873 resultados para augmented reality, distributed systems, location awareness, cooperation, communication


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Il grande sviluppo a cui stiamo assistendo negli ultimi anni nell'ambito delle tecnologie mobile e del wearable computing apre le porte a scenari innovativi e interessanti per quanto riguarda sistemi distribuiti collaborativi. Le persone possono sempre più facilmente cooperare e scambiarsi informazioni grazie a queste nuove tecnologie e si può pensare allo sviluppo di sistemi che permettano forme molto avanzate di collaborazione facendo leva sull'aspetto hands-free, ovvero sulla possibilità di utilizzare dispositivi che liberino le mani, come i moderni smart-glasses. Per lo sviluppo di tali sistemi è necessario però studiare nuove tecniche e architetture, in quanto gli strumenti ad oggi a disposizione a supporto della realtà aumentata non sembrano essere del tutto adeguati per tale scopo. Infatti piattaforme come Wikitude o Layar, seppure offrano potenti tecniche di riconoscimento di markers e immagini e di rendering, non offrono quella dinamicità fondamentale per un sistema distribuito collaborativo. Questo scritto ha lo scopo di esplorare questi aspetti mediante l'ideazione, l'analisi, la progettazione e la prototipazione di un semplice caso di studio ispirato a sistemi collaborativi distribuiti basati su realtà aumentata. In particolare in questo lavoro si porrà l'attenzione sul livello delle comunicazioni e delle infrastrutture di rete.

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Augmented Reality (AR) systems which use optical tracking with fiducial marker for registration have had an important role in popularizing this technology, since only a personal computer with a conventional webcam is required. However, in most these applications, the virtual elements are shown only in the foreground a real element does not occlude a virtual one. The method presented enables AR environments based on fiducial markers to support mutual occlusion between a real element and many virtual ones, according to the elements position (depth) in the environment. © 2012 IEEE.

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Shadows and illumination play an important role when generating a realistic scene in computer graphics. Most of the Augmented Reality (AR) systems track markers placed in a real scene and retrieve their position and orientation to serve as a frame of reference for added computer generated content, thereby producing an augmented scene. Realistic depiction of augmented content with coherent visual cues is a desired goal in many AR applications. However, rendering an augmented scene with realistic illumination is a complex task. Many existent approaches rely on a non automated pre-processing phase to retrieve illumination parameters from the scene. Other techniques rely on specific markers that contain light probes to perform environment lighting estimation. This study aims at designing a method to create AR applications with coherent illumination and shadows, using a textured cuboid marker, that does not require a training phase to provide lighting information. Such marker may be easily found in common environments: most of product packaging satisfies such characteristics. Thus, we propose a way to estimate a directional light configuration using multiple texture tracking to render AR scenes in a realistic fashion. We also propose a novel feature descriptor that is used to perform multiple texture tracking. Our descriptor is an extension of the binary descriptor, named discrete descriptor, and outperforms current state-of-the-art methods in speed, while maintaining their accuracy.

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The communication between user and software is a basic stage in any Interaction System project. In interactive systems, this communication is established by the means of a graphical interface, whose objective is to supply a visual representation of the main entities and functions present in the Virtual Environment. New ways of interacting in computational systems have been minimizing the gap in the relationship between man and computer, and therefore enhancing its usability. The objective of this paper, therefore, is to present a proposal for a non-conventional user interface library called ARISupport, which supplies ARToolKit applications developers with an opportunity to create simple GUI interfaces, and provides some of the functionality used in Augmented Reality systems. © Springer-Verlag Berlin Heidelberg 2005.

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This article presents a support on the remote interaction for utilization in augmented reality systems based on ARToolkit. It utilizes the multicast communication in order to improve the scalability of distributed environment. This support may be utilized in production of specific applications pointed to distance education, training and entertainment. The validity of support happened with the implementation of a prototype and realization of tests for communication latency analysis and frames per second rate. © 2007 IEEE.

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Part 13: Virtual Reality and Simulation

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We are at the cusp of a historic transformation of both communication system and electricity system. This creates challenges as well as opportunities for the study of networked systems. Problems of these systems typically involve a huge number of end points that require intelligent coordination in a distributed manner. In this thesis, we develop models, theories, and scalable distributed optimization and control algorithms to overcome these challenges.

