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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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A Multi-scale Agent-Based Distributed Simulation Framework for Groundwater Pollution Management 基于多尺度agent的地下水污染管理分布式模拟框架
S. Schmidt, C. Picioreanu, B. Craenen, R. Mackay, Jan-Ulrich Kreft, G. Theodoropoulos
Groundwater is like dark matter -- we know very little apart from the fact that it is hugely important. Given the scarcity of data, mathematical modelling can come to the rescue but existing groundwater models are mainly restricted to simulate the transport and degradation of contaminants on the scale of whole contaminated field sites by averaging out the effect of spatial heterogeneity on the availability of the pollutant to the degrading organisms. These coarse-scale mean-field models therefore tend to rely on fitting to data rather than being predictive. Also, they are less suited to incorporate spatial variability and non-linear kinetics and feedbacks. We propose to solve the two mutually exacerbating problems of environmental patchiness and data scarcity by developing a flexible and robust distributed simulation framework that uses an ensemble of small scale simulations running on different processors/computers to scale-up, i.e. to feed the effect of small-scale patchiness into a concurrent site-scale simulation of the dynamics of groundwater pollutant degradation. Our scaling approach solves problem #1 by simulating dynamics also on the small scale where some of the patchiness resides, and problem #2 by enabling rigorous validation of our small-scale model and scaling approach with laboratory data, which are high quality at low cost.
地下水就像暗物质——除了知道它非常重要之外,我们所知甚少。由于数据的缺乏,数学模型可以起到一定的作用,但现有的地下水模型主要局限于通过平均空间异质性对污染物对降解生物的可利用性的影响,在整个污染场地的尺度上模拟污染物的迁移和降解。因此,这些粗尺度平均场模型往往依赖于对数据的拟合,而不是预测。此外,它们不太适合纳入空间变异性和非线性动力学和反馈。我们建议通过开发一个灵活而强大的分布式模拟框架来解决环境补丁性和数据稀缺性这两个相互加剧的问题,该框架使用在不同处理器/计算机上运行的小规模模拟集合来扩大规模,即将小规模补丁性的影响输入到地下水污染物降解动态的并发站点尺度模拟中。我们的缩放方法通过在小尺度上模拟动力学来解决问题#1,其中一些补丁存在,问题#2通过使用实验室数据对我们的小尺度模型和缩放方法进行严格验证,这是低成本的高质量。
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引用次数: 4
Investigating the Suitability of a Software Capture Trigger in a 3D Reconstruction System for Telepresence 研究软件捕获触发器在远程呈现三维重建系统中的适用性
C. Moore, Toby Duckworth, D. Roberts
In this paper we examine how closely together images to be used in 3D reconstruction are captured, when acquisition is started using a software-based trigger delivered to multiple computers on a network. In addition we compare a software triggered pull system to a push system. Synchronisation is a key component in 3D reconstruction systems and can also be one of the most problematic. In a shape-from-silhouette based system, images are captured at the same moment to ensure the position of the object is consistent in all frames. Differences in position between captured frames results in deformations such as holes and missing or extended features. By capturing images of a projected clock, we can tell with around 10ms granularity, how closely together images are captured. This gives us an indication of whether software capture triggers delivered over a network can be used for image acquisition in a 3D reconstruction system, instead of hardware synchronised capture.
在本文中,我们研究了当使用基于软件的触发器发送到网络上的多台计算机开始采集时,捕获用于3D重建的图像的紧密程度。此外,我们比较了软件触发的拉系统和推系统。同步是3D重建系统的关键组成部分,也是最成问题的部分之一。在基于轮廓形状的系统中,图像在同一时刻被捕获,以确保物体在所有帧中的位置一致。捕获帧之间的位置差异导致变形,如孔洞和缺失或扩展的特征。通过捕获投影时钟的图像,我们可以以大约10毫秒的粒度判断图像之间的距离有多近。这为我们提供了一个信号,表明通过网络交付的软件捕获触发器是否可以用于3D重建系统中的图像采集,而不是硬件同步捕获。
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引用次数: 2
Distributed Simulation of Situated Multi-agent Systems 情境多智能体系统的分布式仿真
F. Cicirelli, Andrea Giordano, L. Nigro
This work develops techniques for modeling and distributed simulation of complex situated multi-agent systems, which are highly dynamic and possess an intrinsic spatial character. Each agent owns its spatial coordinates and acts and interacts with its peers in a hosting territory. In a distributed/parallel scenario of a typical situated agent model, the territory represents a huge shared variable. Frequent access by agents to territory information easily becomes a bottleneck degrading system performance and scalability. This paper proposes an original approach and supporting API to distributing situated multi-agent models using actors. The approach exploits time management for resolving conflicts and to achieve data consistency. Approach contribution is twofold: (a) it simplifies M&S tasks by making the modeler unaware of distribution concerns, (b) it is capable of ensuring good model scalability and simulation performance. Practical aspects of the approach are demonstrated by a Tile-World model and its distributed simulation experiments.
