120 research outputs found

    On-board B-ISDN fast packet switching architectures. Phase 2: Development. Proof-of-concept architecture definition report

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    For the next-generation packet switched communications satellite system with onboard processing and spot-beam operation, a reliable onboard fast packet switch is essential to route packets from different uplink beams to different downlink beams. The rapid emergence of point-to-point services such as video distribution, and the large demand for video conference, distributed data processing, and network management makes the multicast function essential to a fast packet switch (FPS). The satellite's inherent broadcast features gives the satellite network an advantage over the terrestrial network in providing multicast services. This report evaluates alternate multicast FPS architectures for onboard baseband switching applications and selects a candidate for subsequent breadboard development. Architecture evaluation and selection will be based on the study performed in phase 1, 'Onboard B-ISDN Fast Packet Switching Architectures', and other switch architectures which have become commercially available as large scale integration (LSI) devices

    Fault tolerant on board networks with priorities

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    International audienceWe consider on-board networks in satellites interconnecting entering signals (inputs) to amplifiers (outputs). The connections are made via expensive switches, each of which has four available links. The paths connecting inputs to outputs should be link-disjoint. Some of the input signals, called priorities, must be connected to the amplifiers which provide the best quality of service (that is to some specific outputs). In practice, amplifiers are prone to fail and the faults cannot be repaired. Therefore, extra outputs have to be built into the network to ensure that every input can be routed to operational outputs. Given three integers, nn, pp, and ff, we would like to design a low cost network (where the network cost is proportional to the total number of switches) such that it is possible to route all nn inputs to nn operational amplifiers, and to route the pp priorities to the pp best quality amplifiers for any set of ff faulty and pp best-quality amplifiers. Let R(n,p,f)R(n,p,f) be the minimum number of switches of such a network. We prove here that R(n,p,f)n+f2log2p+52(np)+g(f)R(n,p,f)\leq \frac{n+f}{2} \lceil \log_2 p \rceil +\frac{5}{2}(n-p) +g(f) with gg a function depending only on ff. We then compute R(n,p,f)R(n,p,f) exactly for a few small values of pp and ff

    Design of a fault tolerant airborne digital computer. Volume 2: Computational requirements and technology

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    This final report summarizes the work on the design of a fault tolerant digital computer for aircraft. Volume 2 is composed of two parts. Part 1 is concerned with the computational requirements associated with an advanced commercial aircraft. Part 2 reviews the technology that will be available for the implementation of the computer in the 1975-1985 period. With regard to the computation task 26 computations have been categorized according to computational load, memory requirements, criticality, permitted down-time, and the need to save data in order to effect a roll-back. The technology part stresses the impact of large scale integration (LSI) on the realization of logic and memory. Also considered was module interconnection possibilities so as to minimize fault propagation

    34th Midwest Symposium on Circuits and Systems-Final Program

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    Organized by the Naval Postgraduate School Monterey California. Cosponsored by the IEEE Circuits and Systems Society. Symposium Organizing Committee: General Chairman-Sherif Michael, Technical Program-Roberto Cristi, Publications-Michael Soderstrand, Special Sessions- Charles W. Therrien, Publicity: Jeffrey Burl, Finance: Ralph Hippenstiel, and Local Arrangements: Barbara Cristi

    Acta Cybernetica : Volume 16. Number 2.

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    Applications of agent architectures to decision support in distributed simulation and training systems

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    This work develops the approach and presents the results of a new model for applying intelligent agents to complex distributed interactive simulation for command and control. In the framework of tactical command, control communications, computers and intelligence (C4I), software agents provide a novel approach for efficient decision support and distributed interactive mission training. An agent-based architecture for decision support is designed, implemented and is applied in a distributed interactive simulation to significantly enhance the command and control training during simulated exercises. The architecture is based on monitoring, evaluation, and advice agents, which cooperate to provide alternatives to the dec ision-maker in a time and resource constrained environment. The architecture is implemented and tested within the context of an AWACS Weapons Director trainer tool. The foundation of the work required a wide range of preliminary research topics to be covered, including real-time systems, resource allocation, agent-based computing, decision support systems, and distributed interactive simulations. The major contribution of our work is the construction of a multi-agent architecture and its application to an operational decision support system for command and control interactive simulation. The architectural design for the multi-agent system was drafted in the first stage of the work. In the next stage rules of engagement, objective and cost functions were determined in the AWACS (Airforce command and control) decision support domain. Finally, the multi-agent architecture was implemented and evaluated inside a distributed interactive simulation test-bed for AWACS Vv\u27Ds. The evaluation process combined individual and team use of the decision support system to improve the performance results of WD trainees. The decision support system is designed and implemented a distributed architecture for performance-oriented management of software agents. The approach provides new agent interaction protocols and utilizes agent performance monitoring and remote synchronization mechanisms. This multi-agent architecture enables direct and indirect agent communication as well as dynamic hierarchical agent coordination. Inter-agent communications use predefined interfaces, protocols, and open channels with specified ontology and semantics. Services can be requested and responses with results received over such communication modes. Both traditional (functional) parameters and nonfunctional (e.g. QoS, deadline, etc.) requirements and captured in service requests

    Workshop on real-time for multimedia (RTMM), Catania, Italy, June 29, 2004

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    Workshop on real-time for multimedia (RTMM), Catania, Italy, June 29, 2004

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