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


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Spatial tracking is one of the most challenging and important parts of Mixed Reality environments. Many applications, especially in the domain of Augmented Reality, rely on the fusion of several tracking systems in order to optimize the overall performance. While the topic of spatial tracking sensor fusion has already seen considerable interest, most results only deal with the integration of carefully arranged setups as opposed to dynamic sensor fusion setups. A crucial prerequisite for correct sensor fusion is the temporal alignment of the tracking data from several sensors. Tracking sensors are typically encountered in Mixed Reality applications, are generally not synchronized. We present a general method to calibrate the temporal offset between different sensors by the Time Delay Estimation method which can be used to perform on-line temporal calibration. By applying Time Delay Estimation on the tracking data, we show that the temporal offset between generic Mixed Reality spatial tracking sensors can be calibrated. To show the correctness and the feasibility of this approach, we have examined different variations of our method and evaluated various combinations of tracking sensors. We furthermore integrated this time synchronization method into our UBITRACK Mixed Reality tracking framework to provide facilities for calibration and real-time data alignment.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

We present in this paper several contributions on the collision detection optimization centered on hardware performance. We focus on the broad phase which is the first step of the collision detection process and propose three new ways of parallelization of the well-known Sweep and Prune algorithm. We first developed a multi-core model takes into account the number of available cores. Multi-core architecture enables us to distribute geometric computations with use of multi-threading. Critical writing section and threads idling have been minimized by introducing new data structures for each thread. Programming with directives, like OpenMP, appears to be a good compromise for code portability. We then proposed a new GPU-based algorithm also based on the "Sweep and Prune" that has been adapted to multi-GPU architectures. Our technique is based on a spatial subdivision method used to distribute computations among GPUs. Results show that significant speed-up can be obtained by passing from 1 to 4 GPUs in a large-scale environment.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Modern e-learning systems represent a special type of web information systems. By definition, information systems are special computerized systems used to perform data operations by multiple users simultaneously. Each active user consumes an amount of hardware resources. A shortage of hardware resources can be caused by growing number of simultaneous users. Such situation can result in overall malfunctioning or slowed-down system. In order to avoid this problem, the underlying hardware system gets usually continuously upgraded. These upgrades, typically accompanied with various software updates, usually result in a temporarily increased amount of available resources. This work deals with the problem in a different way by proposing an implementation of a web e-learning system with a modified software architecture reducing resource usage of the server part to the bare minimum. In order to implement a full-scale e-learning system that could be used as a substitute to a conventional web e-learning system, a Rich Internet Application framework was used as basis. The technology allowed implementation of advanced interactivity features and provided an easy transfer of a substantial part of the application logic from server to clients. In combination with a special server application, the server part of the new system is able to run with a reasonable performance on a hardware with very limited computing resources.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field. AU Press is an open access publisher and the book is available for free in PDF format as well as for purchase on our website: http://bit.ly/1W4yTRA

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Long Term Evolution (LTE) represents the fourth generation (4G) technology which is capable of providing high data rates as well as support of high speed mobility. The EU FP7 Mobile Cloud Networking (MCN) project integrates the use of cloud computing concepts in LTE mobile networks in order to increase LTE's performance. In this way a shared distributed virtualized LTE mobile network is built that can optimize the utilization of virtualized computing, storage and network resources and minimize communication delays. Two important features that can be used in such a virtualized system to improve its performance are the user mobility and bandwidth prediction. This paper introduces the architecture and challenges that are associated with user mobility and bandwidth prediction approaches in virtualized LTE systems.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Mobile networks usage rapidly increased over the years, with great consequences in terms of performance requirements. In this paper, we propose mechanisms to use Information-Centric Networking to perform load balancing in mobile networks, providing content delivery over multiple radio technologies at the same time and thus efficiently using resources and improving the overall performance of content transfer. Meaningful results were obtained by comparing content transfer over single radio links with typical strategies to content transfer over multiple radio links with Information-Centric Networking load balancing. Results demonstrate that Information-Centric Networking load balancing increases the performance and efficiency of 3GPP Long Term Evolution mobile networks while greatly improving the network perceived quality for end users.