The following topics are dealt with: distributedsimulation; real-timeapplications; peer-to-peer networks; collaborative virtual environments; interest management; group communication; grid computing; Web services; t...
The following topics are dealt with: distributedsimulation; real-timeapplications; peer-to-peer networks; collaborative virtual environments; interest management; group communication; grid computing; Web services; time management; interoperability
Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries may photocopy beyond the limits of US copyright law, for private use of patrons, those articles in this volume that carr...
Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries may photocopy beyond the limits of US copyright law, for private use of patrons, those articles in this volume that carry a code at the bottom of the first page, provided that the per-copy fee indicated in the code is paid through the Copyright Clearance Center. The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Institute of Electrical and Electronics Engineers, Inc.
The ever increasing speed of Internet connections has led to a point where it is actually possible for every end user to seamlessly share data on Internet. Peer-to-peer (P2P) networks are typical of this evolution. Th...
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The ever increasing speed of Internet connections has led to a point where it is actually possible for every end user to seamlessly share data on Internet. Peer-to-peer (P2P) networks are typical of this evolution. The goal of our paper is to show that thanks to self-adaptive assignment techniques, server-less P2P networks can efficiently deal with very large environments such as met in the geo-visualisation area. Our method takes advantage of a hierarchical and progressive data structure that describes the environment. In order to assess the global efficiency of this P2P technique, we have implemented a dedicated realtime simulator. Experimentation results are presented using a hierarchical LOD model of a very large urban environment
HLA, a DoD high level architecture, is emerging as an IEEE standard platform for large-scale distributedinteractivesimulation systems. It mainly emphasizes on the reusability and interoperability of different simula...
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ISBN:
(纸本)0769524621
HLA, a DoD high level architecture, is emerging as an IEEE standard platform for large-scale distributedinteractivesimulation systems. It mainly emphasizes on the reusability and interoperability of different simulation components. However, HLA/RTI shows an apparent weaknesses when it comes to distributedreal-timesimulationapplications. In this paper, we propose a real-time RTI system, based upon a multi-threaded process model, that addresses the weakness of HLA/RTI in terms of real-timeapplications. We discuss our real-time mechanism, and highlight the main design issues of our real-time RTI. We describe its implementations, and present an extensive set of simulation experiments to evaluate its performance using realistic models.
interactive 3D visualisation is increasingly used for design/review activities in urban planning and construction. However, as this becomes more wide spread user expectations of the levels of interaction and the funct...
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ISBN:
(纸本)0769524621
interactive 3D visualisation is increasingly used for design/review activities in urban planning and construction. However, as this becomes more wide spread user expectations of the levels of interaction and the functionality expand Many organisations maintain rich sources of information describing the urban environment and society, supported by a distributed set of services that provide functionality. These resources present an opportunity to create new design/review environments in which groups of stakeholders may collaborate to explore and evaluate new solutions. However, using this distributed functionality and information presents new challenges in defining and managing the content of interactive design/review visual environments. This paper presents a novel system for multi-user co-located interaction by which a group of users, viewing a common 3D visualisation, are provided with collaborative interaction through a set of distributed personal interfaces. A fundamental part of this activity is the formation of a unified, distributable model that references distributed content, and the available functionality related services provide.
The goal of this paper is to show how to use probabilistic model checking techniques in order to achieve quantitative performance evaluation of a real-timedistributedsimulation. A simulation based on the High Level ...
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The goal of this paper is to show how to use probabilistic model checking techniques in order to achieve quantitative performance evaluation of a real-timedistributedsimulation. A simulation based on the High Level Architecture (HLA) is modelled as a stochastic process, a Continuous time Markov Chain (CTMC), using the stochastic algebra PEPA. Next a property representing a performance constraint is evaluated applying Continuous Stochastic Logic CSL formula on the CTMC model using the probabilistic model checker PRISM. Finally a first experiment is made to compare the model with a real case.
The multimedia information exchanges in distributed collaborative applications may be modeled, from communication system perspective, as the flow of media messages between user entities, to provide access to shared wi...
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ISBN:
(纸本)0769524621
The multimedia information exchanges in distributed collaborative applications may be modeled, from communication system perspective, as the flow of media messages between user entities, to provide access to shared window objects on workstations. An example of shared window is a design document interactively reviewed by a team of engineers over a discussion session. A key requirement is that all users should see the same local copy of a shared window object at any given point in time (WYSIWIS), even though these users may reside in different workstations interconnected over a network. In this paper, we study the temporal ordering of real-time persistent messages as the basis for achieving WYSIWIS. The approach requires specifying the synchronization constraints on accessing shared window objects in the form of state-transition relations and timeliness needs when processing messages for object state updates. Non-conflicting actions can be processed in any sequence by user entities, thereby increasing overall system-level performance and user-level efficacy. The paper describes the salient features of our concurrency control model, and then identifies the basic protocol elements to realize the model. applications are also described to demonstrate the viability of our approach.
The proceedings contain 36 papers. The topics discussed include: distributedsimulation of vehicular networks;consistency overhead using HLA for collaborative work;concurrency control frameworks for interactive sharin...
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The proceedings contain 36 papers. The topics discussed include: distributedsimulation of vehicular networks;consistency overhead using HLA for collaborative work;concurrency control frameworks for interactive sharing of data spaces;using web services and data mediation/storage services to enable command and control to simulation interoperability;a version of MASM potable across different UNIX systems and different hardware architectures;using consistent global checkpoints to synchronize processes in distributedsimulation;dealing with global guards in a distributedsimulation of colored Petri Nets;and 3D mesh compression using an efficient neighborhood-based segmentation.
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