73 resultados para Virtual Reality,Cloud Gaming,Cloud Computing,Client-Server,Android,Unity,Multiutenza


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The increasing complexity and scale of cloud computing environments due to widespread data centre heterogeneity makes measurement-based evaluations highly difficult to achieve. Therefore the use of simulation tools to support decision making in cloud computing environments to cope with this problem is an increasing trend. However the data required in order to model cloud computing environments with an appropriate degree of accuracy is typically large, very difficult to collect without some form of automation, often not available in a suitable format and a time consuming process if done manually. In this research, an automated method for cloud computing topology definition, data collection and model creation activities is presented, within the context of a suite of tools that have been developed and integrated to support these activities.

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Cloud computing is a technological advancementthat provide resources through internet on pay-as-you-go basis.Cloud computing uses virtualisation technology to enhance theefficiency and effectiveness of its advantages. Virtualisation isthe key to consolidate the computing resources to run multiple instances on each hardware, increasing the utilization rate of every resource, thus reduces the number of resources needed to buy, rack, power, cool, and manage. Cloud computing has very appealing features, however, lots of enterprises and users are still reluctant to move into cloud due to serious security concerns related to virtualisation layer. Thus, it is foremost important to secure the virtual environment.In this paper, we present an elastic framework to secure virtualised environment for trusted cloud computing called Server Virtualisation Security System (SVSS). SVSS provide security solutions located on hyper visor for Virtual Machines by deploying malicious activity detection techniques, network traffic analysis techniques, and system resource utilization analysis techniques.SVSS consists of four modules: Anti-Virus Control Module,Traffic Behavior Monitoring Module, Malicious Activity Detection Module and Virtualisation Security Management Module.A SVSS prototype has been deployed to validate its feasibility,efficiency and accuracy on Xen virtualised environment.

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Virtual reality is a rapidly emerging technology, driven by the computer gaming industry. The maturity of the concept, combined with modern hardware, is delivering an experience which offers a useful commercial tool for industry and educators. This article discusses the uses of virtual reality within structural engineering and provides an understanding of how it can be incorporated easily and efficiently for design purposes and beyond.

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Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.

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Objectives: To evaluate virtual reality as a laparoscopic training device in helping surgeons to automate to the “fulcrum effect” by comparing it to time-matched training programs using randomly alternating images (ie, y-axis inverted and normal laparoscopic) and normal laparoscopic viewing conditions.

Methods: Twenty-four participants (16 females and 8 males), were randomly assigned to minimally invasive surgery virtual reality (MIST VR), randomly alternating (between y-axis inverted and normal laparoscopic images), and normal laparoscopic imaging condition. Participants were requested to perform a 2-minute laparoscopic cutting task before and after training.

Results: In the test trial participants who trained on the MIST VR performed significantly better than those in the normal laparoscopic and randomly alternating imaging conditions.

Conclusion: The results show that virtual reality training may provide faster skill acquisition with particular reference to automation of the fulcrum effect. MIST VR provides a new way of training laparoscopic psychomotor surgical skills.

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Improving performance in sports requires a better understanding of the perception-action loop employed by athletes. Because of its inherent limitations, video playback doesn't permit this type of in-depth analysis. Interactive, immersive virtual reality can overcome these limitations and foster a better understanding of sports performance.

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Haptic information originates from a different human sense (touch), therefore the quality of service (QoS) required to supporthaptic traffic is significantly different from that used to support conventional real-time traffic such as voice or video. Each type ofnetwork impairment has different (and severe) impacts on the user’s haptic experience. There has been no specific provision of QoSparameters for haptic interaction. Previous research into distributed haptic virtual environments (DHVEs) have concentrated onsynchronization of positions (haptic device or virtual objects), and are based on client-server architectures.We present a new peerto-peer DHVE architecture that further extends this to enable force interactions between two users whereby force data are sent tothe remote peer in addition to positional information. The work presented involves both simulation and practical experimentationwhere multimodal data is transmitted over a QoS-enabled IP network. Both forms of experiment produce consistent results whichshow that the use of specific QoS classes for haptic traffic will reduce network delay and jitter, leading to improvements in users’haptic experiences with these types of applications.