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The evolution of wireless access technologies and mobile devices, together with the constant demand for video services, has created new Human-Centric Multimedia Networking (HCMN) scenarios. However, HCMN poses several challenges for content creators and network providers to deliver multimedia data with an acceptable quality level based on the user experience. Moreover, human experience and context, as well as network information play an important role in adapting and optimizing video dissemination. In this paper, we discuss trends to provide video dissemination with Quality of Experience (QoE) support by integrating HCMN with cloud computing approaches. We identified five trends coming from such integration, namely Participatory Sensor Networks, Mobile Cloud Computing formation, QoE assessment, QoE management, and video or network adaptation.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Complexity has always been one of the most important issues in distributed computing. From the first clusters to grid and now cloud computing, dealing correctly and efficiently with system complexity is the key to taking technology a step further. In this sense, global behavior modeling is an innovative methodology aimed at understanding the grid behavior. The main objective of this methodology is to synthesize the grid's vast, heterogeneous nature into a simple but powerful behavior model, represented in the form of a single, abstract entity, with a global state. Global behavior modeling has proved to be very useful in effectively managing grid complexity but, in many cases, deeper knowledge is needed. It generates a descriptive model that could be greatly improved if extended not only to explain behavior, but also to predict it. In this paper we present a prediction methodology whose objective is to define the techniques needed to create global behavior prediction models for grid systems. This global behavior prediction can benefit grid management, specially in areas such as fault tolerance or job scheduling. The paper presents experimental results obtained in real scenarios in order to validate this approach.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Cloud computing is one the most relevant computing paradigms available nowadays. Its adoption has increased during last years due to the large investment and research from business enterprises and academia institutions. Among all the services cloud providers usually offer, Infrastructure as a Service has reached its momentum for solving HPC problems in a more dynamic way without the need of expensive investments. The integration of a large number of providers is a major goal as it enables the improvement of the quality of the selected resources in terms of pricing, speed, redundancy, etc. In this paper, we propose a system architecture, based on semantic solutions, to build an interoperable scheduler for federated clouds that works with several IaaS (Infrastructure as a Service) providers in a uniform way. Based on this architecture we implement a proof-of-concept prototype and test it with two different cloud solutions to provide some experimental results about the viability of our approach.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The extraordinary increase of new information technologies, the development of Internet, the electronic commerce, the e-government, mobile telephony and future cloud computing and storage, have provided great benefits in all areas of society. Besides these, there are new challenges for the protection of information, such as the loss of confidentiality and integrity of electronic documents. Cryptography plays a key role by providing the necessary tools to ensure the safety of these new media. It is imperative to intensify the research in this area, to meet the growing demand for new secure cryptographic techniques. The theory of chaotic nonlinear dynamical systems and the theory of cryptography give rise to the chaotic cryptography, which is the field of study of this thesis. The link between cryptography and chaotic systems is still subject of intense study. The combination of apparently stochastic behavior, the properties of sensitivity to initial conditions and parameters, ergodicity, mixing, and the fact that periodic points are dense, suggests that chaotic orbits resemble random sequences. This fact, and the ability to synchronize multiple chaotic systems, initially described by Pecora and Carroll, has generated an avalanche of research papers that relate cryptography and chaos. The chaotic cryptography addresses two fundamental design paradigms. In the first paradigm, chaotic cryptosystems are designed using continuous time, mainly based on chaotic synchronization techniques; they are implemented with analog circuits or by computer simulation. In the second paradigm, chaotic cryptosystems are constructed using discrete time and generally do not depend on chaos synchronization techniques. The contributions in this thesis involve three aspects about chaotic cryptography. The first one is a theoretical analysis of the geometric properties of some of the most employed chaotic attractors for the design of chaotic cryptosystems. The second one is the cryptanalysis of continuos chaotic cryptosystems and finally concludes with three new designs of cryptographically secure chaotic pseudorandom generators. The main accomplishments contained in this thesis are: v Development of a method for determining the parameters of some double