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Prospects for Improving the Performance of Parallel Computing Using Python Subinterpreter Technology 利用Python子解释器技术提高并行计算性能的展望
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700785
R. D. Sinitsyn

The problem of the impact of global interpreter locking on the performance of multithreaded applications in Python is considered. The concept of subinterpreters is described as a solution that circumvents the limitations of the GIL and ensure efficient parallel code execution. A comparative analysis of subinterpreters with traditional methods of parallel computing, such as the use of processes and threads, is carried out. Experimental results have shown that subinterpreters significantly increase performance in conditions of high computing loads. In addition, the possibilities of using subinterpreters in web development are explored. The advantages of using this approach for query processing and resource management in modern web applications are indicated, which can significantly improve their scalability and responsiveness. The novelty of this research lies in the in-depth analysis of subinterpreters in the context of specific use cases, which had not previously received sufficient coverage in the scientific literature. The results of the work emphasize the need for further study of subinterpreters as an alternative approach in Python and the interest of developers and researchers in the field of high-performance computing in this.

考虑了全局解释器锁定对Python中多线程应用程序性能的影响问题。子解释器的概念被描述为一种解决方案,它绕过GIL的限制并确保有效的并行代码执行。将子解释器与传统的并行计算方法(如进程和线程的使用)进行了比较分析。实验结果表明,在高计算负荷条件下,子解释器显著提高了性能。此外,还探讨了在web开发中使用子解释器的可能性。指出了在现代web应用程序中使用这种方法进行查询处理和资源管理的优点,可以显著提高它们的可伸缩性和响应能力。本研究的新颖之处在于对特定用例背景下的次解释器进行了深入分析,这在以前的科学文献中没有得到足够的报道。这项工作的结果强调了需要进一步研究子解释器作为Python的一种替代方法,以及开发人员和研究人员对高性能计算领域的兴趣。
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引用次数: 0
Deflection and First Natural Frequencies of a Regular Arched Truss Oscillation 正则拱形桁架振动的挠度和第一固有频率
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S000510552570075X
M. N. Kirsanov

The dependences of the first four frequencies of natural oscillations of a planar regular truss of the thrust type are obtained numerically. A model is used in which the mass of the truss is concentrated in its nodes. The Maxwell–Mohr formula is used to calculate the rigidity of the truss. For the first frequency, an analytical dependence on the number of panels is derived by the induction method using a simplified version of the Dunkerley method in the Maple computer mathematics system. Good agreement with the numerical result is shown. An analytical dependence of the static deflection of the truss on its dimensions and load is obtained.

用数值方法得到了推力型平面规则桁架的前4阶固有振动频率的依赖关系。模型中桁架的质量集中在节点上。采用麦克斯韦-莫尔公式计算桁架的刚度。对于第一个频率,通过使用Maple计算机数学系统中简化版的Dunkerley方法的归纳法推导出对面板数量的解析依赖。与数值计算结果吻合较好。得到了桁架的静挠度与尺寸和荷载的解析关系。
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引用次数: 0
Typology of Cooperative Mechanics in Multiplayer Videogames 多人电子游戏中的合作机制类型
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700797
D. A. Khamatnurov, A. V. Shubin

The cooperative mechanics of multiplayer video games are typified. Cooperative game mechanics are key elements in gameplay design that determine how players interact in cooperative gameplay. Previous research in this area is analyzed and the main principles influencing the success of cooperative interaction are identified. Eight types of cooperative mechanics are identified and classified: cooperative, cooperative-emergent, altruistic, socio-economic, complementary, simultaneous control, penalty, and chain mechanics. The authors conclude that successful cooperative mechanics are built on the principles of complementary roles, the combination of different abilities, and the need to distribute tasks to achieve a common goal. The proposed classification contributes to the systematization of knowledge in the field of game design and can be useful for developers of multiplayer video games. In the future, this classification can be refined and expanded, taking into account the evolution of the industry and the emergence of new forms of cooperation.

多人电子游戏的合作机制是典型的。合作游戏机制是玩法设计中的关键元素,决定了玩家在合作玩法中的互动方式。分析了这一领域的研究成果,确定了影响合作互动成功的主要原则。我们将八种类型的合作机制划分为:合作机制、合作涌现机制、利他机制、社会经济机制、互补机制、同时控制机制、惩罚机制和链式机制。作者总结道,成功的合作机制是建立在角色互补、不同能力的结合以及分配任务以实现共同目标的原则之上的。所提出的分类有助于游戏设计领域知识的系统化,对多人电子游戏的开发者也很有用。在未来,考虑到行业的演变和新的合作形式的出现,这种分类可以被细化和扩展。
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引用次数: 0
Problems, Solutions, and Prospects for Automated Transfer of Game Scenes between Game Engines 游戏场景在游戏引擎之间自动转换的问题、解决方案和前景
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700748
A. O. Bondar, V. V. Kugurakova

Technical challenges in transferring game scenes among different game engines are examined. The key problems considered include differences in scene storage formats; the incompatibility of rendering and physics APIs; materials, shader, and animation data conversion challenges; and discrepancies in coordinate systems. Existing tools and methods are presented, including automated solutions for the export, conversion, and importation of data, with a particular focus on migrating content from Unreal Engine to Unigine. Fundamental approaches to the problem are also discussed, such as the use of universal interchange formats (FBX, glTF, and USD), the development of middleware, and modular scene design, which open future prospects for automation. The results are provided on the formal description of game-system logic and approaches to porting VR applications across different libraries. The conclusions make it possible to formulate practical recommendations for developers and outline directions for further research on the automated transfer of content between game engines.

