特卡罗Matlab仿真问题解决环境
T. Athanaileas, G. Tsoulos, Dimitra I. Kaklamani
This paper presents a problem solving environment (PSE) for the grid-enabled execution of Monte Carlo simulations. Our main concern during the design and development of the PSE was to hide the complexity of using the grid infrastructure from the actual users and simplify the way users run their application on grid resources. In order to assist non grid-expert users to execute their simulations on the grid, we have implemented transparent mechanisms that automatically create the appropriate scripts and components required for grid execution by taking as input plain Matlab files. The PSE sets up a temporary distributed Matlab environment on grid resources by using the Matlab compiler and allows the concurrent execution of standard Matlab code. The PSE has been used for several wideband code division multiple access (WCDMA) system simulation scenarios in the production grid provided by the EGEE infrastructure. Simulation results regarding performance of the PSE are presented.
本文提出了一种基于网格的蒙特卡洛仿真求解环境(PSE)。在PSE的设计和开发过程中,我们主要关注的是向实际用户隐藏使用网格基础设施的复杂性,并简化用户在网格资源上运行应用程序的方式。为了帮助非网格专家用户在网格上执行他们的模拟,我们实现了透明的机制,通过将普通Matlab文件作为输入,自动创建网格执行所需的适当脚本和组件。PSE通过Matlab编译器在网格资源上建立一个临时的分布式Matlab环境,并允许标准Matlab代码的并发执行。PSE已经在EGEE基础设施提供的生产网格中用于多个宽带码分多址(WCDMA)系统仿真场景。给出了系统性能的仿真结果。
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引用次数: 24
Efficient Analysis of Simultaneous Events in Distributed Simulation 分布式仿真中同步事件的高效分析
Patrick Peschlow, P. Martini
Simultaneous events are a fundamental challenge in distributed discrete-event simulation: Different execution orders may lead to different simulation results. Commonly, simultaneous events are handled by tie-breaking rules in order to guarantee reproducibility. A second approach, however, is examining different execution orders with a branching mechanism. By analyzing the effects of simultaneous events, confidence in simulation results may be increased. Naturally, branching may get expensive with large numbers of simultaneous events. Thus, efficiency is crucial for branching in order to be a practical method. In this paper, we present an efficient branching mechanism for simultaneous events in distributed simulation, which may be used in conjunction with, or as an alternative to tie-breaking rules. We apply techniques which optimize the detection of simultaneous events and reduce the number of branches as much as possible. Furthermore, we use cloning to share computations among different branches.
同时事件是分布式离散事件仿真的一个基本挑战:不同的执行顺序可能导致不同的仿真结果。通常,同时发生的事件通过打破规则来处理,以保证再现性。然而,第二种方法是使用分支机制检查不同的执行顺序。通过分析同步事件的影响,可以提高仿真结果的可信度。自然地,分支可能会因为大量同时发生的事件而变得昂贵。因此,为了成为一种实用的方法,分支的效率是至关重要的。在本文中,我们提出了分布式仿真中并发事件的有效分支机制,该机制可以与打破规则结合使用,也可以作为打破规则的替代方案。我们应用的技术优化了同时事件的检测,并尽可能地减少了分支的数量。此外,我们使用克隆在不同的分支之间共享计算。
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引用次数: 17
An Evaluation of Push-Pull Algorithms in Support of Cell-Based Interest Management 支持基于cell的兴趣管理的推拉算法的评估
Rob Minson, G. Theodoropoulos
Several approaches for scalable interest management (IM) within real-time distributed virtual environments (DVEs) have been proposed based upon some division of the data-space in to disjoint volumes or cells. Responsibility for the entire space can then be distributed. Any such approach, however, must implement some mechanism for propagating the query and update messages around the distributed system. The efficiency of this process can greatly effect the scalability of such systems. In this paper we evaluate an adaptive approach to this problem, designed for use in cell-based systems in general.
在实时分布式虚拟环境(dve)中,基于将数据空间划分为不连接的卷或单元,提出了几种可扩展兴趣管理(IM)的方法。然后可以分配整个空间的责任。但是,任何这样的方法都必须实现在分布式系统中传播查询和更新消息的某种机制。这个过程的效率可以极大地影响这类系统的可伸缩性。在本文中,我们评估了一个自适应的方法来解决这个问题,设计用于一般的基于细胞的系统。
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引用次数: 4
Detailed Simulation of Large-Scale Wireless Networks 大规模无线网络的详细仿真
Michele Bracuto, Gabriele D’angelo
In this paper, we present WiFra, a new framework for the detailed simulation of very large-scale wireless networks. WiFra is based on the parallel and distributed simulation approach and provides high scalability in terms of size of simulated networks and number of execution units running the simulation. In order to improve the performance of distributed simulation, additional techniques are proposed. Their aim is to reduce the communication overhead and to maintain a good level of load-balancing. Simulation architectures composed of low-cost Commercial-Off-The-Shelf (COTS) hardware are specifically supported by WiFra. The framework dynamically reconfigures the simulation, taking care of the performance of each part of the execution architecture and dealing with unpredictable fluctuations of the available computation power and communication load on the single execution units. A fine-grained model of the 802.11 DCF protocol has been used for the performance evaluation of the proposed framework. The results demonstrate that the distributed approach is suitable for the detailed simulation of very-large scale wireless networks.