scroll chaotic systems, including Lorenz system and Chua’s circuit. First, some geometrical characteristics of chaotic system have been used to reduce the search space of parameters. Next, a scheme based on the synchronization of chaotic systems was built. The geometric properties have been employed as matching criterion, to determine the values of the parameters with the desired accuracy. The method is not affected by a moderate amount of noise in the waveform. The proposed method has been applied to find security flaws in the continuous chaotic encryption systems. Based on previous results, the chaotic ciphers proposed by Wang and Bu and those proposed by Xu and Li are cryptanalyzed. We propose some solutions to improve the cryptosystems, although very limited because these systems are not suitable for use in cryptography. Development of a method for determining the parameters of the Lorenz system, when it is used in the design of two-channel cryptosystem. The method uses the geometric properties of the Lorenz system. The search space of parameters has been reduced. Next, the parameters have been accurately determined from the ciphertext. The method has been applied to cryptanalysis of an encryption scheme proposed by Jiang. In 2005, Gunay et al. proposed a chaotic encryption system based on a cellular neural network implementation of Chua’s circuit. This scheme has been cryptanalyzed. Some gaps in security design have been identified. Based on the theoretical results of digital chaotic systems and cryptanalysis of several chaotic ciphers recently proposed, a family of pseudorandom generators has been designed using finite precision. The design is based on the coupling of several piecewise linear chaotic maps. Based on the above results a new family of chaotic pseudorandom generators named Trident has been designed. These generators have been specially designed to meet the needs of real-time encryption of mobile technology. According to the above results, this thesis proposes another family of pseudorandom generators called Trifork. These generators are based on a combination of perturbed Lagged Fibonacci generators. This family of generators is cryptographically secure and suitable for use in real-time encryption. Detailed analysis shows that the proposed pseudorandom generator can provide fast encryption speed and a high level of security, at the same time. El extraordinario auge de las nuevas tecnologías de la información, el desarrollo de Internet, el comercio electrónico, la administración electrónica, la telefonía móvil y la futura computación y almacenamiento en la nube, han proporcionado grandes beneficios en todos los ámbitos de la sociedad. Junto a éstos, se presentan nuevos retos para la protección de la información, como la suplantación de personalidad y la pérdida de la confidencialidad e integridad de los documentos electrónicos. La criptografía juega un papel fundamental aportando las herramientas necesarias para garantizar la seguridad de estos nuevos medios, pero es imperativo intensificar la investigación en este ámbito para dar respuesta a la demanda creciente de nuevas técnicas criptográficas seguras. La teoría de los sistemas dinámicos no lineales junto a la criptografía dan lugar a la ((criptografía caótica)), que es el campo de estudio de esta tesis. El vínculo entre la criptografía y los sistemas caóticos continúa siendo objeto de un intenso estudio. La combinación del comportamiento aparentemente estocástico, las propiedades de sensibilidad a las condiciones iniciales y a los parámetros, la ergodicidad, la mezcla, y que los puntos periódicos sean densos asemejan las órbitas caóticas a secuencias aleatorias, lo que supone su potencial utilización en el enmascaramiento de mensajes. Este hecho, junto a la posibilidad de sincronizar varios sistemas caóticos descrita inicialmente en los trabajos de Pecora y Carroll, ha generado una avalancha de trabajos de investigación donde se plantean muchas ideas sobre la forma de realizar sistemas de comunicaciones seguros, relacionando así la criptografía y el caos. La criptografía caótica aborda dos paradigmas de diseño fundamentales. En el primero, los criptosistemas caóticos se diseñan utilizando circuitos analógicos, principalmente basados en las técnicas de sincronización caótica; en el segundo, los criptosistemas caóticos se construyen en circuitos discretos u ordenadores, y generalmente no dependen de las técnicas de sincronización del caos. Nuestra contribución en esta tesis implica tres aspectos sobre el cifrado caótico. En primer lugar, se realiza un análisis teórico de las propiedades geométricas de algunos de los sistemas caóticos más empleados en el diseño de criptosistemas caóticos vii continuos; en segundo lugar, se realiza el criptoanálisis de cifrados caóticos continuos basados en el análisis anterior; y, finalmente, se realizan tres nuevas propuestas de diseño de generadores de secuencias pseudoaleatorias criptográficamente seguros y rápidos. La primera parte de esta memoria realiza un análisis crítico acerca de la seguridad de los criptosistemas caóticos, llegando a la conclusión de que la gran mayoría de los algoritmos de cifrado caóticos continuos —ya sean realizados físicamente o programados numéricamente— tienen serios inconvenientes para proteger la confidencialidad de la información ya que son inseguros e ineficientes. Asimismo una gran parte de los criptosistemas caóticos discretos propuestos se consideran inseguros y otros no han sido atacados por lo que se considera necesario más trabajo de criptoanálisis. Esta parte concluye señalando las principales debilidades encontradas en los criptosistemas analizados y algunas recomendaciones para su mejora. En la segunda parte se diseña un método de criptoanálisis que permite