137,564 research outputs found

    Communication Capability for a Simulation-Based Test and Evaluation Framework for Autonomous Systems

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    The design and testing process for collaborative autonomous systems can be extremely complex and time-consuming, so it is advantageous to begin testing early in the design. A Test & Evaluation (T&E) Framework was previously developed to enable the testing of autonomous software at various levels of mixed reality. The Framework assumes a modular approach to autonomous software development, which introduces the possibility that components are not in the same stage of development. The T&E Framework allows testing to begin early in a simulated environment, with the autonomous software methodically migrating from virtual to augmented to physical environments as component development advances. This thesis extends the previous work to include a communication layer allowing collaborative autonomous systems to communicate with each other and with a virtual environment. Traversing through the virtuality-reality spectrum results in different communication needs for collaborative autonomous systems, namely the use of different communication protocols at each level of the spectrum. For example, testing in a fully simulated environment might be on a single processor or allow wired communication if distributed to different computing platforms. Alternatively, testing in a fully physical environment imposes the need for wireless communication. However, an augmented environment may require the concurrent use of multiple protocols. This research extends the Test & Evaluation Framework by developing a heterogeneous communication layer to facilitate the implementation and testing of collaborative autonomous systems throughout various levels of the virtuality-reality spectrum. The communication layer presented in this thesis allows developers of the core autonomous software to be shielded from the configuration of communication needs, with changes to the communication environment not resulting in changes to the autonomous software

    A multi-agent approach for design consistency checking

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    The last decade has seen an explosion of interest to advanced product development methods, such as Computer Integrated Manufacture, Extended Enterprise and Concurrent Engineering. As a result of the globalization and future distribution of design and manufacturing facilities, the cooperation amongst partners is becoming more challenging due to the fact that the design process tends to be sequential and requires communication networks for planning design activities and/or a great deal of travel to/from designers' workplaces. In a virtual environment, teams of designers work together and use the Internet/Intranet for communication. The design is a multi-disciplinary task that involves several stages. These stages include input data analysis, conceptual design, basic structural design, detail design, production design, manufacturing processes analysis, and documentation. As a result, the virtual team, normally, is very changeable in term of designers' participation. Moreover, the environment itself changes over time. This leads to a potential increase in the number of design. A methodology of Intelligent Distributed Mismatch Control (IDMC) is proposed to alleviate some of the related difficulties. This thesis looks at the Intelligent Distributed Mismatch Control, in the context of the European Aerospace Industry, and suggests a methodology for a conceptual framework based on a multi-agent architecture. This multi-agent architecture is a kernel of an Intelligent Distributed Mismatch Control System (IDMCS) that aims at ensuring that the overall design is consistent and acceptable to all participating partners. A Methodology of Intelligent Distributed Mismatch Control is introduced and successfully implemented to detect design mismatches in complex design environments. A description of the research models and methods for intelligent mismatch control, a taxonomy of design mismatches, and an investigation into potential applications, such as aerospace design, are presented. The Multi-agent framework for mismatch control is developed and described. Based on the methodology used for the IDMC application, a formal framework for a multi-agent system is developed. The Methods and Principles are trialed out using an Aerospace Distributed Design application, namely the design of an A340 wing box. The ontology of knowledge for agent-based Intelligent Distributed Mismatch Control System is introduced, as well as the distributed collaborative environment for consortium based projects

    Laying the groundwork for socialisation and knowledge construction within 3D virtual worlds

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    The paper reports the theoretical underpinnings for the pedagogical role and rationale for adopting 3D virtual worlds for socialisation and knowledge creation in distance education. Socialisation or 'knowing one another' in remote distributed environments can be achieved through synchronous technologies such as instant messaging, audio and video-conferencing. However, a 3D virtual world can provide an immersive experience where there is a visual presence and virtual proximity of the group members in terms of their 3D selves (avatars). We discuss the affordances of a 3D virtual world and its role in providing a platform for pedagogical design that engenders socialisation, synchronous communication and collaboration. We propose the use of a knowledge construction model as a framework for guiding the design of collaborative activities in a 3D virtual world for blended learning environments. We believe that this framework will also be useful for integrating 2D environments such as blogs, wikis and forums with a 3D learning environment. We consider the implications of this in the context of blended learning in distance education. This paper would be of interest to course designers, researchers, teachers, staff developers and policy-makers who are involved in integrating 3D virtual worlds within the curriculum of their programmes and institutions

    Collaborative virtual reality platform for visualizing space data and mission planning