在不同的游戏引擎之间转移游戏场景的技术挑战进行了审查。考虑的关键问题包括场景存储格式的差异;渲染和物理api的不兼容性;材料,着色器和动画数据转换挑战;以及坐标系的差异。介绍了现有的工具和方法,包括用于导出、转换和导入数据的自动化解决方案,特别侧重于将内容从虚幻引擎迁移到Unigine。本文还讨论了解决该问题的基本方法,如通用交换格式(FBX、glTF和USD)的使用、中间件的开发和模块化场景设计,这些都为自动化开辟了未来的前景。结果提供了游戏系统逻辑和跨不同库移植VR应用程序的方法的正式描述。这些结论为开发者提供了切实可行的建议,并为进一步研究游戏引擎间内容的自动转移指明了方向。
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引用次数: 0
Metahuman Synthetic Dataset for Optimizing 3D Model Skinning 优化3D模型蒙皮的meta - human合成数据集
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700712
R. R. Gazizov, M. D. Belov

In this study, we present a method for creating a synthetic dataset using the MetaHuman framework to optimize the skinning of 3D models. This study focuses on improving the quality of skeletal deformation (skinning) through leveraging a diverse array of high-fidelity virtual human models. Using MetaHuman, we generated an extensive dataset made up of dozens of virtual characters with varied anthropometric features and precisely defined skinning weight parameters. These data were used to train an algorithm that optimizes the distribution of skinning weights between bones and the model surface. The proposed approach automates the weight rigging process, significantly reducing manual effort for riggers and increasing the accuracy of deformations in animation. Experimental results show that leveraging synthetic data reduces skinning errors and produces smoother character movements compared to traditional methods. The outcomes have direct applications in the video game, animation, virtual reality, and simulation industries, where the rapid and high-quality rigging of numerous characters is required. The method can be integrated into existing graphics engines and development pipelines as a plugin or tool, facilitating the adoption of this technology in practical projects.

在本研究中,我们提出了一种使用MetaHuman框架创建合成数据集的方法,以优化3D模型的蒙皮。本研究的重点是通过利用各种高保真虚拟人体模型来提高骨骼变形(蒙皮)的质量。使用MetaHuman,我们生成了一个由数十个具有不同人体特征和精确定义的皮肤重量参数的虚拟角色组成的广泛数据集。这些数据被用来训练一种算法,该算法可以优化骨骼和模型表面之间的蒙皮权重分布。提出的方法自动化的重量索具过程,显着减少手工工作的索具和提高变形的准确性在动画。实验结果表明,与传统方法相比,利用合成数据可以减少蒙皮错误,并产生更平滑的字符运动。其结果在视频游戏,动画,虚拟现实和仿真行业中有直接的应用,在这些行业中需要快速和高质量的操纵众多角色。该方法可以作为插件或工具集成到现有的图形引擎和开发管道中,便于在实际项目中采用该技术。
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引用次数: 0
Key Aspects of Developing a Game Design Document for Multiplayer Virtual Reality Games 多人虚拟现实游戏设计文件的关键要素
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700724
Y. A. Karpeeva, M. R. Khafizov

Unique aspects of game design documentation development for massively multiplayer online role-playing games in virtual reality (VR) are considered. The relevance of and challenges in designing such games are discussed, existing approaches to creation and adaptation of documentation for VR are described, and such key issues in VR as network interaction, immersion, and the interaction of players and nonplayer characters controlled by artificial intelligence are defined. A methodological approach to the construction of a game design document for games of this genre is proposed, drawing on the example of a technical specification of several games having a focus on structuring and standardizing the document. Future directions are discussed, including formal descriptions of game logic for scene portability, perspectives on auto-automated VR porting, and tools for auto-generation. Finally, the importance of standardizing technical specifications is emphasized and directions for further research are suggested.

考虑了虚拟现实(VR)中大型多人在线角色扮演游戏的游戏设计文档开发的独特方面。本文讨论了设计此类游戏的相关性和挑战,描述了现有的VR文档创作和改编方法,并定义了VR中的关键问题,如网络交互、沉浸感以及由人工智能控制的玩家和非玩家角色的交互。本文以几款游戏的技术规范为例,提出了一种构建此类游戏设计文件的方法,并将重点放在构建和标准化文件上。讨论了未来的方向,包括场景可移植性的游戏逻辑的正式描述,自动VR移植的观点,以及自动生成的工具。最后,强调了规范技术规范的重要性,并提出了进一步研究的方向。
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引用次数: 0
Internal Document Ontological Representation in the Main Activity of an Educational Organization 教育组织主体活动中的内部文件本体论表征
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700803
V. V. Chuikova, M. O. Tanygin

The paper analyzes the structure of a department’s memos to simplify a retrospective search among an array of documentation to identify groups of similar documents, which can greatly simplify the process of searching and working with them, as well as the creation of new standard documents.

