Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications最新文献

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Near real-time simulation of particle systems 粒子系统的近实时模拟
Jim X. Chen, E. Wegman, X. Fu, Yonggao Yang
{"title":"Near real-time simulation of particle systems","authors":"Jim X. Chen, E. Wegman, X. Fu, Yonggao Yang","doi":"10.1109/DISRTA.1999.807723","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807723","url":null,"abstract":"Simulation of particle systems is time consuming. However, many particle system applications require fast interactive animations. For example, simulation of physically realistic complex dust behaviors is very useful in training, education, art, advertising, and entertainment. There are no published models for real-time simulation of dust behavior generated by a traveling vehicle. In this paper we use particle systems, computational fluid dynamics, and behavioral simulation techniques to simulate dust behavior in real time. First, we analyze the forces and factors that affect dust generation and the behavior after dust particles are generated. Then, we construct physically-based empirical models to generate dust particles and control the behavior accordingly. We further simplify the numerical calculations by dividing dust behavior into three stages, and establishing simplified particle system models for each stage. We employ motion blur, particle blending, texture mapping, and other computer graphics techniques to achieve the final results. Our contributions include constructing physically-based empirical models to generate dust behavior and achieving simulation of the behavior in real time.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127427846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Distributed interaction in virtual spaces 虚拟空间中的分布式交互
A. Ferscha, James Johnson
{"title":"Distributed interaction in virtual spaces","authors":"A. Ferscha, James Johnson","doi":"10.1109/DISRTA.1999.807720","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807720","url":null,"abstract":"Virtual spaces based on the metaphor of \"shared network places\" are becoming a well accepted implementation approach for multiuser, multimedia, distributed cooperative work environments to support the work activities and interactions of goal oriented business teams. Similar to real-life physical team rooms, which provide a permanent shared space used by a work group, TEAMWORKPLACE, the virtual space presented in the paper provides a virtual meeting room, i.e. a place to store, retrieve and present multimedia content (documents), to design and construct cooperatively, to brainstorm, to negotiate and make decisions, to run shared applications, to browse enterprise data, or to acquire, formalise and exchange enterprise knowledge. Since physical team rooms rely on the physical proximity of the team members and their easy access to the common work space, this access breaks down when groups are geographically dislocated. For such teams, TEAMWORKPLACE provides the electronic equivalent of a physical team room transcending distance, time zones, and organisational boundaries. TEAMWORKPLACE is based essentially on two open technologies: the virtual reality modelling language (VRML) and Java. A Java-enabled Web browser, together with a VRML plug-in is the only requirement for the execution of TEAMWORKPLACE on current consumer hardware.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128914161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Analysis of dead reckoning procedures by using hybrid automata 基于混合自动机的航位推算程序分析
Bahadir Kaan Ozutam, Halit Oğuztüzün
{"title":"Analysis of dead reckoning procedures by using hybrid automata","authors":"Bahadir Kaan Ozutam, Halit Oğuztüzün","doi":"10.1109/DISRTA.1999.807722","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807722","url":null,"abstract":"Dead reckoning procedures for distributed interactive simulation are modelled as hybrid automata, and the interaction of their critical performance parameters, such as error threshold, heartbeat rate, network delay and network load, are analyzed by means of a symbolic model checking tool for hybrid automata.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125221378","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Resolving concurrent interactions 解决并发交互
A. Natrajan, P. Reynolds
{"title":"Resolving concurrent interactions","authors":"A. Natrajan, P. Reynolds","doi":"10.1109/DISRTA.1999.807729","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807729","url":null,"abstract":"Serialization, the traditional method of resolving concurrent interactions, is often inappropriate; when interactions are dependent on each other, other policies for resolving them may be more suitable. We use semantic information to help categorize common interactions encountered in the modeling and simulation domain. This categorization enables us to suggest reasonable policies for resolving the effects of concurrent interactions.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121221321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
An approach for stream transmission over HLA-RTI in Distributed Virtual Environments 分布式虚拟环境下HLA-RTI流传输方法
H Zhao, N. Georganas
{"title":"An approach for stream transmission over HLA-RTI in Distributed Virtual Environments","authors":"H Zhao, N. Georganas","doi":"10.1109/DISRTA.1999.807727","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807727","url":null,"abstract":"The HLA-RTI provides a general-purpose network communications mechanism for Distributed Virtual Environments (DVE) but does not provide a stream transmission mechanism directly. This paper introduces a solution for stream transmission over RTI. This solution uses RTI-APIs sendInteraction() and receiveInteraction() to transfer stream data and uses the operating system interval timer to control schedule. An audio retrieve application is illustrated as an experiment with performance analysis. Finally, as a discussion, an architecture of videoconference federates based on this approach is introduced.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131808131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Simulation of multimedia systems based on actors and QoSsynchronizers 基于actor和QoSsynchronizers的多媒体系统仿真
G. Fortino, L. Nigro
