105 resultados para Distributed virtual environments (DVE)


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Virtual training systems are attracting paramount attention from the manufacturing industries due to their potential advantages over the conventional training practices such as general assembly. Within this virtual training realm for general assembly, a haptically enabled interactive and immersive virtual reality (HIVEx) system is presented. The idea is to imitate real assembly training scenarios by providing comprehensive user interaction as well as by enforcing physical constraints within the virtual environment through the use of haptics technology. The developed system employs a modular system approach providing flexibility of reconfiguration and scalability as well as better utilization of the current multi-core computer architecture. The user interacts with the system using haptics device and data glove while fully immersed into the virtual environment with depth perception. An evaluation module, incorporated into the system, automatically logs and evaluates the information through the simulation providing user performance and improvements over time. A ruggedized portable version of the system is also developed and presented with full system capabilities allowing easy relocation with different factory environments. A number of training scenarios has been developed with varying degree of complexity to exploit the potential of the presented system. The presented system can be employed for teaching and training of existing assembly processes as well as the design of new optimised assembly operations. Furthermore, the presented system can assist in optimizing existing practices by evaluating the effectiveness and the level of knowledge transfer involved in the process. Within the aforementioned conceptual. framework, a working prototype is developed.

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In this paper we studied several virtual routing structures (ring, ring-tree, cord, and mesh) which are scalable, independent on addresses, based on local information and partial global information for routing packets. These virtual routing structures are built on the top of the backbone nodes which are selected by considering power, connections, and immobility metrics.Our experimental results on the ns2 simulator and both TelosBand MicaZ sensor nodes tested platform prove that the virtual backbone structures are superior to the existing routing schemes and the different virtual structures fit in with the different physical scenarios.

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Virtual Melawati is an environment for developing expertise in the application of 3D interactive visualization and GIS (Geographic Information System) to address problems of the built environment and to test the model as a decision support tool in the context of the local planning authorities in Malaysia. The visual approach enables the integration of highly complex spatial GIS information such as the evolution and transformation of the urban precinct as well as the impact of planned developments into the decision making process. The study will examine the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing an interactive 3D GIS model to support and assist the decision making process in urban design and planning. The outcomes of the study will deliver an experimental test bed for improving decision making processes in urban planning and design utilizing 3D modeling and GIS. The project will accelerate the uptake of digital and multimedia methods in local government, facilitate current planning and consultation processes between councils and stakeholders and improve the dissemination and management of spatial information about urban environments.

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What types of goods should be considered digital goods? This paper discusses the question of whether virtual property, such as items available in virtual world environments like Linden Lab’s Second Life and Blizzard’s World of Warcraft, should be considered a valid digital good. The makeup of a virtual property items are explored in this paper and their key features compared and contrasted with that of digital goods. Common examples of digital goods include: electronic books, software, digital music and digital movies. These goods are considered a tangible commodity, that is they have an unlimited supply and secondly they are in a digital/binary form (a sequence of 1’s and 0s’). When looking at why a virtual property items should be included in the category of ‘digital goods’, it is important to consider how items in a virtual world come to exist and how the availability of these items are often controlled by publishers and developers. The aim of this paper is show that digital goods should not be limited to the traditional views such as electronic books, software, music and movies; but in fact the term ‘digital good’ should also include the active market of virtual property
items.

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Effective knowledge sharing underpins the day-to-day work activities in knowledge-intensive organizational environments. This paper integrates key concepts from the literature towards a model to explain effective knowledge sharing in such environments. It is proposed that the effectiveness of knowledge sharing is determined by the maturity of informal and formal social networks and a shared information and knowledge-based artefact network (AN) in a particular work context. It is further proposed that facilitating mechanisms within the social and ANs, and mechanisms that link these networks, affect the overall efficiency of knowledge sharing in complex environments. Three case studies are used to illustrate the model, highlighting typical knowledge-sharing problems that result when certain model elements are absent or insufficient in a particular environment. The model is discussed in terms of diagnosing knowledge-sharing problems, organizational knowledge strategy, and the role of information and communication technology in knowledge sharing.

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We propose a probabilistic movement model for controlling ant-like agents foraging between two points. Such agents are all identical, simple, autonomous and can only communicate indirectly through the environment. These agents secrete two types of pheromone, one to mark trails towards the goal and another to mark trails back to the starting point. Three pheromone perception strategies are proposed (Strategy A, B and C). Agents that use strategy A perceive the desirability of a neighbouring location as the difference between levels of attractive and repulsive pheromone in that location. With strategy B, agents perceive the desirability of a location as the quotient of levels of attractive and repulsive pheromone. Agents using strategy C determine the product of the levels of attractive pheromone with the complement of levels of repulsive pheromone. We conduct experiments to confirm directionality as emergent property of trails formed by agents that use each strategy. In addition, we compare path formation speed and the quality of the formed path under changes in the environment. We also investigate each strategy's robustness in environments that contain obstacles. Finally, we investigate how adaptive each strategy is when obstacles are eventually removed from the scene and find that the best strategy of these three is strategy A. Such a strategy provides useful guidelines to researchers in further applications of swarm intelligence metaphors for complex problem solving.