la identificaci ón de los parámetros, que en general forman parte de la clave, de algoritmos de cifrado basados en sistemas caóticos de Lorenz y similares, que utilizan los esquemas de sincronización excitador-respuesta. Este método se basa en algunas características geométricas del atractor de Lorenz. El método diseñado se ha empleado para criptoanalizar eficientemente tres algoritmos de cifrado. Finalmente se realiza el criptoanálisis de otros dos esquemas de cifrado propuestos recientemente. La tercera parte de la tesis abarca el diseño de generadores de secuencias pseudoaleatorias criptográficamente seguras, basadas en aplicaciones caóticas, realizando las pruebas estadísticas, que corroboran las propiedades de aleatoriedad. Estos generadores pueden ser utilizados en el desarrollo de sistemas de cifrado en flujo y para cubrir las necesidades del cifrado en tiempo real. Una cuestión importante en el diseño de sistemas de cifrado discreto caótico es la degradación dinámica debida a la precisión finita; sin embargo, la mayoría de los diseñadores de sistemas de cifrado discreto caótico no ha considerado seriamente este aspecto. En esta tesis se hace hincapié en la importancia de esta cuestión y se contribuye a su esclarecimiento con algunas consideraciones iniciales. Ya que las cuestiones teóricas sobre la dinámica de la degradación de los sistemas caóticos digitales no ha sido totalmente resuelta, en este trabajo utilizamos algunas soluciones prácticas para evitar esta dificultad teórica. Entre las técnicas posibles, se proponen y evalúan varias soluciones, como operaciones de rotación de bits y desplazamiento de bits, que combinadas con la variación dinámica de parámetros y con la perturbación cruzada, proporcionan un excelente remedio al problema de la degradación dinámica. Además de los problemas de seguridad sobre la degradación dinámica, muchos criptosistemas se rompen debido a su diseño descuidado, no a causa de los defectos esenciales de los sistemas caóticos digitales. Este hecho se ha tomado en cuenta en esta tesis y se ha logrado el diseño de generadores pseudoaleatorios caóticos criptogr áficamente seguros.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

El modelo de computaci¿on en la nube (cloud computing) ha ganado mucha popularidad en los últimos años, prueba de ello es la cantidad de productos que distintas empresas han lanzado para ofrecer software, capacidad de procesamiento y servicios en la nube. Para una empresa el mover sus aplicaciones a la nube, con el fin de garantizar disponibilidad y escalabilidad de las mismas y un ahorro de costes, no es una tarea fácil. El principal problema es que las aplicaciones tienen que ser rediseñadas porque las plataformas de computaci¿on en la nube presentan restricciones que no tienen los entornos tradicionales. En este artículo presentamos CumuloNimbo, una plataforma para computación en la nube que permite la ejecución y migración de manera transparente de aplicaciones multi-capa en la nube. Una de las principales características de CumuloNimbo es la gestión de transacciones altamente escalable y coherente. El artículo describe la arquitectura del sistema, así como una evaluaci¿on de la escalabilidad del mismo.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Este proyecto de fin de carrera tiene como objetivo obtener una visión detallada de los sistemas y tecnologías de grabación y reproducción utilizadas para aplicaciones de audio 3D y entornos de realidad virtual, analizando las diferentes alternativas existentes, su funcionamiento, características, detalles técnicos y sus ámbitos de aplicación. Como punto de partida se estudiará la teoría psicoacústica y la localización de fuentes sonoras en el espacio, base para el estudio de los sistemas de audio 3D. Se estudiará tanto la espacialización sonora en un espacio real y la espacialización virtual (simulación mediante procesado de información de la localización de fuentes sonoras), en los que intervienen algunos fenómenos acústicos y psicoacústicos como ITD, o diferencia de tiempo que existe entre una señal acústica que llega a los pabellones auditivos, la ILD, o diferencia de intensidad o amplitud que hay entre la señal que llega a los pabellones auditivos y la localización espacial mediante otra serie de mecanismos biaurales. Tras una visión general de la teoría psicoacústica y la espacialización sonora, se analizarán con detalle los elementos de grabación y reproducción existentes para audio 3D. Concretamente, a lo largo del proyecto se profundizará en el funcionamiento del sistema estéreo, caracterizado por el posicionamiento sonoro mediante la utilización de dos canales; del sistema biaural, caracterizado por reconstruir campos sonoros mediante el uso de las HRTF; de los sistemas multicanal, detallando gran parte de las alternativas y configuraciones existentes; del sistema Ambiophonics, caracterizado por implementar filtros de cruce; del sistema Ambisonics, y sus diferentes formatos y técnicas de codificación y decodificación; y del sistema Wavefield Synthesis, caracterizado por recrear ambientes sonoros en grandes espacios. ABSTRACT This project aims to get a detailed view of recording and reproducing systems and technologies used to 3D audio applications and virtual reality environments, analyzing the different alternatives available, their functioning, features, technical details and their different scopes of applications. As a starting point, will be studied the psychoacoustic theory and the localization of sound sources in space, basis for the 3D audio study. Will be studied both the spacialization of sound sources in real space as virtual spatialization of sound sources (simulation by information processing of localization of sound sources), in which involves some acoustic