在本文中,我们提出了WiFra,一个用于非常大规模无线网络详细模拟的新框架。WiFra基于并行和分布式仿真方法,在模拟网络的大小和运行仿真的执行单元数量方面提供了高可扩展性。为了提高分布式仿真的性能,提出了一些附加技术。它们的目标是减少通信开销并保持良好的负载平衡。由低成本商用现货(COTS)硬件组成的仿真架构由WiFra专门支持。该框架动态地重新配置模拟,关注执行体系结构的每个部分的性能,并处理单个执行单元上可用计算能力和通信负载的不可预测波动。采用了802.11 DCF协议的细粒度模型对所提出的框架进行性能评估。结果表明,该方法适用于超大规模无线网络的详细仿真。
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引用次数: 6
Distributed Virtual Reality in Education 分布式虚拟现实教育
H. Kaufmann
This paper presents Construct3D, an application for geometry educationthat has been developed at the VR group at Vienna University of Technology throughout the past 6 years. Specific design aspects to allow distributed collaboration in Construct3D are presented. This concerns improvements of the user interface, usability and system performance including bandwidth efficiency.
本文介绍了Construct3D,这是维也纳科技大学VR小组在过去6年中开发的一款几何教育应用程序。介绍了在Construct3D中允许分布式协作的具体设计方面。这涉及到用户界面、可用性和系统性能(包括带宽效率)的改进。
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引用次数: 1
Towards Ambient Community Services 迈向环境社区服务
K. Demestichas, Evgenia F. Adamopoulou, M. Theologou, C. Desiniotis, J. Markoulidakis
The present paper introduces the innovative concept of a new type of services, called ambient community services (ACS). The ACS concept utilizes information that resides in communities of mobile terminals, such as location, speed, sensor-related data or user-created multimedia content. After the collection, processing and filtering of these data, a number of innovative, heterogeneous value-added applications can be provided to the end-users, such as the provision of vehicular traffic conditions. ACS advances the social networking by allowing users to form cooperative, service-enabling communities. This paper includes a thorough description of the state-of- the-art, the proposed system architecture and communication flow, potential enabled applications, important implementation aspects, as well as future research activities.
本文介绍了一种新型服务的创新概念,即环境社区服务(ACS)。ACS概念利用了存在于移动终端社区中的信息,例如位置、速度、传感器相关数据或用户创建的多媒体内容。在对这些数据进行收集、处理和过滤后,可以向最终用户提供一些创新的、异构的增值应用,例如提供车辆交通状况。ACS通过允许用户形成合作的、支持服务的社区,推动了社交网络的发展。这篇论文包括了对最新技术的全面描述,提出的系统架构和通信流程,潜在的应用,重要的实现方面,以及未来的研究活动。
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引用次数: 2
Evaluation of a Large-Scale Ubiquitous System Model through Peer-to-Peer Protocol Simulation 基于点对点协议仿真的大规模泛在系统模型评估
Jorge L. V. Barbosa, Rodrigo Hahn, Daniele Bonatto, Fábio Reis Cecin, C. Geyer
The ubiquitous computing scenario brings many new problems such as coping with the limited processing power of mobile devices, frequent disconnections, the migration of code and tasks between heterogeneous devices, and others. Current practical approaches to the ubiquitous computing problem usually rely upon traditional computing paradigms conceived back when distributed applications where not a concern. In this paper we propose UbiHolo, a new end-to-end model oriented to development and execution of applications over large- scale ubiquitous computing systems. UbiHolo is based on the Holoparadigm (in short, Holo), a new software paradigm oriented to the development of distributed computer systems. After that we show that UbiHolo is scalable, and that it is possible to create and manage execution of applications over large-scale ubiquitous environments without a great impact on application 's user response tunes. Our results are obtained through a simulation of a Holo system with up to 950 nodes, which was implemented over the p2psim simulator.
无处不在的计算场景带来了许多新的问题,如应对移动设备有限的处理能力、频繁的断开连接、异构设备之间代码和任务的迁移等。当前解决泛在计算问题的实际方法通常依赖于传统的计算范式,这些范式是在分布式应用程序不受关注的时候构想出来的。在本文中,我们提出了UbiHolo,一个新的端到端模型,面向大规模泛在计算系统上的应用程序的开发和执行。UbiHolo基于holparadigm(简而言之,Holo),这是一种面向分布式计算机系统开发的新软件范式。之后,我们展示了UbiHolo是可扩展的,并且可以在大规模无处不在的环境中创建和管理应用程序的执行,而不会对应用程序的用户响应曲调产生很大影响。我们的结果是通过在p2psim模拟器上实现的多达950个节点的Holo系统的仿真获得的。
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引用次数: 12
Distributed Multiagent Simulation on P2P Architecture P2P体系结构的分布式多智能体仿真
A. Cabani, M. Itmi, J. Pécuchet
In this paper we introduce distributed multiagent simulation and recall some solutions based on HLA protocol. We make a short presentation of peer-to- peer systems. We highlight the architecture of a distributed multiagent system based on a peer-to-peer model. We present some preliminary experimental results to show the performance of this architecture running a distributed version of ants model. We compare this implementation with a non-distributed ants version and with a distributed version on Client/Server architecture.
本文介绍了分布式多智能体仿真,并回顾了基于HLA协议的一些解决方案。我们简要介绍点对点系统。重点介绍了基于点对点模型的分布式多智能体系统的体系结构。我们给出了一些初步的实验结果,以显示该架构运行分布式版本的蚂蚁模型的性能。我们将此实现与非分布式蚂蚁版本和客户机/服务器架构的分布式版本进行比较。
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引用次数: 6
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11th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'07)
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