This thesis focuses on two specific areas: multi-path TCP (Transmission Control Protocol) and electricity distribution system operation and control. Multi-path TCP (MP-TCP) is a TCP extension that allows a single data stream to be split across multiple paths. MP-TCP has the potential to greatly improve reliability as well as efficiency of communication devices. We propose a fluid model for a large class of MP-TCP algorithms and identify design criteria that guarantee the existence, uniqueness, and stability of system equilibrium. We clarify how algorithm parameters impact TCP-friendliness, responsiveness, and window oscillation and demonstrate an inevitable tradeoff among these properties. We discuss the implications of these properties on the behavior of existing algorithms and motivate a new algorithm Balia (balanced linked adaptation) which generalizes existing algorithms and strikes a good balance among TCP-friendliness, responsiveness, and window oscillation. We have implemented Balia in the Linux kernel. We use our prototype to compare the new proposed algorithm Balia with existing MP-TCP algorithms.

Our second focus is on designing computationally efficient algorithms for electricity distribution system operation and control. First, we develop efficient algorithms for feeder reconfiguration in distribution networks. The feeder reconfiguration problem chooses the on/off status of the switches in a distribution network in order to minimize a certain cost such as power loss. It is a mixed integer nonlinear program and hence hard to solve. We propose a heuristic algorithm that is based on the recently developed convex relaxation of the optimal power flow problem. The algorithm is efficient and can successfully computes an optimal configuration on all networks that we have tested. Moreover we prove that the algorithm solves the feeder reconfiguration problem optimally under certain conditions. We also propose a more efficient algorithm and it incurs a loss in optimality of less than 3% on the test networks.

Second, we develop efficient distributed algorithms that solve the optimal power flow (OPF) problem on distribution networks. The OPF problem determines a network operating point that minimizes a certain objective such as generation cost or power loss. Traditionally OPF is solved in a centralized manner. With increasing penetration of volatile renewable energy resources in distribution systems, we need faster and distributed solutions for real-time feedback control. This is difficult because power flow equations are nonlinear and kirchhoff's law is global. We propose solutions for both balanced and unbalanced radial distribution networks. They exploit recent results that suggest solving for a globally optimal solution of OPF over a radial network through a second-order cone program (SOCP) or semi-definite program (SDP) relaxation. Our distributed algorithms are based on the alternating direction method of multiplier (ADMM), but unlike standard ADMM-based distributed OPF algorithms that require solving optimization subproblems using iterative methods, the proposed solutions exploit the problem structure that greatly reduce the computation time. Specifically, for balanced networks, our decomposition allows us to derive closed form solutions for these subproblems and it speeds up the convergence by 1000x times in simulations. For unbalanced networks, the subproblems reduce to either closed form solutions or eigenvalue problems whose size remains constant as the network scales up and computation time is reduced by 100x compared with iterative methods.

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This paper presents explicit solutions for a few distributed LQG problems in which players communicate their states with delays. The resulting control structure is reminiscent of a simple management hierarchy, in which a top level input is modified by newer, more localized information as it gets passed down the chain of command. It is hoped that the controller forms arising through optimization may lend insight into the control strategies of biological and social systems with communication delays. © 2011 IEEE.

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The performance of loadsharing algorithms for heterogeneous distributed systems is investigated by simulation. The systems considered are networks of workstations (nodes) which differ in processing power. Two parameters are proposed for characterising system heterogeneity, namely the variance and skew of the distribution of processing power among the network nodes. A variety of networks are investigated, with the same number of nodes and total processing power, but with the processing power distributed differently among the nodes. Two loadsharing algorithms are evaluated, at overall system loadings of 50% and 90%, using job response time as the performance metric. Comparison is made with the ideal situation of ‘perfect sharing’, where it is assumed that the communication delays are zero and that complete knowledge is available about job lengths and the loading at the different nodes, so that an arriving job can be sent to the node where it will be completed in the shortest time. The algorithms studied are based on those already in use for homogeneous networks, but were adapted to take account of system heterogeneity. Both algorithms take into account the differences in the processing powers of the nodes in their location policies, but differ in the extent to which they ‘discriminate’ against the slower nodes. It is seen that the relative performance of the two is strongly influenced by the system utilisation and the distribution of processing power among the nodes.

