We examine motion realism in terms of salient communicative features. We argue that motion is amenable to a parameterization based on Laban Movement Analysis that yields real-time control over motion qualities, and th...
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Federated simulations address the need for interoperability, as well as the improvement of reuse and composability. The focal goal in a federated simulation is to facilitate composable simulations by standardizing int...
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Federated simulations address the need for interoperability, as well as the improvement of reuse and composability. The focal goal in a federated simulation is to facilitate composable simulations by standardizing interfaces to assure technical interoperability among disparate simulations. Yet, existing federated simulation infrastructures neither facilitate substantive interoperability nor are dynamically extensible. Emergent Web services technologies hold out the potential to significantly improve the development of interoperable, extensible, and dynamically composable federations. As such, recent initiatives (i.e., XMSF) are urging the use of open standards that can be applied within an extensible framework for next generation modeling and simulation applications. We discuss how the realization of multimodel and multisimulation formalisms in terms of semantic Web and agent technologies may bring new vistas to demonstrate runtime model discovery, instantiation, composition, and interoperation.
In this article, the following is done: (1) a systematic and comprehensive classification of input is given and the relevance of perception as an important type of input in intelligent systems is pointed out, (2) a ca...
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In this article, the following is done: (1) a systematic and comprehensive classification of input is given and the relevance of perception as an important type of input in intelligent systems is pointed out, (2) a categorization of perception is given and anticipation is presented as a type of perception, (3) the inclusion of anticipation in simulation studies is clarified and other aspects of perceptions in simulation studies especially in conflict situations are elaborated.
SCIRun is a general purpose problem solving environment that seeks to integrate the steps of preparing, executing, and visualizing simulations of physical and biological systems. The implementation of SCIRun is by mea...
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SCIRun is a general purpose problem solving environment that seeks to integrate the steps of preparing, executing, and visualizing simulations of physical and biological systems. The implementation of SCIRun is by means of an interactive dataflow network consisting of modules and data pipes exposed as a visual programming language. SCIRun also contains specific modules for bioelectric field simulations and visualizations and the combination of SCIRun with this package is known as BioPSE (***/software/biopse). This software has been in the public domain since 2000 and in that time we have developed strategies for software development, engineering, testing, documentation, and training. We have also continued to expand the scope of the SCIRun/BioPSE package not only through our own codes but by constructing bridges to other systems, both open source and proprietary. We have also created a repository for relevant sample networks and datasets with the aim of allowing diverse groups to test and evaluate algorithms using identical data and to share their results with the community for comparison of performance and accuracy. We present here a summary of the software system and describe specific experiences and conclusions with regard to creating and managing a large open source software project carried out within a university setting.
Building computational models of real world systems usually requires the interaction of decision modules and simulation modules. Given different models and algorithms, the major hurdles in building a principled and ro...
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ISBN:
(纸本)9780780387867
Building computational models of real world systems usually requires the interaction of decision modules and simulation modules. Given different models and algorithms, the major hurdles in building a principled and robust system are model composibility and algorithm interoperability. We describe an approach to the composibility problem including initial results. This exposition is given in the context of linear programming as the decision technique and discrete event simulation as the simulation technique, both applied to the design and operation of semiconductor supply/demand networks.
This paper presents a framework for distributed simulation that is based on system-theoretic and logical-process concepts. The framework describes a three-part world-view for developing simulation models. These are mo...
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ISBN:
(纸本)1565552687
This paper presents a framework for distributed simulation that is based on system-theoretic and logical-process concepts. The framework describes a three-part world-view for developing simulation models. These are modeling formalisms, abstract simulators, and computational environments. A unified view of time and causality allows for the application of system-theoretic notions of causality within a distributed simulation environment. Within this framework, we introduce a unified notion of causality. Further we describe an approach for developing distributed simulation models which evolve from modeling constructs to simulation algorithms and their implementations. The framework is exemplified using the Discrete EVent System Specification (DEVS) modeling formalism, its abstract simulator, and a parallel algorithm that implements the abstract simulator.
This paper proposed predictive quantization-hased filtering method that uses average speed-based dynamic quantum size to effectively reduce communication overhead that DEVS/HLA-based distributed traffic simulation has...
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ISBN:
(纸本)1565552687
This paper proposed predictive quantization-hased filtering method that uses average speed-based dynamic quantum size to effectively reduce communication overhead that DEVS/HLA-based distributed traffic simulation has. Average speed-based dynamic quantum size monitors dynamically changing road situation at fixed time unit and set vehicles 'average speed to dynamic quantum size. Then it generates individual quantum size offactors such as the distance from the leading vehicle, speed and acceleration that decide traffic models 'behavior by using dynamic quantum size. Therefore, the suggested methodology has an advantage in that it effectively reduces communication overhead among federates of distributed traffic simulation. This paper verified validity of the suggested method by doing distributed modeling the 32km block from East Seoul to Hobup of JOOJ'/GBOO highway in Korea and analyzing the simulation.
We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the c...
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We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the configurations for a human arm to move from the start to the goal. Our algorithm consists of three modules: spatial search, inverse kinematics, and collision detection. For the search module, instead of searching in joint configuration space like most existing motion planning methods do, we run a direct search in the workspace, guided by a heuristic distance-to-goal evaluation function. The inverse kinematics module attempts to select natural posture configurations for the arm along the path found in the workspace. During the search, candidate configurations will be checked for collisions taking advantage of the graphics hardware-depth buffer. The algorithm is fast and easy to implement. It allows real-time planning not only in static, structured environments, but also in dynamic, unstructured environments. No preprocessing and prior knowledge about the environment is required. Several examples are shown illustrating the competence of the planner at generating motion plans for a typical human arm model with seven degrees of freedom.
The present study describes a Virtual Environment (VE) designed to train individuals to perform the role of a military checkpoint guard. Participants stood guard at a fictitious base in which simulated drivers in vehi...
The present study describes a Virtual Environment (VE) designed to train individuals to perform the role of a military checkpoint guard. Participants stood guard at a fictitious base in which simulated drivers in vehicles would approach seeking entrance. Participants were asked to inspect each vehicle, interact with the drivers, verify their identification, and make a decision to allow the driver to enter the base, to detain the vehicle, or to ask the driver to turn around and leave. The experiment was conducted in a CAVE™ with stereoscopic visual and auditory displays, participant tracking, and voice recognition. The results showed that participants were able to learn quite effectively in the VE with the biggest performance improvements seen in the areas of proper protocol and social influence. These findings suggest that VE technology holds promise for activities that are more like experience-based training and which place a greater emphasis on social interaction skills.
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