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A New Adaptive Middleware for Parallel and Distributed Simulation of Dynamically Interacting Systems 一种新的动态交互系统并行分布式仿真自适应中间件
L. Bononi, Michele Bracuto, Gabriele D’angelo, L. Donatiello
In this work we define and test a new framework obtained as the integration of two recently developed middlewares defined to support the parallel and distributed simulation of large scale, complex and dynamically interacting system models (like wireless and mobile network systems). In a distributed simulation of highly interacting system models, the main bottleneck may become the communication and synchronization required to maintain the causality constrains between distributed model components. We designed and implemented the ARTÌS middleware as a new framework incorporating a set of features that allow an adaptive optimization of the communication layer management in a distributed simulation scenario. ARTÌS has been integrated with GAIA, a dynamic mechanism for the runtime management and adaptive allocation of model entities in a distributed simulation. By adopting a runtime evaluation of causal bindings between model entities GAIA adapts the dynamic and time-persistent causal effects of model interactions to dynamic migration of model entities. Preliminary results demonstrate that the combined effect of ARTÌS management and GAIA heuristics leads to a significant reduction in the communication and synchronization overheads between the physical execution units. Simulation performance enhancements have been obtained also in worst-case modelling assumptions and simulation scenarios.
在这项工作中,我们定义并测试了一个新框架,该框架集成了两个最近开发的中间件,用于支持大规模、复杂和动态交互系统模型(如无线和移动网络系统)的并行和分布式仿真。在高度交互系统模型的分布式仿真中,主要瓶颈可能成为维护分布式模型组件之间因果关系约束所需的通信和同步。我们设计并实现了ARTÌS中间件作为一个新的框架,它包含了一组特性,允许在分布式仿真场景中对通信层管理进行自适应优化。ARTÌS已与GAIA集成,GAIA是一种动态机制,用于分布式仿真中的运行时管理和模型实体的自适应分配。通过对模型实体之间的因果绑定进行运行时评估,GAIA使模型交互的动态和时间持久性因果效应适应于模型实体的动态迁移。初步结果表明,ARTÌS管理和GAIA启发式的联合效应导致物理执行单元之间的通信和同步开销显著减少。在最坏情况建模假设和仿真场景下,仿真性能也得到了提高。
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引用次数: 25
Exploiting Spatial Uncertainty to Reduce Forward Computation Cost in Optimistic Simulations 利用空间不确定性降低乐观模拟正演计算成本
F. Quaglia, Andrea Santoro
The notion of spatial uncertainty indicates the lack of exact knowledge about where, within the simulated space, an event actually occurs. In one of our previous works, we have shown how to exploit spatial uncertainty to reduce the synchronization cost in optimistic simulation, in terms of amount of rollback. In this paper we show how to exploit spatial uncertainty also for reducing the expected cost of simulation events during forward computation, thus achieving further reduction of the wall-clock time for the simulation model execution. The application of this proposal to optimistic simulation of a Personal Communication System (PCS) is also presented, together with experimental results supporting the claim of increased execution speed of the simulation system.
空间不确定性的概念表明,在模拟空间中,对事件实际发生的位置缺乏确切的了解。在我们之前的一项工作中,我们已经展示了如何利用空间不确定性来减少乐观模拟中的同步成本,就回滚量而言。在本文中,我们展示了如何利用空间不确定性来减少前向计算期间模拟事件的预期成本,从而进一步减少模拟模型执行的时钟时间。最后给出了该方法在个人通信系统(PCS)乐观仿真中的应用,并给出了实验结果,证明了该方法提高了仿真系统的执行速度。
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引用次数: 0
HLA-Based Distributed Simulation Cloning 基于hla的分布式仿真克隆
Dan Chen, S. Turner, Boon-Ping Gan, Wentong Cai
Distributed simulation cloning technology is designed to analyze alternative scenarios of a distributed simulation concurrently within the same simulation execution session. One important goal of the technology is to optimize execution by avoiding repeated computation amongst independent scenarios. Our research is concerned with the cloning of High Level Architecture (HLA) based distributed simulations. A decoupled federate architecture is designed to support correct federate cloning at runtime. A federate may spawn clones to explore different scenarios at a decision point. To address the complexity of the overall cloning-enabled distributed simulation due to increasing scenario spawning, we have devised an efficient and precise scheme to identify and partition scenarios. It is desirable to use an incremental cloning mechanism to replicate only those federates whose states will be affected while the rest remain intact and are shared amongst the original and new scenarios. Our incremental cloning mechanism ensures accurate sharing and initiates cloning only when strictly necessary.