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By enhancing a real scene with computer generated objects, Augmented Reality (AR), has proven itself as a valuable Human-Computer Interface (HCI) in numerous application areas such as medical, military, entertainment and manufacturing. It enables higher performance of on-site tasks with seamless presentation of up-to-date, task-related information to the users during the operation. AR has potentials in design because the current interface provided by Computer-aided Design (CAD) packages is less intuitive and reports show that the presence of physical objects help design thinking and communication. This research explores the use of AR to improve the efficiency of a design process, specifically in mechanical design.

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Augmented Reality systems overlay computer generated information onto a user's natural senses. Where this additional information is visual, the information is overlaid on the user's natural visual field of view through a head mounted (or “head-up”) display device. Integrated Home Systems provides a network that links every electrical device in the home which provides to a user both control and data transparency across the network.

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This thesis explores system performance for reconfigurable distributed systems and provides an analytical model for determining throughput of theoretical systems based on the OpenSPARC FPGA Board and the SIRC Communication Framework. This model was developed by studying a small set of variables that together determine a system¿s throughput. The importance of this model is in assisting system designers to make decisions as to whether or not to commit to designing a reconfigurable distributed system based on the estimated performance and hardware costs. Because custom hardware design and distributed system design are both time consuming and costly, it is important for designers to make decisions regarding system feasibility early in the development cycle. Based on experimental data the model presented in this paper shows a close fit with less than 10% experimental error on average. The model is limited to a certain range of problems, but it can still be used given those limitations and also provides a foundation for further development of modeling reconfigurable distributed systems.

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Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfolio of services has been identified and a prototype using off-the-shelf technologies has been designed. Our objective is to identify the next technological challenges to overcome in order to have suitable underlying infrastructures and innovative services which enhance the traveller?s experience.

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The distributed computing models typically assume every process in the system has a distinct identifier (ID) or each process is programmed differently, which is named as eponymous system. In such kind of distributed systems, the unique ID is helpful to solve problems: it can be incorporated into messages to make them trackable (i.e., to or from which process they are sent) to facilitate the message transmission; several problems (leader election, consensus, etc.) can be solved without the information of network property in priori if processes have unique IDs; messages in the register of one process will not be overwritten by others process if this process announces; it is useful to break the symmetry. Hence, eponymous systems have influenced the distributed computing community significantly either in theory or in practice. However, every thing in the world has its own two sides. The unique ID also has disadvantages: it can leak information of the network(size); processes in the system have no privacy; assign unique ID is costly in bulk-production(e.g, sensors). Hence, homonymous system is appeared. If some processes share the same ID and programmed identically is called homonymous system. Furthermore, if all processes shared the same ID or have no ID is named as anonymous system. In homonymous or anonymous distributed systems, the symmetry problem (i.e., how to distinguish messages sent from which process) is the main obstacle in the design of algorithms. This thesis is aimed to propose different symmetry break methods (e.g., random function, counting technique, etc.) to solve agreement problem. Agreement is a fundamental problem in distributed computing including a family of abstractions. In this thesis, we mainly focus on the design of consensus, set agreement, broadcast algorithms in anonymous and homonymous distributed systems. Firstly, the fault-tolerant broadcast abstraction is studied in anonymous systems with reliable or fair lossy communication channels separately. Two classes of anonymous failure detectors AΘ and AP∗ are proposed, and both of them together with a already proposed failure detector ψ are implemented and used to enrich the system model to implement broadcast abstraction. Then, in the study of the consensus abstraction, it is proved the AΩ′ failure detector class is strictly weaker than AΩ and AΩ′ is implementable. The first implementation of consensus in anonymous asynchronous distributed systems augmented with AΩ′ and where a majority of processes does not crash. Finally, a general consensus problem– k-set agreement is researched and the weakest failure detector L used to solve it, in asynchronous message passing systems where processes may crash and recover, with homonyms (i.e., processes may have equal identities), and without a complete initial knowledge of the membership.