Virtual reality Modeling Language (VRML) is widely used to represent, create, and display virtual reality objects and their environment. Some VRML applications require concurrent interaction by multiple users in a rea...
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Virtual reality Modeling Language (VRML) is widely used to represent, create, and display virtual reality objects and their environment. Some VRML applications require concurrent interaction by multiple users in a real-timedistributed fashion. Such applications need a method for users to share and update the VRML objects in real-time. To allow concurrent shared real-time access, our approach is to store the VRML objects in an object-oriented database system (objectStore) in order to utilize the concurrency control mechanisms of the system. The authors present an architecture that allows multiple users to interact in a non-trivial way in such a shared VRML environment. We outline how the VRML world can be saved in objectStore and implement a series of test cases demonstrating concurrency issues arising from simultaneous updates. Our architecture uses ordinary Java enabled Web browsers with a VRML plug-in. A commercial Web server routes client requests to a custom application server which interacts with the object-oriented database. As users change the VRML world, our application server orders the requests and updates the master copy in the database.
In this paper, a replication-based parallel object model will be presented first, where object replication is used to improve the performance of load-balancing and to reduce the cost of object migration. After that, a...
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ISBN:
(纸本)0769509908
In this paper, a replication-based parallel object model will be presented first, where object replication is used to improve the performance of load-balancing and to reduce the cost of object migration. After that, a threshold-based dynamic load-balancing strategy, that makes use of the object replication, will be introduced. The paper will then focus on a performance prediction model that is used in the decision making of the dynamic load-balancing strategy. The prediction model monitors the runtime behavior of an invoked method and estimates the execution time of its subsequent invocations. It helps the dynamic load-balancing strategy to make wiser decisions on whether or not to migrate objects in order to achieve better performance. A detailed simulation system is constructed to evaluate the performance of the proposed dynamic load-balancing strategy and the prediction model. Experimental results of the simulation will also be discussed in the paper.
There are many challenges in devising solutions for online content processing of live networked multimedia sessions. These include content analysis under uncertainty (evidence of content are missed or hallucinated), t...
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There are many challenges in devising solutions for online content processing of live networked multimedia sessions. These include content analysis under uncertainty (evidence of content are missed or hallucinated), the computational complexity of feature extraction and object recognition, and the massive amount of data to be analyzed under real-time requirements. In this paper we focus on middleware supporting online media content analysis. Our middleware supports processing, logically organized as a hierarchy of refined events extracted in realtime from a set of potentially related time-based media streams. The processing can physically be distributed and redistributed during run time, as a set of interacting components, each performing some content analysis algorithm. The middleware is designed with reuseability, scalability, performance, resource management, and fault tolerance in mind by providing support for mechanisms such as, adaptation, reconfiguration, migration, and replication. The goal is to support applications in trading off the reliability and latency of the content analysis against the available computing resources.
object-oriented methodologies together with formal description techniques (FDT) are a promising way to deal with the increasing complexity of hard real-time embedded systems. However, FDTs do not take into account non...
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ISBN:
(纸本)1581133642
object-oriented methodologies together with formal description techniques (FDT) are a promising way to deal with the increasing complexity of hard real-time embedded systems. However, FDTs do not take into account nonfunctional aspects as real-time constraints. Based on a new real-time execution model for FDT SDL proposed in previous works, a way to derive implementations of hard real-time embedded systems directly from SDL specifications is presented. In order to get it we propose a middleware that supports this model to organize the execution of the tasks generated from SDL system specification. Additionally, a worst case real-time analysis, including the middleware overhead, is presented. Finally, an example to generate the implementation from the SDL specification and a performance study is developed.
This paper presents ADAPTATION - Algorithms to Adaptive Fault Monitoring for asynchronous distributed systems and their implementation on CORBA. Our algorithms vary the timeouts based on a recent history of last elaps...
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This paper presents ADAPTATION - Algorithms to Adaptive Fault Monitoring for asynchronous distributed systems and their implementation on CORBA. Our algorithms vary the timeouts based on a recent history of last elapsed times of the monitoring messages. The aim of the proposed algorithms is to provide a better response time to crashes and a minimum discrepancy between a suspection due to the network overload and due to the real process crash. The proposed approach extends the Fault Tolerant CORBA OMG specification with the push model and the definition of pull and push ADAPTATION fault monitors. Some ADAPTATION experiments on ACE+TAO were made to observe their behavior on changing network workloads.
Because early design decisions can have a major long term impact on the performance of a system, early evaluation of the high-level architecture can be an important risk mitigation technique. This paper proposes a tec...
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Because early design decisions can have a major long term impact on the performance of a system, early evaluation of the high-level architecture can be an important risk mitigation technique. This paper proposes a technique for predicting the volume of data that will flow across a network in a distributed system. The prediction is based upon anticipated execution of scenarios and can be applied at an extremely early stage of the design. It is driven by requirements specifications and captures dynamic metrics by defining typical usage patterns in terms of scenarios. Scenarios are then mapped to architectural components, and dataflow across inter-partition links is estimated. The feasibility of the approach is demonstrated through an experiment in which predicted metrics are compared to runtime measurements.
Using a middleware when designing a new distributed application allows portability across numerous software and hardware architectures, but introduces a new layer of potential incompatibilities due to the existence of...
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Using a middleware when designing a new distributed application allows portability across numerous software and hardware architectures, but introduces a new layer of potential incompatibilities due to the existence of various middleware standards. POLYORB, our generic middleware, directly addresses this problem: interoperability between distribution models. It can be customized into several "personalities" (e.g. CORBA, or RMI, or Ada 95 DSA), such as Jonathan and Quarterware. It also provides simultaneous support of multiple personalities within a single middleware instance. Software components implemented using a given distribution model may thus interact with remote entities from a different distribution model. This paper identifies the functions required to implement such a middleware and maps them on an operational design.
A lot of effort is now being put into developing collaborative distributed virtual environments. However very few projects address collaborative virtual sculpting in which the shapes of the target objects are likely c...
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ISBN:
(纸本)0769509487
A lot of effort is now being put into developing collaborative distributed virtual environments. However very few projects address collaborative virtual sculpting in which the shapes of the target objects are likely changing continuously. Some major issues including user interaction, data transmission, concurrent object editing by multiple clients and rendering of deforming objects must be addressed in a real-time context. We propose a framework for collaborative virtual sculpting in a distributed virtual environment. The system is based on a hybrid model which merges the client-server and the peer-to-peer architectures to allow fast data replication. To support real-time deformation and rendering of deformable objects, we model each of these objects using NURBS surfaces and render them using the real-time deformable NURBS rendering method that we have developed. We present a data structure for the transmission of these deformable objects. We also introduce the idea of editing region and the corresponding locking mechanism for simultaneous editing of the same object by multiple clients. Toward the end of the paper we show some performance results of the prototype system.
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