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2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications最新文献

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DS-RT 2011 Tutorial: Telepresent Humans DS-RT 2011教程:远程呈现人类
D. Roberts, Norman Murray, C. Moore, Toby Duckworth
Summary form only given. The complete presentation was not made available for publication as part of the conference proceedings. A grand challenge shared between computer science and communication technology is reproducing the face-to-face meeting across a distance. At present, we are some way from reproducing many of the semantics of a face-to-face meeting. Furthermore, while we can reproduce some in certain mediums and others in others, we are currently unable to reproduce most in any. For example while some mediums can show us what someone really looks like and others what or who they are really looking at, communicating both together has not yet been achieved to any reasonable quality across a reasonable distance. This tutorial begins by explaining some of the primary challenges in reproducing the face to face meeting and goes on to show how our research is examining both the problems and solutions. We compare the approaches of “telepresent” video conferencing, immersive virtual environments, and 3D video based tele-immersion. A central theme is the communication of appearance and attention. We explain why video conferencing can only faithfully reproduce the first, while virtual reality only the second, and how close free viewpoint 3D video is coming to doing both. We look at tracking technologies for driving avatars, ranging from from eye-trackers to the Kinect, and various ways of capturing people with multi-stream video and reproducing them in 3D video.
只提供摘要形式。完整的报告没有作为会议记录的一部分提供出版。计算机科学和通信技术共同面临的一个重大挑战是远距离再现面对面的会议。目前,我们距离再现面对面会议的许多语义还有一段距离。此外,虽然我们可以在某些媒介中繁殖一些,在其他媒介中繁殖另一些,但目前我们无法在任何一种媒介中繁殖大多数。例如,虽然有些媒体可以向我们展示某人的真实长相,以及其他人看到的是什么或谁,但在合理的距离内,两者之间的交流还没有达到合理的质量。本教程首先解释再现面对面会议的一些主要挑战,然后展示我们的研究是如何检查问题和解决方案的。我们比较了“远程呈现”视频会议、沉浸式虚拟环境和基于3D视频的远程沉浸的方法。一个中心主题是外表和注意力的交流。我们解释了为什么视频会议只能忠实地再现前者,而虚拟现实只能再现后者,以及自由视点3D视频如何接近两者。我们着眼于驱动虚拟人物的跟踪技术,从眼动追踪器到Kinect,以及用多流视频捕捉人物并在3D视频中再现他们的各种方法。
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引用次数: 0
A Parallel Interest Matching Algorithm for Distributed-Memory Systems 分布式存储系统的并行兴趣匹配算法
Elvis S. Liu, G. Theodoropoulos
As the scale of Distributed Virtual Environments (DVEs) grows in terms of participants and virtual entities, using interest management schemes to reduce bandwidth consumption becomes increasingly common for DVE development. The interest matching process is essential for most of the interest management schemes which determines what data should be sent to the participants as well as what data should be filtered. However, if the computational overhead of interest matching is too high, it would be unsuitable for real-time DVEs for which runtime performance is important. This paper presents a new approach of interest matching which divides the workload of matching process among a cluster of computers. Experimental evidence shows that our approach is an effective solution for the real-time applications.
随着分布式虚拟环境(Distributed Virtual Environments, DVE)在参与者和虚拟实体方面的规模不断扩大,使用兴趣管理方案来减少带宽消耗在分布式虚拟环境的开发中越来越普遍。兴趣匹配过程是大多数兴趣管理方案的关键,它决定了哪些数据应该发送给参与者以及哪些数据应该被过滤。但是,如果兴趣匹配的计算开销太高,则不适合对运行时性能很重要的实时dve。本文提出了一种新的兴趣匹配方法,该方法将匹配过程的工作量分配到一组计算机上。实验证明,该方法是实时应用的有效解决方案。
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引用次数: 5
Real-Time Network Streaming of Dynamic 3D Content with In-frame and Inter-frame Compression 帧内和帧间压缩动态3D内容的实时网络流
P. Gasparello, G. Marino, F. Banno, F. Tecchia, M. Bergamasco
Real-time 3D content distribution over a network (either LAN or WAN) has many possible applications, but requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of "in-frame" geometric compression on 3D structures inferred from generic OpenGL command sequences and adding "inter-frame" redundancy exploitation of the traffic generated by the typical architecture of interactive applications. Measurements reveal for this combination of techniques a very effective reduction of network traffic and a CPU overhead compatible with the requirements of interactive applications, suggesting a significant application potential for Internet-based 3D content streaming.
