987 resultados para virtualizzazione, reti, virtual networking, sistemi operativi


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为了缩短深海载人潜器控制系统的开发周期,测试系统性能,根据载人潜器的自身特点,构建和实现了载人潜器所有传感器、执行器设备模拟,以及潜器在海底实景的运动状态的半物理虚拟仿真系统。首先,以仿真系统的硬件架构和数据流程为基础,重点介绍了潜器设备模拟的软件体系结构;其次,在仿真平台上测试了各种网络数据的传输延迟,分析了其整体性能;最后,得出了潜器控制器设计的时间约束。现阶段整个系统已经开发成功,并投入运行到潜器控制系统的安装调试中。

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In this note, I propose two extensions to the Java virtual machine (or VM) to allow dynamic languages such as Dylan, Scheme and Smalltalk to be efficiently implemented on the VM. These extensions do not affect the performance of pure Java programs on the machine. The first extension allows for efficient encoding of dynamic data; the second allows for efficient encoding of language-specific computational elements.

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Recovering a volumetric model of a person, car, or other object of interest from a single snapshot would be useful for many computer graphics applications. 3D model estimation in general is hard, and currently requires active sensors, multiple views, or integration over time. For a known object class, however, 3D shape can be successfully inferred from a single snapshot. We present a method for generating a ``virtual visual hull''-- an estimate of the 3D shape of an object from a known class, given a single silhouette observed from an unknown viewpoint. For a given class, a large database of multi-view silhouette examples from calibrated, though possibly varied, camera rigs are collected. To infer a novel single view input silhouette's virtual visual hull, we search for 3D shapes in the database which are most consistent with the observed contour. The input is matched to component single views of the multi-view training examples. A set of viewpoint-aligned virtual views are generated from the visual hulls corresponding to these examples. The 3D shape estimate for the input is then found by interpolating between the contours of these aligned views. When the underlying shape is ambiguous given a single view silhouette, we produce multiple visual hull hypotheses; if a sequence of input images is available, a dynamic programming approach is applied to find the maximum likelihood path through the feasible hypotheses over time. We show results of our algorithm on real and synthetic images of people.

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The problem of automatic face recognition is to visually identify a person in an input image. This task is performed by matching the input face against the faces of known people in a database of faces. Most existing work in face recognition has limited the scope of the problem, however, by dealing primarily with frontal views, neutral expressions, and fixed lighting conditions. To help generalize existing face recognition systems, we look at the problem of recognizing faces under a range of viewpoints. In particular, we consider two cases of this problem: (i) many example views are available of each person, and (ii) only one view is available per person, perhaps a driver's license or passport photograph. Ideally, we would like to address these two cases using a simple view-based approach, where a person is represented in the database by using a number of views on the viewing sphere. While the view-based approach is consistent with case (i), for case (ii) we need to augment the single real view of each person with synthetic views from other viewpoints, views we call 'virtual views'. Virtual views are generated using prior knowledge of face rotation, knowledge that is 'learned' from images of prototype faces. This prior knowledge is used to effectively rotate in depth the single real view available of each person. In this thesis, I present the view-based face recognizer, techniques for synthesizing virtual views, and experimental results using real and virtual views in the recognizer.

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O sistema Diagnose Virtual é um ambiente virtual na WEB para diagnóstico de doenças de plantas e enfermidades de animais que se utiliza de mecanismos de inferência (investigação) aplicados sobre o conhecimento de especialistas previamente categorizado. Este documento tem por objetivo orientar o usuário do sistema Diagnose Virtual no procedimento para sua utilização visando obter resultados corretos com menor esforço. O sistema é também dotado de ajuda online, na qual cada funcionalidade do sistema é descrita de forma sucinta mostrada desde que o ponteiro do mouse fique parado por um instante em cima da funcionalidade. Outra forma de ajuda pode ser obtida a cada tela, clicando o símbolo de interrogação no canto inferior direito. O documento aborda o módulo do usuário/produtor, no qual são exploradas as características de um problema (um caso) de uma determinada cultura até obter-se o diagnóstico. Como resultados são fornecidas as possíveis desordens com seus respectivos graus de certeza.