本文分析了一个部门备忘录的结构,以简化在一系列文档中进行回顾性搜索以识别相似文档组的过程,这可以大大简化搜索和使用它们的过程,以及创建新的标准文档。
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引用次数: 0
Ontological Model for Creating Object Contours in an Image 在图像中创建对象轮廓的本体模型
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700736
M. V. Bobyr, V. P. Dobritsa, A. S. Sizov, A. A. Dorodnykh

At present, the development of ontological models for creating edges and their contours for moving objects in real time or close to it is an urgent task. An ontological model for implementing this process is shown in this article. The main algorithms for detecting object edges and constructing contours in an image and program codes for their implementation are considered in the article. It is noted that the Canny algorithm is the best for recognizing edges. At the same time, a serious drawback is observed, which consists in the fact that more than 50% of information about their contours is lost with insignificant movement of objects.

目前,开发用于实时或接近实时运动物体的边缘及其轮廓生成的本体模型是一项紧迫的任务。本文展示了实现此过程的本体论模型。本文讨论了图像中检测物体边缘和构造轮廓的主要算法及其实现的程序代码。注意到Canny算法是识别边缘的最佳算法。与此同时,我们也发现了一个严重的缺陷,即超过50%的轮廓信息会随着物体的微小运动而丢失。
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引用次数: 0
Real-Time Generative Simulation of a Game Environment 游戏环境的实时生成模拟
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700700
E. S. Bolshakov, V. V. Kugurakova

This paper explores the potential of generative neural network simulations, focusing on the application of reinforcement learning methods and neural world models for creating interactive worlds. Key achievements in agent training using reinforcement learning are discussed. Special attention is given to neural world models, as well as generative models such as Oasis, DIAMOND, Genie, and GameNGen, which employ diffusion networks to generate realistic and interactive game worlds. The opportunities and limitations of generative simulation models are examined, including issues that are related to error accumulation and memory constraints and their impact on the quality of generation. The conclusion presents suggestions for future research directions.

本文探讨了生成神经网络模拟的潜力,重点关注强化学习方法和神经世界模型在创建交互式世界中的应用。讨论了利用强化学习进行智能体训练的主要成果。特别关注神经世界模型,以及生成模型,如Oasis, DIAMOND, Genie和GameNGen,它们使用扩散网络来生成逼真的交互式游戏世界。研究了生成仿真模型的机会和局限性,包括与错误积累和内存约束及其对生成质量的影响有关的问题。结论对今后的研究方向提出了建议。
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引用次数: 0
New Possibilities of the Fourier Transform: How to Describe an Arbitrary Frequency-Phase Modulated Signal? 傅里叶变换的新可能性:如何描述任意频率相位调制信号?
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700761
R. R. Nigmatullin, A. A. Litvinov, S. I. Osokin

In this paper, the authors identify a transformation that is valid for any arbitrary signal. This transformation is strictly periodical and therefore it allows the ordinary F-transformation to be applied for the fitting of the transformed signal. The most interesting application (in accordance with the authors’ opinion) is the fitting of the frequency-phase modulated signals that actually located inside the found transformation. This new transformation will be useful for the application of the responses of different complex systems when an ordinary model is absent. As available information we consider meteorological data corresponding to measurements of methane concentration (CH4) in atmosphere during 4 weeks of observation. For us, it is important to consider the integral (cumulative) data and find their frequency response (FR). If one considers each column as a frequency-phase modulated signal, then the FR can be evaluated with the help of an F-transformation with a period equaling 2π that is valid for any analyzed random signal. This “universal” F-transformation allows us to fit a wide set of random signals and compare them with each other in terms of their FRs. In conclusion, these new possibilities of traditional F-analysis will serve as a common tool in the armory of the methods used by researchers in data processing area.

本文给出了一个对任意信号有效的变换。这个变换是严格周期性的,因此它允许用普通的f变换来拟合变换后的信号。最有趣的应用(根据作者的观点)是拟合实际位于发现变换内的频率相位调制信号。这种新的变换将有助于在没有普通模型的情况下,应用于不同复杂系统的响应。作为现有资料,我们考虑了与4周观测期间大气中甲烷浓度(CH4)测量相对应的气象数据。对我们来说,重要的是考虑积分(累积)数据并找到它们的频率响应(FR)。如果将每一列视为频率相位调制信号,则可以借助周期等于2π的f变换来评估FR,该变换对任何分析的随机信号都有效。这种“通用”f变换使我们能够拟合广泛的随机信号集,并根据它们的FRs相互比较。总之,这些传统f分析的新可能性将成为数据处理领域研究人员使用的方法库中的通用工具。
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引用次数: 0
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