本研究发展了高度动态且具有内在空间特征的复杂多智能体系统的建模和分布式仿真技术。每个代理都拥有自己的空间坐标,并与托管区域内的其他代理进行操作和交互。在典型位置代理模型的分布式/并行场景中,区域表示一个巨大的共享变量。agent对区域信息的频繁访问很容易成为降低系统性能和可扩展性的瓶颈。本文提出了一种新颖的方法和支持API来实现基于角色的多智能体分布。该方法利用时间管理来解决冲突并实现数据一致性。方法的贡献是双重的:(a)它通过使建模者不知道分布关注点来简化M&S任务,(b)它能够确保良好的模型可伸缩性和仿真性能。通过Tile-World模型及其分布式仿真实验验证了该方法的实用性。
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引用次数: 11
Operational Uses of Distributed Simulation Using BML 使用BML的分布式仿真的操作应用
Per M. Gustavsson
Since its inception in military systems two decades ago, distribution simulation has grown to provide a rich and varied family of technologies. During the same period, military requirements for distributed simulation have continued to evolve. The nature of warfighting today has shifted from focus on large, kinetic engagements to asymmetric warfare and stability/peacekeeping operations. As a complement to the three technical papers in this session, this talk will describe the presenter's experience in supporting military operations, using the distributed technologies associated with Battle Management Language.
自二十年前在军事系统中开始以来,分布仿真已经发展成为提供丰富多样的技术家族。在同一时期,军事对分布式仿真的需求也在不断发展。今天战争的性质已经从关注大规模、动态交战转向不对称战争和稳定/维和行动。作为本次会议三篇技术论文的补充,本次演讲将描述主讲人在使用与战斗管理语言相关的分布式技术支持军事行动方面的经验。
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引用次数: 0
Performance Characterization on Mobile Phones for Collaborative Augmented Reality (CAR) Applications 协同增强现实(CAR)应用的移动电话性能表征
Victor Fernández-Bauset, J. Orduña, P. Morillo
Collaborative Augmented Reality (CAR) systems allow multiple users to share a real world environment including computer generated images in real time. Currently, the hardware features of most mobile phones not only provide excellent multimedia services, but it also includes wireless network capabilities that provides a natural platform for CAR systems. However, the wide variety of these hardware features can have important effects on the performance of the mobile CAR applications. This paper presents the experimental characterization of CAR applications for mobile phones in regard to well-known performance metrics in distributed systems. Characterization results show that the most time consuming stage in a CAR application is the marker detection stage. Moreover, the rendering stage is decoupled on some devices. This decoupling process allows avoiding low refresh rate, facilitating the collaborative work. These results can be used as the basis for an efficient design of CAR systems and applications.
协同增强现实(CAR)系统允许多个用户共享真实世界环境,包括实时计算机生成的图像。目前,大多数移动电话的硬件特性不仅提供了出色的多媒体服务,而且还包括无线网络功能,为CAR系统提供了一个自然的平台。然而,各种各样的硬件特性会对移动CAR应用程序的性能产生重要影响。本文介绍了关于分布式系统中众所周知的性能指标的移动电话CAR应用的实验表征。表征结果表明,CAR应用中最耗时的阶段是标记检测阶段。此外,渲染阶段在某些设备上是解耦的。这种解耦过程可以避免低刷新率,促进协作工作。这些结果可以作为有效设计CAR系统和应用的基础。
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引用次数: 10
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2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
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