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Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.

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Establishing trust for resource sharing and collaboration has become an important issue in distributed computing environment. In this paper, we investigate the problem of establishing trust in hybrid cloud computing environments. As the scope of federated cloud computing enlarges to ubiquitous and pervasive computing, there will be a need to assess and maintain the trustworthiness of the cloud computing entities. We present a fully distributed framework that enable trust-based cloud customer and cloud service provider interactions. The framework aids a service consumer in assigning an appropriate weight to the feedback of different raters regarding a prospective service provider. Based on the framework, we developed a mechanism for controlling falsified feedback ratings from iteratively exerting trust level contamination due to falsified feedback ratings. The experimental analysis shows that the proposed framework successfully dilutes the effects of falsified feedback ratings, thereby facilitating accurate and fair assessment of the service reputations.

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In current cloud services hosting solutions, various mechanisms have been developed to minimize the possibility of hosting staff from breaching security. However, while functions such as replicating and moving machines are legitimate actions in clouds, we show that there are risks in administrators being able to perform them. We describe three threat scenarios related to hosting staff on the cloud architecture and indicate how an appropriate accountability architecture can mitigate these risks in the sense that the attacks can be detected and the perpetrators identified. We identify requirements and future research and development needed to protect cloud service environments from these attacks.

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In this paper, we discuss the design aspects of a dynamic distributed directory scheme (DDS) to facilitate efficient and transparent access to information files in mobile environments. The proposed directory interface enables users of mobile computers to view a distributed file system on a network of computers as a globally shared file system. In order to counter some of the limitations of wireless communications, we propose improvised invalidation schemes that avoid false sharing and ensure uninterrupted usage under disconnected and low bandwidth conditions.

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Addressing core issues in mobile surveillance, we present an architecture for querying and retrieving distributed, semi-permanent multi-modal data through challenged networks with limited connectivity. The system provides a rich set of queries for spatio-temporal querying in a surveillance context, and uses the network availability to provide best quality of service. It incrementally and adaptively refines the query, using data already retrieved that exists on static platforms and on-demand data that it requests from mobile platforms. We demonstrate the system using a real surveillance system on a mobile 20 bus transport network coupled with static bus depot infrastructure. In addition, we show the robustness of the system in handling different conditions in the underlying infrastructure by running simulations on a real, but historic dataset collected in an offline manner.

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We present a distributed, surveillance system that works in large and complex indoor environments. To track and recognize behaviors of people, we propose the use of the Abstract Hidden Markov Model (AHMM), which can be considered as an extension of the Hidden Markov Model (HMM), where the single Markov chain in the HMM is replaced by a hierarchy of Markov policies. In this policy hierarchy, each behavior can be represented as a policy at the corresponding level of abstraction. The noisy observations are handled in the same way as an HMM and an efficient Rao-Blackwellised particle filter method is used to compute the probabilities of the current policy at different levels of the hierarchy The novelty of the paper lies in the implementation of a scalable framework in the context of both the scale of behaviors and the size of the environment, making it ideal for distributed surveillance. The results of the system demonstrate the ability to answer queries about people's behaviors at different levels of details using multiple cameras in a large and complex indoor environment.

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Two main problems prevent the deployment of content delivery in a wireless sensor network: the address, which is widely used in the Internet as the identifier, is meaningless in wireless network, and the routing efficiency is a big concern in wireless sensor network. This paper presents an embedded multi-level ring (MVR) structure to address those two problems. The MVR uses names rather than addresses to identify sensor nodes. The MVR routes packets on the name identifiers without being aware the location. Some sensor nodes are selected as the backbone nodes and are placed on the different levels of the virtual rings. MVR hashes nodes and contents identifiers, and stores them at the backbone nodes. MVR takes the cross-level routing to improve the routing efficiency. Further, MVR is constructed decentralized and runs on the mobile nodes themselves, requiring no central control. Experiments using ns2 simulator for up to 200 nodes show that the storage and bandwidth requirements of MVR grow slowly with the size of the network. Furthermore, MVR has demonstrated as self-administrating, fault-tolerant, and resilient under the different workloads. We also discuss alternative implementation options, and future work.

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With the advent of social networks, it became apparent that the social aspect of designing and learning plays a crucial role in students’ education. Technologies and skills are the base on which learners interact. The ease of communication, leadership opportunity, democratic interaction, teamwork, and the sense of community are some of the aspects that are now in the centre of design interaction. The paper examines Virtual Design Studios (VDS) that used media-rich platforms and analyses the influence the social aspect plays in solving all problems on the sample of a design studio at Deakin University. It studies the effectiveness of the generated social intelligence and explores the facilitation of students’ self-directed learning. Hereby the paper studies the construction of knowledge via social interaction and how blended learning environments foster motivation and information exchange. It presents its finding based on VDS that were held over the past three years.

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Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.