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O sistema Diagnose Virtual é um ambiente virtual na WEB para diagnóstico de doenças de plantas e enfermidades de animais, que utiliza mecanismos de inferência baseados em conhecimentos de especialistas para simular o processo de diagnóstico. Este documento tem por objetivo orientar o usuário do sistema Diagnose Virtual no procedimento para sua utilização, visando obter resultados corretos com menor esforço.

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The identification of subject-specific traits extracted from patterns of brain activity still represents an important challenge. The need to detect distinctive brain features, which is relevant for biometric and brain computer interface systems, has been also emphasized in monitoring the effect of clinical treatments and in evaluating the progression of brain disorders. Graph theory and network science tools have revealed fundamental mechanisms of functional brain organization in resting-state M/EEG analysis. Nevertheless, it is still not clearly understood how several methodological aspects may bias the topology of the reconstructed functional networks. In this context, the literature shows inconsistency in the chosen length of the selected epochs, impeding a meaningful comparison between results from different studies. In this study we propose an approach which aims to investigate the existence of a distinctive functional core (sub-network) using an unbiased reconstruction of network topology. Brain signals from a public and freely available EEG dataset were analyzed using a phase synchronization based measure, minimum spanning tree and k-core decomposition. The analysis was performed for each classical brain rhythm separately. Furthermore, we aim to provide a network approach insensitive to the effects that epoch length has on functional connectivity (FC) and network reconstruction. Two different measures, the phase lag index (PLI) and the Amplitude Envelope Correlation (AEC), were applied to EEG resting-state recordings for a group of eighteen healthy volunteers. Weighted clustering coefficient (CCw), weighted characteristic path length (Lw) and minimum spanning tree (MST) parameters were computed to evaluate the network topology. The analysis was performed on both scalp and source-space data. Results about distinctive functional core, show highest classification rates from k-core decomposition in gamma (EER=0.130, AUC=0.943) and high beta (EER=0.172, AUC=0.905) frequency bands. Results from scalp analysis concerning the influence of epoch length, show a decrease in both mean PLI and AEC values with an increase in epoch length, with a tendency to stabilize at a length of 12 seconds for PLI and 6 seconds for AEC. Moreover, CCw and Lw show very similar behaviour, with metrics based on AEC more reliable in terms of stability. In general, MST parameters stabilize at short epoch lengths, particularly for MSTs based on PLI (1-6 seconds versus 4-8 seconds for AEC). At the source-level the results were even more reliable, with stability already at 1 second duration for PLI-based MSTs. Our results confirm that EEG analysis may represent an effective tool to identify subject-specific characteristics that may be of great impact for several bioengineering applications. Regarding epoch length, the present work suggests that both PLI and AEC depend on epoch length and that this has an impact on the reconstructed network topology, particularly at the scalp-level. Source-level MST topology is less sensitive to differences in epoch length, therefore enabling the comparison of brain network topology between different studies.

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Urquhart, C., Spink, S., Thomas, R., Yeoman, A., Durbin, J., Turner, J., Fenton, R. & Armstrong, C. (2004). Evaluating the development of virtual learning environments in higher and further education. In J. Cook (Ed.), Blue skies and pragmatism: learning technologies for the next decade. Research proceedings of the 11th Association for Learning Technology conference (ALT-C 2004), 14-16 September 2004, University of Exeter, Devon, England (pp. 157-169). Oxford: Association for Learning Technology Sponsorship: JISC

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Yeoman, A., Urquhart, C. & Sharp, S. (2003). Moving Communities of Practice forward: the challenge for the National electronic Library for Health and its Virtual Branch Libraries. Health Informatics Journal, 9(4), 241-252. Previously appeared as a conference paper for the iSHIMR2003 conference (Proceedings of the Eighth International Symposium on Health Information Management Research, June 1-3, 2003, Boras, Sweden) Sponsorship: NHS Information Authority/National electronic Library for Health

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This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses.