通过网络(LAN或WAN)进行实时3D内容分发有许多可能的应用,但需要面临几个挑战,最明显的是处理通常与3D网格相关的大量数据。本文的范围落在OpenGL命令序列的实时捕获和流的既定背景下,特别关注数据压缩方案。然而,我们超越了先前从通用OpenGL命令序列推断的3D结构的“帧内”几何压缩的最先进的改进,并增加了典型交互式应用程序架构产生的流量的“帧间”冗余利用。测量结果表明,这种技术组合非常有效地减少了网络流量,并且CPU开销与交互式应用程序的要求相兼容,这表明基于internet的3D内容流具有重要的应用潜力。
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引用次数: 4
Three Frames for Studying Users in Virtual Environments: Case of Simulated Mobile Machines 虚拟环境中研究用户的三种框架:以模拟移动机器为例
T. Tiainen, A. Ellman, Taina Kaapu
Virtual Environment (VE) offers an effective way to study virtual prototypes, also from user-centered perspective. This paper focuses on the theoretical models which can be used in studying VE user, We present three alternatives frames, in which the focus varies. The first one is the traditional frame in VE studies, which is the concept of presence. It focuses on the technological components, which are needed for providing a VE user the feeling of s/he is acting with a real product. The second frame focuses on the work task by using the extended version of activity theory. The third frame focuses on the individual user and her/his behavior and feelings within acting with the (virtual) product. The third frame is based on the studies of user experience (UX) especially those UX studies which focus on users' emotions. We outline the alternative frames by a case of simulating the control cabins of mobile machine.
虚拟环境(VE)为研究虚拟原型提供了一种有效的方法,也是从以用户为中心的角度。本文重点研究了可用于研究VE用户的理论模型,提出了三种备选框架,各框架的侧重点各不相同。第一个是VE研究中的传统框架,即存在的概念。它侧重于技术组件,这些组件是为VE用户提供正在使用真实产品的感觉所必需的。第二个框架通过运用扩展版的活动理论来关注工作任务。第三个框架关注的是个体用户以及他/她在使用(虚拟)产品时的行为和感受。第三个框架是基于用户体验(UX)的研究,特别是那些关注用户情感的UX研究。通过模拟移动机械控制室的实例,概述了备选框架。
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引用次数: 5
UK Experiences of Using Coalition Battle Management Language 英国使用联合作战管理语言的经验
Adam Brook
The development of Coalition Battle Management Language (C-BML) has provided a new set of tools to enable C2-Simulation interoperability to be achieved using common, international standards rather than the customised and sometimes ad hoc methods used previously. Furthermore, it permits complex, multi-national coalition federations to be designed and executed. NATO MSG-048 was established in 2006 to evaluate C-BML as a practical means of achieving C2-Simulation interoperability and as part of its chartered activities conducted a number of C-BML experiments culminating in an ambitious experiment in November 2009. MSG-085 has been established to build on the earlier work of MSG-048 and its programme of work includes focussed experimentation and evaluation of different C-BML systems. This paper addresses issues in early implementation of C-BML for the next generation of C-BML, including multiple simulations, translators, the Military Scenario Definition Language, and C-BML middleware. This paper is intended to complement companion papers on servers and grammar in a session on distributed military simulation in coalitions.