分布式仿真克隆技术旨在分析同一仿真执行会话中并发的分布式仿真的备选方案。该技术的一个重要目标是通过避免独立场景之间的重复计算来优化执行。我们的研究涉及基于HLA的分布式仿真的克隆。解耦的联邦体系结构旨在支持在运行时进行正确的联邦克隆。联邦可以在决策点生成克隆来探索不同的场景。为了解决由于不断增加的场景生成而导致的整体支持克隆的分布式模拟的复杂性,我们设计了一个有效而精确的方案来识别和划分场景。最好使用增量克隆机制,只复制那些状态将受到影响的联邦,而其余的联邦保持不变,并在原始场景和新场景之间共享。我们的增量克隆机制确保准确的共享,并仅在必要时才启动克隆。
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引用次数: 9
Architecture and Evaluation of Tele-Haptic Environments 遥触感环境的架构与评估
Xiaojun Shen, Jilin Zhou, Abdulmotaleb El Saddik, N. Georganas
A collaborative, haptic, audio and visual environment (C-HAVE) consists of a network of nodes. Each node in the C-HAVE world contributes to the shared environment with some virtual objects. These can be static, e.g., a sculpture or the ground, or dynamic, e.g., an object that can be virtually manipulated. We aim at developing a heterogeneous scalable architecture for large collaborative haptics environments where a number of potential users participate with different kinds of haptic devices. The main objective of the presented research is the development of three prototypes to demonstrate quantitatively the effects of adding haptics to a task. The experimental results reveal the effects of the different implementations on the performance and time delay of a particular task through objective measurement results.
协作、触觉、音频和视觉环境(C-HAVE)由节点网络组成。C-HAVE世界中的每个节点都与一些虚拟对象一起为共享环境做出贡献。这些可以是静态的,例如雕塑或地面,也可以是动态的,例如可以虚拟操纵的物体。我们的目标是为大型协作触觉环境开发一种异构可扩展架构,其中许多潜在用户使用不同类型的触觉设备参与。本研究的主要目的是开发三个原型,以定量地展示在任务中添加触觉的效果。实验结果通过客观的测量结果揭示了不同实现方式对特定任务性能和时间延迟的影响。
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引用次数: 51
Real-Time Network Emulation with ns-2 实时网络仿真与ns-2
D. Mahrenholz, S. Ivanov
The network simulator ns-2 implements both wireless networks and emulation — a feature that allows to simulate a network environment among real stations. However, the real-time requirements of a network emulation introduce an inaccurate timing behavior of the simulator scheduler. These timing errors have a negative impact on the performance of network protocols in ns-2. Even more, they lead to false simulation results in the IEEE 802.11 protocol implementation. In this paper we present performance improvements in ns-2, that increase the accuracy of its virtual clock and the the exactness of the real-time simulation. Then we describe a simple time monitoring and correction technique that ensures a timely correct execution of network protocols and enables wireless network emulation in ns-2.
网络模拟器ns-2实现了无线网络和仿真——一种允许在真实站点之间模拟网络环境的特性。然而,网络仿真的实时性要求会导致模拟器调度器的计时行为不准确。这些定时错误会对ns-2中网络协议的性能产生负面影响。更严重的是,它们会导致IEEE 802.11协议实现中的错误模拟结果。在本文中,我们提出了ns-2的性能改进,提高了其虚拟时钟的精度和实时仿真的准确性。然后,我们描述了一种简单的时间监控和校正技术,以确保及时正确地执行网络协议,并实现ns-2中的无线网络仿真。
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引用次数: 136
Shared Object Manipulation with Decorators in Virtual Environments 虚拟环境中使用装饰器的共享对象操作
S. Shirmohammadi, N. H. Woo
One of the known problems with shared object manipulation in virtual environments is the disruptive effect of network lag in collaboration sessions. Most solutions to this problem revolve around techniques to compensate for this lag at the network communication level. In this article, we examine a different approach: informing the user about the lag, using decorators, and allowing the user to react to it intuitively.
虚拟环境中共享对象操作的已知问题之一是协作会话中网络延迟的破坏性影响。这个问题的大多数解决方案都围绕着在网络通信级别补偿这种延迟的技术。在本文中,我们将研究一种不同的方法:通知用户有关延迟,使用装饰器,并允许用户直观地对此做出反应。
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引用次数: 12
Monitoring of HLA Grid Application Federates with OCM-G HLA网格应用与OCM-G的监测
Katarzyna Rycerz, B. Baliś, R. Szymacha, M. Bubak, P. Sloot
In this paper we describe a Grid-enabled system for monitoring HLA-based applications to enable load balancing by migration of federates. The monitoring is based on the OCM-G system [2].We show how the design concepts of the OCM-G enable easy adaptation to monitoring of HLA, C++-based applications. The solution presented in this paper is transparent to the user application and does not require any changes to the original HLA RTI code. We also describe the role of monitoring the whole system for managing execution of HLA-based applications described in [25]. We discuss implementation issues and present test results for the monitoring overhead.