{"title":"Simulation of multimedia systems based on actors and QoSsynchronizers","authors":"G. Fortino, L. Nigro","doi":"10.1109/DISRTA.1999.807733","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807733","url":null,"abstract":"This paper describes a variant of the actor model suited to the development of multimedia systems. The actor model centers on non-overkilling concurrency and customizable constraint-directed scheduling. A distributed multimedia system consists of a collection of actors interacting with one another to fulfil a common goal, e.g., interactive videoconference, video recording on-demand, etc. Timing synchronization rests on reflective actors (QoSsynchronizers) which filter actor messages and schedule them according to application-dependent QoS parameters. Requirements of a multimedia system can be formalized by Time Stream Petri Nets. In order to support QoS constraints analysis and validation, media actors are then prototyped under simulation by exploiting the flexibility of the adopted actor model to operate transparently under real or virtual time. The transition from the modeling, to analysis, down through to the implementation stages is therefore seamless. The paper describes the application of the methodology to the development of a lip-sync filter for live or on-demand multimedia sessions and reports some collected experimental results.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115135268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Performance analysis of packet bundling techniques in DIS DIS中分组捆绑技术的性能分析
Lawrence A. H. Liang, Wentong Cai, Bu-Sung Lee, S. Turner
{"title":"Performance analysis of packet bundling techniques in DIS","authors":"Lawrence A. H. Liang, Wentong Cai, Bu-Sung Lee, S. Turner","doi":"10.1109/DISRTA.1999.807728","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807728","url":null,"abstract":"With the increasing complexity and scale of the simulation, meeting the communication and bandwidth requirements has become a major challenge in the design and implementation of Distributed Interactive Simulations (DIS). In this paper, we will study some packet bundling mechanisms as an important technique in reducing the packet transmission rate and bandwidth requirement at the gateway in a DIS environment. Two packet bundling mechanisms are proposed. One uses a multilevel priority queue, and the other a single priority queue. Simulation results show that using a packet bundling technique can effectively reduce the average packet transmission rate and average transmission bandwidth requirement while maintaining the real-time constraints for the packets.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123552105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 16
Ruminations on the implications of multi-resolution modeling on DIS/HLA 多分辨率建模对DIS/HLA影响的思考
R. Radhakrishnan, P. Wilsey
{"title":"Ruminations on the implications of multi-resolution modeling on DIS/HLA","authors":"R. Radhakrishnan, P. Wilsey","doi":"10.1109/DISRTA.1999.807731","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807731","url":null,"abstract":"With the advent of standardization efforts such as the High Level Architecture (HLA) and Distributed Interactive Simulation (DIS), inter-operability of military simulation models has emerged as the chief design requirement. By enforcing strict conformance to the DIS and/or HLA, the Defense Modeling and Simulation Office (DMSO) has so far been able to \"mix-and-match\" different simulation models and frameworks to satisfy the military's simulation needs. However, by linking different legacy simulations (simulations previously designed to operate independently) together, the simulation now has to correctly handle multiple levels of detail in the interacting simulation entities. In addition, a given entity itself can be represented in different ways each with a different level of detail (also referred to as resolution or fidelity). A natural question to ask in this situation is why does the model require different resolutions? Why isn't one level of resolution sufficient to address all the needs of the simulation? There is no simple answer to this question. Depending on the model, what it is used for, and what it is interacting with, it may require several different resolutions. One justification for the need for different resolutions is the way humans think and comprehend information. In general, humans think and reason at different levels of detail and therefore require models to reflect their chosen resolutions. By embedding their knowledge into simulation models, simulation designers try and build a virtual world that mimics the real world. We survey and review previous attempts at multi-resolution modeling and discuss its implications for the DIS, HLA, and parallel discrete-event simulation (PDES) communities.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"21 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121016579","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Design and implementation of a distributed interactive simulation security architecture 分布式交互式仿真安全体系结构的设计与实现
P. Bieber, P. Siron
{"title":"Design and implementation of a distributed interactive simulation security architecture","authors":"P. Bieber, P. Siron","doi":"10.1109/DISRTA.1999.807732","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807732","url":null,"abstract":"The paper describes the design and implementation of a security architecture for a HLA/RTI prototype developed at ONERA/CERT. The major security objective is to protect the intellectual property of firms participating in a distributed interactive simulation. We describe the techniques used to implement the security services: controlled subscription lists and secure associations. We report the impact of these new services on the real-time behavior of our distributed interactive simulation environment.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128192520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Distributed interactive learning environment 分布式交互学习环境
Jim X. Chen, C. Dede, X. Fu, Yonggao Yang
{"title":"Distributed interactive learning environment","authors":"Jim X. Chen, C. Dede, X. Fu, Yonggao Yang","doi":"10.1109/DISRTA.1999.807725","DOIUrl":"https://doi.org/10.1109/DISRTA.1999.807725","url":null,"abstract":"We present strategies and approaches used to implement a synthetic learning environment which includes networking, distributed interactive simulation, physically-based modeling, computational steering, and virtual reality for learning abstract scientific concepts. The resulting technology is a testbed that reflects the benefits of a schoolhouse for training and education, especially for learning scientific abstract concepts. Students are allowed to interact with one another and engage in realistic collaborative exercises. Our network architecture and protocol allow the interactive networked environment to be much more scalable. Our innovative use of computational steering and interactive visualization allows students to visualize and manipulate the physical process, and understand the abstract concept much easier. We use fluid dynamics as a case study to demonstrate this learning environment.","PeriodicalId":129736,"journal":{"name":"Proceedings 3rd IEEE International Workshop on Distributed Interactive Simulation and Real-Time Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128515631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
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