联盟战斗管理语言(C-BML)的发展提供了一套新的工具,使c2 -模拟互操作性能够使用通用的国际标准来实现,而不是以前使用的定制的和有时特别的方法。此外,它还允许设计和执行复杂的多国联盟联盟。北约MSG-048于2006年建立,用于评估C-BML作为实现c2 -模拟互操作性的实用手段,并作为其特许活动的一部分进行了大量C-BML实验,最终在2009年11月进行了一项雄心勃勃的实验。MSG-085是在MSG-048早期工作的基础上建立的,其工作方案包括对不同的C-BML系统进行重点实验和评估。本文讨论了下一代C-BML早期实现中的问题,包括多种模拟、翻译、军事场景定义语言和C-BML中间件。本文旨在补充关于联盟中分布式军事模拟会议中服务器和语法的同伴论文。
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引用次数: 4
Evacuation Simulation Based on Cognitive Decision Making Model in a Socio-Technical System 基于社会技术系统认知决策模型的疏散仿真
K. Zia, A. Riener, A. Ferscha, A. Sharpanskykh
In the last decade the shift of information and communication systems from a purely system level to the social level is already observable. However, the integration of social / cognitive aspects into so-called social computing is not an easy task due to conceptual differences in domains. A Socio-Technical System (STS) is a recent term intending to differentiate between a social system mediated by natural sciences or information technology. Even if the mediation of social / cognitive aspects is "theoretically" governed by technology, the gap between "socio" and "technical" is historical and huge. Furthermore the fact that with every passing year, the technical systems become more intelligent with respect to interaction with people and their pervasiveness, a special attention should be given to modelling both social and technical components and interaction between them. For example while modelling (and simulating) an emergency situation from a public facility, the possible availability of technology at the environment (e.g. situation-aware exit signs, interactive displays, etc.) and personal (e.g. cell phones, specialized wearables etc.) level, along with its social / cognitive influence must not be overruled. To address this challenge, we have integrated cognitive decision making model abstracted from psychological, neurological and social theories of human behaviour during evacuation situations into CA based simulation. Keeping focus on a scenario in which a small population of agents is technologically assisted, some of the most interesting finding are: (i) the inclusion of a representative and authentic social behaviour model into modelling a socio-technical system essentially produces fundamental differences in methodologies, (ii) the technologically assisted agents emerge as leaders during evacuation changing the intentions of many agents within their influence (iii) even a small population of such leaders in sufficiently large population is enough to guarantee a remarkable difference, particularly improving usage of possibly under-utilized exits.
在过去十年中,信息和通信系统从纯粹的系统层面向社会层面的转变已经可以观察到。然而,由于领域的概念差异,将社会/认知方面集成到所谓的社会计算中并不是一件容易的事情。社会技术系统(STS)是一个新近出现的术语,旨在区分以自然科学或信息技术为媒介的社会系统。即使社会/认知方面的中介在“理论上”受到技术的支配,“社会”和“技术”之间的差距也是历史性的和巨大的。此外,随着时间的推移,技术系统在与人的相互作用及其普及方面变得更加智能,应特别注意对社会和技术组成部分以及它们之间的相互作用进行建模。例如,在对公共设施的紧急情况进行建模(和模拟)时,不应排除环境(例如,情况感知出口标志、交互式显示器等)和个人(例如,手机、专用可穿戴设备等)层面上技术的可能可用性及其社会/认知影响。为了应对这一挑战,我们将从疏散情景中人类行为的心理学、神经学和社会理论中抽象出来的认知决策模型整合到基于CA的模拟中。让我们把注意力集中在一个场景中,在这个场景中,一小群代理人得到了技术协助,一些最有趣的发现是:(一)将具有代表性和真实的社会行为模型纳入社会技术系统建模,本质上产生了方法上的根本差异;(二)在疏散过程中,技术辅助的主体作为领导者出现,在其影响范围内改变了许多主体的意图;(三)即使在足够大的人口中,这样的领导者人数很少,也足以保证显著的差异;特别是提高可能未充分利用的出口的使用率。
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引用次数: 13
Error-Resilient Routing for Supporting Multi-dimensional Range Query in HD Tree 支持HD树中多维范围查询的容错路由
YunFeng Gu, A. Boukerche
The Hierarchically Distributed Tree (HD Tree) is a novel distributed data structure built over a complete tree. The purpose of proposing this new data structure is to better support multi-dimensional range query in the distributed environment. HD Tree doubles the number of neighbors at the cost of doubling total links of a tree. The routing operation in HD Tree is supposed to be highly error-resilient. In HD Tree, the routing table size is determined by the system parameter k, and the performance of all basic operations are bound by O(lg(n)). Multiple routing options can be found between any two nodes in the system. This paper explores fault tolerant routing strategies in HD Tree. The experimental results produce very limited and unnoticeable increases in routing cost when conducting range queries in an error-prone routing environment. The maximum failures we have tested are about 5 percent of routing nodes. The experimental results also indicate that higher fault tolerant capability requires finer consideration in the design of the error-resilient routing strategy.