and psychoacoustic phenomena like ITD (or the Interaural time difference), the ILD, (or the Interaural Level Difference) and spatial localization by another set of binaural mechanisms. After a general overview of the psychoacoustics theory and the sound spatialization, will be analyzed in detail existing methods of recording and reproducing for 3D audio. Specifically, during the project will analyze the characteristics of the stereo systems, characterized by sound positioning using two channels; the binaural systems, characterized by reconstructing sound fields by using the HRTF; the multichannel systems, detailing many of the existing alternatives and configurations; the Ambiophonics system, which is characterized by implementing crosstalk elimination techniques; the Ambiosonics system, and its various formats and encoding and decoding techniques; and the Wavefield Synthesis system, characterized by recreate soundscapes in large spaces.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

En los últimos años, debido al notable desarrollo de los terminales portátiles, que han pasado de ser “simples” teléfonos o reproductores a puros ordenadores, ha crecido el número de servicios que ofrecen cada vez mayor cantidad de contenido multimedia a través de internet. Además, la distinta evolución de estos terminales hace que nos encontremos en el mercado con una amplísima gama de productos de diferentes tamaños y capacidades de procesamiento, lo que hace necesario encontrar una fórmula que permita satisfacer la demanda de dichos servicios sea cual sea la naturaleza de nuestro dispositivo. Para poder ofrecer una solución adecuada se ha optado por la integración de un protocolo como RTP y un estándar de video como SVC. RTP (Real-time Transport Protocol), en contraposición a los protocolos de propósito general fue diseñado para aplicaciones de tiempo real por lo que es ideal para el streaming de contenido multimedia. Por su parte, SVC es un estándar de video escalable que permite transmitir en un mismo stream una capa base y múltiples capas de mejora, por lo que podremos adaptar la calidad y tamaño del contenido a la capacidad y tamaño de nuestro dispositivo. El objetivo de este proyecto consiste en integrar y modificar tanto el reproductor MPlayer como la librería RTP live555 de tal forma que sean capaces de soportar el formato SVC sobre el protocolo RTP y montar un sistema servidorcliente para comprobar su funcionamiento. Aunque este proceso esté orientado a llevarse a cabo en un dispositivo móvil, para este proyecto se ha optado por realizarlo en el escenario más sencillo posible, para lo cual, se emitirán secuencias a una máquina virtual alojada en el mismo ordenador que el servidor. ABSTRACT In recent years, due to the remarkable development of mobile devices, which have evolved from "simple" phones or players to computers, the amount of services that offer multimedia content over the internet have shot up. Furthermore, the different evolution of these terminals causes that we can find in the market a wide range of different sizes and processing capabilities, making necessary to find a formula that will satisfy the demand for such services regardless of the nature of our device. In order to provide a suitable solution we have chosen to integrate a protocol as RTP and a video standard as SVC. RTP (Real-time Transport Protocol), in opposition to general purpose protocols was designed for real-time applications making it ideal for media streaming. Meanwhile, SVC is a scalable video standard which can transmit a single stream in a base layer and multiple enhancement layers, so that we can adapt the quality and size of the content to the capacity and size of our device. The objective of this project is to integrate and modify both MPlayer and RTP library live555 so that they support the SVC format over RTP protocol and set up a client-server system to check its behavior. Although this process has been designed to be done on a mobile device, for this project we have chosen to do it in the simplest possible scenario so we will stream to a virtual machine hosted on the same computer where we have the server.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Modern object oriented languages like C# and JAVA enable developers to build complex application in less time. These languages are based on selecting heap allocated pass-by-reference objects for user defined data structures. This simplifies programming by automatically managing memory allocation and deallocation in conjunction with automated garbage collection. This simplification of programming comes at the cost of performance. Using pass-by-reference objects instead of lighter weight pass-by value structs can have memory impact in some cases. These costs can be critical when these application runs on limited resource environments such as mobile devices and cloud computing systems. We explore the problem by using the simple and uniform memory model to improve the performance. In this work we address this problem by providing an automated and sounds static conversion analysis which identifies if a by reference type can be safely converted to a by value type where the conversion may result in performance improvements. This works focus on C# programs. Our approach is based on a combination of syntactic and semantic checks to identify classes that are safe to convert. We evaluate the effectiveness of our work in identifying convertible types and impact of this transformation. The result shows that the transformation of reference type to value type can have substantial performance impact in practice. In our case studies we optimize the performance in Barnes-Hut program which shows total memory allocation decreased by 93% and execution time also reduced by 15%.