在本文中,我们描述了一个支持网格的系统,用于监控基于hla的应用程序,通过迁移联邦来实现负载平衡。监测基于OCM-G系统[2]。我们展示了OCM-G的设计概念如何使监视HLA和基于c++的应用程序变得容易。本文提出的解决方案对用户应用程序是透明的,并且不需要对原始HLA RTI代码进行任何更改。我们还描述了在[25]中描述的监控整个系统以管理基于hla的应用程序的执行的作用。我们讨论了实现问题,并给出了监控开销的测试结果。
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引用次数: 7
Visualising Sound Perception in a Submarine: A Museum Installation 视觉声音感知在潜艇:一个博物馆装置
E. Frécon, Olov Ståhl, J. Söderberg, Anders Wallberg
We describe a museum installation that explains the technical and mental process that sonar operators undergo when identifying underwater sounds in the surroundings of a submarine. The installation places the public in a cramped space composed of several coupled interactive stations offering different perspectives onto a virtual environment representing a part of the Baltic Sea. The virtual environment and its presentation within the installation are implemented as an application of the DIVE research toolkit. The installation has been on display in several museums on a daily basis for over a year. We describe the technical solutions that we have employed to realise the installation and some of our learning.
我们描述了一个博物馆装置,它解释了声纳操作员在潜艇周围识别水下声音时所经历的技术和心理过程。该装置将公众置于一个狭窄的空间中,该空间由几个耦合的互动站组成,为代表波罗的海的一部分的虚拟环境提供了不同的视角。虚拟环境及其在安装中的表示是作为DIVE研究工具包的应用程序实现的。一年多来,这个装置每天都在几家博物馆展出。我们描述了我们用来实现安装的技术解决方案和我们的一些学习。
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引用次数: 4
Stateless Application-Level Multicast for Dynamic Group Communication 动态组通信的无状态应用层组播
G. Popescu, Z. Liu
Group communication in large-scale interactive applications such as real-time conferencing and collaboration, networked virtual environments (e.g. massively multi-player games) requires efficient, low-overhead group communication mechanisms. In this paper we consider the application-level (or end-system) multicast and propose a stateless group communication mechanism together with its tree building algorithms. Stateless multicast reduces the control signaling of dynamic multicast groups linearly with the group size. To support interactive applications involving a large number of dynamic multicast groups, the application level multicast uses stateless forwarding within clusters of network nodes and hierarchical aggregation of multicast group membership. We show that dynamic tree construction achieve low computation overhead with a controlled degradation of the end-to-end data path performance.
在实时会议和协作、网络虚拟环境(如大规模多人游戏)等大规模交互式应用中,群通信需要高效、低开销的群通信机制。本文考虑应用层(或端系统)组播,提出了一种无状态组通信机制及其树构建算法。无状态组播使动态组播组的控制信令数量随着组的大小呈线性减少。为了支持涉及大量动态组播组的交互式应用程序,应用层组播使用网络节点集群内的无状态转发和组播组成员的分层聚合。我们展示了动态树构造在控制端到端数据路径性能退化的情况下实现了低计算开销。
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引用次数: 13
An Immersive Assembly and Maintenance Simulation Environment 沉浸式装配与维护仿真环境
Norman Murray, T. Fernando
This paper outlines the development of a virtual environment for constraint based assembly and maintenance task simulation and analysis of large scale mechanical products. It is important that allowance is made for maintenance activities during a products design phase to help reduce the lifetime operating costs of such large scale mechanical products. Unfortunately, current CAE systems do not support such assessment capabilities, with these issues typically being addressed using expensive and time consuming physical prototypes. The design and implementation of an immersive virtual prototyping environment for supporting the assessment of assemblability and maintainability of large scale mechanical products, along with its use as a maintenance training tool will be outlined. Procedures and environments for realistic component assembly, constraint recognition, automatic disassembly sequence generation, and maintenance review and training are presented. The simulation of maintenance operations allows for maintenance to be addressed early in the design stages. This reduces unforeseen problems creeping into the design as it progresses through its life cycle, consequently saving both time and money while improving product quality.
本文概述了基于约束的大型机械产品装配与维修任务仿真与分析的虚拟环境的开发。重要的是,在产品设计阶段要考虑到维护活动,以帮助降低此类大型机械产品的终身运营成本。不幸的是,当前的CAE系统不支持这样的评估功能,这些问题通常是使用昂贵且耗时的物理原型来解决的。一个沉浸式虚拟原型环境的设计和实现,以支持大型机械产品的可组装性和可维护性评估,以及它作为维护培训工具的使用将被概述。给出了实际组件装配、约束识别、自动拆卸序列生成以及维护评审和培训的程序和环境。维护操作的模拟允许在设计阶段早期解决维护问题。这减少了在设计生命周期中出现的不可预见的问题,从而在提高产品质量的同时节省了时间和金钱。
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引用次数: 38
期刊
Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications
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