层次分布树(HD Tree)是一种建立在完整树之上的新型分布式数据结构。提出这种新的数据结构的目的是为了更好地支持分布式环境下的多维范围查询。HD Tree的邻居数量翻倍,代价是树的总链接数翻倍。HD Tree中的路由操作应该具有高度的容错性。在HD Tree中,路由表的大小由系统参数k决定,所有基本操作的性能受O(lg(n))的约束。在系统中的任意两个节点之间都可以找到多个路由选项。研究了HD树中的容错路由策略。当在容易出错的路由环境中执行范围查询时,实验结果产生非常有限且不明显的路由成本增加。我们测试过的最大故障约占路由节点的5%。实验结果还表明,为了提高容错能力,在设计容错路由策略时需要更细致的考虑。
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引用次数: 1
Some Implications of Eye Gaze Behavior and Perception for the Design of Immersive Telecommunication Systems 人眼注视行为和感知对沉浸式通信系统设计的启示
John P Rae, W. Steptoe, D. Roberts
A feature of standard video-mediated Communication systems (VMC) is that participants see into each other's spaces from the viewpoint of a camera. Consequently, participants' capacity to use the spatially-based resources that exist in co-located settings (eg the production and comprehension of pointing and eye gaze direction) can be compromised. Whilst positioning cameras close to displays, or switching or interpolating between multiple cameras to provide appropriately aligned views can reduce this problem, an alternative paradigm is the use of immersive projection technology to locate participants within an immersive collaborative virtual environment (ICVE), in which remote participants appear as 3D graphical representations. Two approaches toward representation of remote participants in ICVEs have been studied: embodied avatars animated using participants' tracked body motion, and vision-based techniques that reconstruct 3D models from multiple streams of live video input. Drawing on empirical evaluations of an avatar-based ICVE system that both captures and displays eye-movement, together with an examination of previous research into gaze, we provide a specification of gaze practices and the cues used in the perception of gaze that should be supported in ICVEs. We delineate some of the challenges for vision-based ICVE and discuss the potential for combining different approaches in the development of such systems.
标准视频媒介通信系统(VMC)的一个特点是参与者可以从摄像机的视角看到彼此的空间。因此,参与者使用共存环境中存在的基于空间的资源的能力(例如,对指向和眼睛注视方向的产生和理解)可能会受到损害。虽然将摄像机放置在显示器附近,或在多个摄像机之间切换或插值以提供适当对齐的视图可以减少这个问题,但另一种范例是使用沉浸式投影技术在沉浸式协作虚拟环境(ICVE)中定位参与者,在这种环境中,远程参与者以3D图形表示形式出现。研究了ICVEs中远程参与者的两种表示方法:利用参与者跟踪的身体运动来动画的具身化身,以及基于视觉的技术,从多个实时视频输入流中重建3D模型。根据对基于虚拟形象的ICVE系统的经验评估,该系统既可以捕捉和显示眼球运动,又可以检查先前的凝视研究,我们提供了一种凝视实践的规范,以及在ICVE中应该支持的凝视感知中使用的线索。我们描述了基于视觉的ICVE面临的一些挑战,并讨论了在开发此类系统时结合不同方法的潜力。
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引用次数: 9
Contextual Interaction Support in 3D Worlds 3D世界中的上下文交互支持
Norman Murray
With the increasing use of 3D displays and input devices we need to be sure that when 3D worlds are created that their users can easily learn how to operate within these 3D worlds. To do this we can provide the user with a contextal interaction support within the environment. Within virtual worlds where you are free to move around and especially when you are immersed, trying to refer to a manual to ascertain your next course of action within the world would not be best received by the user. Instead of manuals separate from the computer system, the computer system should be able to interrogate itself to provide the user with information on what the system can do. For computer systems to be able to do this we need to move away from defining interaction using an event based model to formally defining the interaction dialogue. We have shown how by using ATNs you can allow the user to ask what they can do within the current context. The user can also query the system to see how they can perform a specific task. The help provided can also identify to the user the components within the environment that they need to interact with. Further work has begun to examine how the user could adapt the interaction within the system by visualising the ATN.
