We present a statistical learning algorithm for synthesizing random sound textures resembling an input sound texture segment. Our approach begins by constructing a hierarchical multi-resolution representation of the i...
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The problem of optimal compile-time multiprocessor scheduling of iterative data-flow programs with feedback (delay elements) is addressed in this paper, unlike the earlier studies assumed the availability of a large n...
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Researchers are developing collaboration and visualization toolkits to support adaptive, multimodal collaboration. These toolkits support sophisticated collaborations in complex domains and immersive visualization of ...
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Researchers are developing collaboration and visualization toolkits to support adaptive, multimodal collaboration. These toolkits support sophisticated collaborations in complex domains and immersive visualization of large, complex data sets. Orbit and Virtue are two such collaboration and immersive visualization toolkits, which are used extensively to achieve these objectives. Orbit is an open environment for support of collaborative work activities built around the notion of locales. Locales can be arranged into various hierarchical structures to reflect the activities at hand and users can participate in multiple locales simultaneously. Locales group artifacts, tools, events, people, and computational agents to form an ongoing context for a particular work activity. Virtue defines the highest awareness locales for distributed collaboration and exploration of complex software evolution within the Orbit framework.
A framework to integrate negotiation capabilities-particularly components implementing a negotiation strategy-into mobile agents is introduced. The framework is based on a plug-in mechanism enabling a dynamic composit...
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A framework to integrate negotiation capabilities-particularly components implementing a negotiation strategy-into mobile agents is introduced. The framework is based on a plug-in mechanism enabling a dynamic composition of negotiating agents from pluggable modules. Strategy modules are further decomposed into parallel execution units based on the notion of an actor system.
In the development of distributed programs, two different concepts have to be considered, each being quite complex even on its own: concurrency and distribution. For both concepts, similar problems like synchronizatio...
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In the development of distributed programs, two different concepts have to be considered, each being quite complex even on its own: concurrency and distribution. For both concepts, similar problems like synchronization and communication need to be addressed, yet they are treated with completely different mechanisms. The paper presents Dejay, a programming language based on Java that unifies concurrency and distribution into the single mechanism of virtual processors. This allows a considerable simplification for the development of distributed or concurrent programs and makes the transition from a local to a distributed environment seamless.
This paper describes an architecture that provides support for quality of service (QoS) in open systems. The Quartz QoS architecture aims to avoid the dependency on specific platforms that limits the application of mo...
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This paper describes an architecture that provides support for quality of service (QoS) in open systems. The Quartz QoS architecture aims to avoid the dependency on specific platforms that limits the application of most existing QoS architectures in open, heterogeneous and distributedsystems. Quartz adopts a flexible and extensible platform-independent design that allows its internal components to be rearranged dynamically, adapting the architecture to the surrounding environment in order to accommodate the differences among diverse computing platforms. Further significant problems found in other QoS architectures, such as the lack of transparency, flexibility and expressiveness in the specification of QoS requirements and limited support for resource adaptation, are also addressed by quartz. This paper compares Quartz to other QoS architectures found in the literature, presents a prototype implementation of Quartz, and shows how Quartz is integrated with CORBA to form a framework for control and transfer of streaming media.
The vector-clock size necessary to characterize causality in a distributed computation is bounded by the dimension of the partial order induced by that computation. In an arbitrary distributed computation, the dimensi...
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The vector-clock size necessary to characterize causality in a distributed computation is bounded by the dimension of the partial order induced by that computation. In an arbitrary distributed computation, the dimension can be as large as the width, which in turn can be as large as the number of processes in the computation. Most vector clock algorithms, and all online ones, simply use a vector of size equal to the number of processes. In practice the dimension may be much smaller. It is the purpose of the paper to provide empirical evidence that the dimension of various distributed computations is often substantially smaller than the number of processes. We have found that typical distributed computations, with as many as 300 processes, have dimension less than 10. To achieve this quantification, we developed various theorems and algorithms which we also describe.
PBX (private branch exchange) systems are evolving rapidly due to fast expanding services, ever-changing communication technology, continuously evolving standards, and diverse communication laws and standards in diffe...
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In this paper we present efficient techniques for the generation of very large continuous-time Markov chains (CTMCs) specified as stochastic Petri nets (SPNs). In particular, we investigate how the storage efficiency ...
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In this paper we present efficient techniques for the generation of very large continuous-time Markov chains (CTMCs) specified as stochastic Petri nets (SPNs). In particular, we investigate how the storage efficiency of the reachability graph generation can be improved by using good state coding techniques and by using hashing tables instead of tree-based data structures. These techniques allow us to analyse SPNs with almost 55 million states on a single workstation. The size of the SPNs that can be handled is then further enlarged by using a cluster of workstations. With 16 workstations, connected via a 100 Mbps Ethernet, we can generate reachability graphs with over 400 million states in reasonable time. The presented techniques have been realised in a prototype tool (PARSECS) implemented in C++ using the libraries STL and MPICH. The SPNs to be input to PARSECS are specified using CSPL, known from the tool SPNP. In the paper we present our techniques and study their performance for a number of case studies. We also present comparisons with SPNP.
Modern architectures for distributed object environments (or distributed 'middleware') are revealing an increasing trend towards standardization. The recent emergence of a standard for open distributed process...
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