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    This paper presents the system architecture of a collaborative virtual environment in which distributed multidisciplinary teams involved in space exploration activities come together and explore areas of scientific interest of a planet for future missions. The aim is to reduce the current challenges of distributed scientific and engineering meetings that prevent the exploitation of their collaborative potential, as, at present, expertise, tools and datasets are fragmented. This paper investigates the functional characteristics of a software framework that addresses these challenges following the design science research methodology in the context of the space industry and research. An implementation of the proposed architecture and a validation process with end users, based on the execution of different use cases, are described. These use cases cover relevant aspects of real science analysis and operation, including planetary data visualization, as the system aims at being used in future European missions. This validation suggests that the system has the potential to enhance the way space scientists will conduct space science research in the future

    Impregnable Defence Architecture using Dynamic Correlation-based Graded Intrusion Detection System for Cloud

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    Data security and privacy are perennial concerns related to cloud migration, whether it is about applications, business or customers. In this paper, novel security architecture for the cloud environment designed with intrusion detection and prevention system (IDPS) components as a graded multi-tier defense framework. It is a defensive formation of collaborative IDPS components with dynamically revolving alert data placed in multiple tiers of virtual local area networks (VLANs). The model has two significant contributions for impregnable protection, one is to reduce alert generation delay by dynamic correlation and the second is to support the supervised learning of malware detection through system call analysis. The defence formation facilitates malware detection with linear support vector machine- stochastic gradient descent (SVM-SGD) statistical algorithm. It requires little computational effort to counter the distributed, co-ordinated attacks efficiently. The framework design, then, takes distributed port scan attack as an example for assessing the efficiency in terms of reduction in alert generation delay, the number of false positives and learning time through comparison with existing techniques is discussed

    Higher education curriculum ecosystem design

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    This study focuses on the development of a Design Framework for Higher Education Curriculum Ecosystem design. The study views the world as a digital ecosystem where the physical and the virtual are fully intertwined and function through integrated social and technical architecture working together in a seamless mesh that is persistent and pervasive. This digital ecosystem is an open, flexible, demand driven, self-organising, collaborative environment. It has enhanced individuals’ abilities to connect with other people, share ideas, work collaboratively and form communities. This has inevitably impacted on educational practice in Higher Education. The thesis draws together educational theories, curriculum designs, and concepts drawn from ecological psychology, cognitive apprenticeship, distributed cognition and activity theory, and extends them through the application of a Complexity Science lens. A Complexity Science perspective views the world as comprised of Complex Adaptive Systems. This study explores how authentic learning processes can be scaffolded within a Complex Adaptive System. The iterative development and refinement, through three iterations over six years, of a curriculum ecosystem for a Built Environment Degree Program is used as a case study for the development of a Higher Education curriculum ecosystem exemplar. A Design Framework for a Curriculum Ecosystem for Higher Education which has emerged through this process is presented

    Enabling collaboration in virtual reality navigators

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    In this paper we characterize a feature superset for Collaborative Virtual Reality Environments (CVRE), and derive a component framework to transform stand-alone VR navigators into full-fledged multithreaded collaborative environments. The contributions of our approach rely on a cost-effective and extensible technique for loading software components into separate POSIX threads for rendering, user interaction and network communications, and adding a top layer for managing session collaboration. The framework recasts a VR navigator under a distributed peer-to-peer topology for scene and object sharing, using callback hooks for broadcasting remote events and multicamera perspective sharing with avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show that our approach has good performance in the collaborative inspection of complex models.Postprint (published version

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Planning and implementation of effective collaboration in construction projects

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    The 21st century is now seen as the time for the construction industry to embrace new ways of working if it is to continue to be competitive and meet the needs of its ever demanding clients. Collaborative working is considered by many to be essential if design and construction teams are to consider the whole lifecycle of the construction product. Much of the recent work on collaborative working has focused on the delivery of technological solutions with a focus on web (extranets), CAD (visualisation), and knowledge management technologies. However, it is now recognised that good collaboration does not result from the implementation of information technology solutions alone. The organisational and people issues, which are not readily solved by pure technical systems, need to be resolved. However, approaches that exclusively focus on organisational and people issues will not reap the benefits derived from the use of technology, especially in the context of distributed teams which are the norm in construction. Work currently being undertaken at Loughborough University aims to bring together the benefits enabled by the technology, with the organisational, and its people issues to provide a framework enabling high level strategic decisions to be made to implement effective collaboration. This paper reports on the initial stages of the project: the background to the project, the methodology used, and findings from the literature survey and the requirements capture survey conducted as part of the project
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