随着3D显示和输入设备的使用越来越多,我们需要确保当3D世界被创造出来时,它们的用户可以轻松地学习如何在这些3D世界中操作。为此,我们可以在环境中为用户提供上下文交互支持。在你可以自由移动的虚拟世界中,特别是当你沉浸其中时,试图参考手册来确定你在世界中的下一个行动路线可能不会被用户接受。计算机系统应该能够询问自己,向用户提供有关系统能做什么的信息,而不是与计算机系统分离的手册。为了使计算机系统能够做到这一点,我们需要从使用基于事件的模型定义交互转向正式定义交互对话。我们已经展示了如何通过使用atn允许用户询问他们在当前上下文中可以做什么。用户还可以查询系统以查看他们如何执行特定任务。所提供的帮助还可以向用户确定他们需要与之交互的环境中的组件。进一步的工作已经开始研究用户如何通过可视化ATN来适应系统内的交互。
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引用次数: 4
Symbiotic Simulation and Its Application to Complex Adaptive Systems 共生仿真及其在复杂自适应系统中的应用
S. Turner
Simulation-based decision support is an important tool in business, science, engineering, and many other areas. Although traditional simulation analysis can be used to generate and test possible plans, it suffers from a long cycletime for model update, analysis and verification. It is thus very difficult to carry out prompt “what-if” analysis to respond to abrupt changes in the physical systems being modeled. Symbiotic simulation has been proposed as a way of solving this problem by having the simulation system and the physical system interact in a mutually beneficial manner. The simulation system benefits from real-time input data which is used to adapt the model and the physical system benefits from the optimized performance that is obtained from the analysis of simulation results. This talk will present a classification of symbiotic simulation systems with examples of applications from the literature. An analysis of these applications reveals some common aspects and issues that are important for symbiotic simulation systems. From this analysis, we have specified an agent-based generic framework for symbiotic simulation. We show that it is possible to identify a few basic functionalities that can be provided by corresponding agents in our framework. These can then be composed together by a specific workflow to form a particular symbiotic simulation system. Finally, the talk will discuss the use of symbiotic simulation as a decision support tool in understanding and steering complex adaptive systems. Some examples of current applications being developed at Nanyang Technological University will be described.
基于仿真的决策支持是商业、科学、工程和许多其他领域的重要工具。传统的仿真分析虽然可以生成和测试可能的方案,但其模型更新、分析和验证的周期较长。因此,要对正在建模的物理系统中的突然变化作出及时的“假设”分析是非常困难的。共生模拟已经被提出作为一种解决这一问题的方法,通过使模拟系统和物理系统以互利的方式相互作用。仿真系统得益于实时输入数据对模型进行调整,物理系统得益于仿真结果分析得到的优化性能。本讲座将介绍共生模拟系统的分类以及文献中的应用实例。对这些应用程序的分析揭示了共生模拟系统的一些重要的共同方面和问题。从这个分析中,我们为共生模拟指定了一个基于代理的通用框架。我们展示了可以识别一些基本功能,这些功能可以由框架中的相应代理提供。然后,这些可以通过特定的工作流组合在一起,形成一个特定的共生模拟系统。最后,讲座将讨论共生模拟在理解和引导复杂自适应系统中的决策支持工具的使用。本文将介绍南洋理工大学目前正在开发的一些应用程序。
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引用次数: 5
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2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
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