3,826 research outputs found

    When should I use network emulation ?

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    The design and development of a complex system requires an adequate methodology and efficient instrumental support in order to early detect and correct anomalies in the functional and non-functional properties of the tested protocols. Among the various tools used to provide experimental support for such developments, network emulation relies on real-time production of impairments on real traffic according to a communication model, either realistically or not. This paper aims at simply presenting to newcomers in network emulation (students, engineers, ...) basic principles and practices illustrated with a few commonly used tools. The motivation behind is to fill a gap in terms of introductory and pragmatic papers in this domain. The study particularly considers centralized approaches, allowing cheap and easy implementation in the context of research labs or industrial developments. In addition, an architectural model for emulation systems is proposed, defining three complementary levels, namely hardware, impairment and model levels. With the help of this architectural framework, various existing tools are situated and described. Various approaches for modeling the emulation actions are studied, such as impairment-based scenarios and virtual architectures, real-time discrete simulation and trace-based systems. Those modeling approaches are described and compared in terms of services and we study their ability to respond to various designer needs to assess when emulation is needed

    When Should I Use Network Emulation?

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    The design and development of a complex system requires an adequate methodology and efficient instrumental support in order to early detect and correct anomalies in the functional and non-functional properties of the tested protocols. Among the various tools used to provide experimental support for such developments, network emulation relies on real-time production of impairments on real traffic according to a communication model, either realistically or not. This paper aims at simply presenting to newcomers in network emulation (students, engineers, ...) basic principles and practices illustrated with a few commonly used tools. The motivation behind is to fill a gap in terms of introductory and pragmatic papers in this domain. The study particularly considers centralized approaches, allowing cheap and easy implementation in the context of research labs or industrial developments. In addition, an architectural model for emulation systems is proposed, defining three complementary levels, namely hardware, impairment and model levels. With the help of this architectural framework, various existing tools are situated and described. Various approaches for modeling the emulation actions are studied, such as impairment-based scenarios and virtual architectures, real-time discrete simulation and trace-based systems. Those modeling approaches are described and compared in terms of services and we study their ability to respond to various designer needs to assess when emulation is needed

    Telescience testbedding: An implementation approach

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    Telescience is the term used to describe a concept being developed by NASA's Office of Space Science and Applications (OSSA) under the Science and Applications Information System (SAIS) Program. This concept focuses on the development of an ability for all OSSA users to be remotely interactive with all provided information system services for the Space Station era. This concept includes access to services provided by both flight and ground components of the system and emphasizes the accommodation of users from their home institutions. Key to the development of the telescience capability is an implementation approach called rapid-prototype testbedding. This testbedding is used to validate the concept and test the applicability of emerging technologies and operational methodologies. Testbedding will be used to first determine the feasibility of an idea and then the applicability to real science usage. Once a concept is deemed viable, it will be integrated into the operational system for real time support. It is believed that this approach will greatly decrease the expense of implementing the eventual system and will enhance the resultant capabilities of the delivered system

    Computing and data processing

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    The applications of computers and data processing to astronomy are discussed. Among the topics covered are the emerging national information infrastructure, workstations and supercomputers, supertelescopes, digital astronomy, astrophysics in a numerical laboratory, community software, archiving of ground-based observations, dynamical simulations of complex systems, plasma astrophysics, and the remote control of fourth dimension supercomputers

    Computer networks for remote laboratories in physics and engineering

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    This paper addresses a relatively new approach to scientific research, telescience, which is the conduct of scientific operations in locations remote from the site of central experimental activity. A testbed based on the concepts of telescience is being developed to ultimately enable scientific researchers on earth to conduct experiments onboard the Space Station. This system along with background materials are discussed

    The PRIMA fringe sensor unit

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    The Fringe Sensor Unit (FSU) is the central element of the Phase Referenced Imaging and Micro-arcsecond Astrometry (PRIMA) dual-feed facility and provides fringe sensing for all observation modes, comprising off-axis fringe tracking, phase referenced imaging, and high-accuracy narrow-angle astrometry. It is installed at the Very Large Telescope Interferometer (VLTI) and successfully servoed the fringe tracking loop during the initial commissioning phase. Unique among interferometric beam combiners, the FSU uses spatial phase modulation in bulk optics to retrieve real-time estimates of fringe phase after spatial filtering. A R=20 spectrometer across the K-band makes the retrieval of the group delay signal possible. The FSU was integrated and aligned at the VLTI in summer 2008. It yields phase and group delay measurements at sampling rates up to 2 kHz, which are used to drive the fringe tracking control loop. During the first commissioning runs, the FSU was used to track the fringes of stars with K-band magnitudes as faint as m_K=9.0, using two VLTI Auxiliary Telescopes (AT) and baselines of up to 96 m. Fringe tracking using two Very Large Telescope (VLT) Unit Telescopes (UT) was demonstrated. During initial commissioning and combining stellar light with two ATs, the FSU showed its ability to improve the VLTI sensitivity in K-band by more than one magnitude towards fainter objects, which is of fundamental importance to achieve the scientific objectives of PRIMA.Comment: 19 pages, 23 figures. minor changes and language editing. this version equals the published articl

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Managing big data experiments on smartphones

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    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Civil Space Technology Initiative: a First Step

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    This is the first published overview of OAST's focused program, the Civil Space Technology Initiative, (CSTI) which started in FY88. This publication describes the goals, technical approach, current status, and plans for CSTI. Periodic updates are planned
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