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IEEE Transactions on Knowledge and Data Engineering, vol. 15, no. 5, pp. 1338-1343, 2003.

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This paper presents a new approach to window-constrained scheduling, suitable for multimedia and weakly-hard real-time systems. We originally developed an algorithm, called Dynamic Window-Constrained Scheduling (DWCS), that attempts to guarantee no more than x out of y deadlines are missed for real-time jobs such as periodic CPU tasks, or delay-constrained packet streams. While DWCS is capable of generating a feasible window-constrained schedule that utilizes 100% of resources, it requires all jobs to have the same request periods (or intervals between successive service requests). We describe a new algorithm called Virtual Deadline Scheduling (VDS), that provides window-constrained service guarantees to jobs with potentially different request periods, while still maximizing resource utilization. VDS attempts to service m out of k job instances by their virtual deadlines, that may be some finite time after the corresponding real-time deadlines. Notwithstanding, VDS is capable of outperforming DWCS and similar algorithms, when servicing jobs with potentially different request periods. Additionally, VDS is able to limit the extent to which a fraction of all job instances are serviced late. Results from simulations show that VDS can provide better window-constrained service guarantees than other related algorithms, while still having as good or better delay bounds for all scheduled jobs. Finally, an implementation of VDS in the Linux kernel compares favorably against DWCS for a range of scheduling loads.

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The Science of Network Service Composition has clearly emerged as one of the grand themes driving many of our research questions in the networking field today [NeXtworking 2003]. This driving force stems from the rise of sophisticated applications and new networking paradigms. By "service composition" we mean that the performance and correctness properties local to the various constituent components of a service can be readily composed into global (end-to-end) properties without re-analyzing any of the constituent components in isolation, or as part of the whole composite service. The set of laws that would govern such composition is what will constitute that new science of composition. The combined heterogeneity and dynamic open nature of network systems makes composition quite challenging, and thus programming network services has been largely inaccessible to the average user. We identify (and outline) a research agenda in which we aim to develop a specification language that is expressive enough to describe different components of a network service, and that will include type hierarchies inspired by type systems in general programming languages that enable the safe composition of software components. We envision this new science of composition to be built upon several theories (e.g., control theory, game theory, network calculus, percolation theory, economics, queuing theory). In essence, different theories may provide different languages by which certain properties of system components can be expressed and composed into larger systems. We then seek to lift these lower-level specifications to a higher level by abstracting away details that are irrelevant for safe composition at the higher level, thus making theories scalable and useful to the average user. In this paper we focus on services built upon an overlay management architecture, and we use control theory and QoS theory as example theories from which we lift up compositional specifications.

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With the increased use of "Virtual Machines" (VMs) as vehicles that isolate applications running on the same host, it is necessary to devise techniques that enable multiple VMs to share underlying resources both fairly and efficiently. To that end, one common approach is to deploy complex resource management techniques in the hosting infrastructure. Alternately, in this paper, we advocate the use of self-adaptation in the VMs themselves based on feedback about resource usage and availability. Consequently, we define a "Friendly" VM (FVM) to be a virtual machine that adjusts its demand for system resources, so that they are both efficiently and fairly allocated to competing FVMs. Such properties are ensured using one of many provably convergent control rules, such as AIMD. By adopting this distributed application-based approach to resource management, it is not necessary to make assumptions about the underlying resources nor about the requirements of FVMs competing for these resources. To demonstrate the elegance and simplicity of our approach, we present a prototype implementation of our FVM framework in User-Mode Linux (UML)-an implementation that consists of less than 500 lines of code changes to UML. We present an analytic, control-theoretic model of FVM adaptation, which establishes convergence and fairness properties. These properties are also backed up with experimental results using our prototype FVM implementation.