159,080 research outputs found

    A generic middleware broker for distributed systems integration

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    Seamless middleware integration requires conversion of the message format from the source of the request to that of its target. A number of solutions have been proposed and implemented, but they lack wide applicability and ease of use. This thesis proposes an improved solution based-on dynamic protocol-level systems integration using configuration, rather than programming. This allows large complex enterprises to extend and enhance their existing systems more easily. The major components of this solution are a Middleware Protocol Definition Language (MPDL) based on the Object Management Group (OMG) Interface Definition Language (IDL) that can describe a wide range of protocols declaratively, and a run-time environment, The Ubiquitous Broker Environment (TUBE), that takes these protocol descriptions and performs the necessary mediation and translation. The MPDL can describe a ran ge of synchronous, asynchronous, object-based, and binary and text-based protocols. Each protocol need only be described once, and the framework provides a means to easily implement special extensions to the protocol. Further, this approach can be used as the basis for developing new middleware protocols; the protocol used internally by TUBE is itself defined and executed using this approach. TUBE has been implemented and successfully tested across a range of commonly used middleware, including synchronous, asynchronous, object-based, binary and text-based protocols. Key components of the system are currently in operation in a large Australian corporation

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Specification of multiparty audio and video interaction based on the Reference Model of Open Distributed Processing

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    The Reference Model of Open Distributed Processing (RM-ODP) is an emerging ISO/ITU-T standard. It provides a framework of abstractions based on viewpoints, and it defines five viewpoint languages to model open distributed systems. This paper uses the viewpoint languages to specify multiparty audio/video exchange in distributed systems. To the designers of distributed systems, it shows how the concepts and rules of RM-ODP can be applied.\ud \ud The ODP Âżbinding objectÂż is an important concept to model continuous data flows in distributed systems. We take this concept as a basis for multiparty audio and video flow exchanges, and we provide five ODP viewpoint specifications, each emphasising a particular concern. To ensure overall correctness, special attention is paid to the mapping between the ODP viewpoint specifications

    Rapid prototyping 3D virtual world interfaces within a virtual factory environment

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    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS

    Design of a shared whiteboard component for multimedia conferencing

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    This paper reports on the development of a framework for multimedia applications in the domain of tele-education. The paper focuses on the protocol design of a specific component of the framework, namely a shared whiteboard application. The relationship of this component with other components of the framework is also discussed. A salient feature of the framework is that it uses an advanced ATM-based network service. The design of the shared whiteboard component is considered representative for the design as a whole, and is used to illustrate how a flexible protocol architecture utilizing innovative network functions and satisfying demanding user requirements can be developed

    Software engineering and middleware: a roadmap (Invited talk)

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    The construction of a large class of distributed systems can be simplified by leveraging middleware, which is layered between network operating systems and application components. Middleware resolves heterogeneity and facilitates communication and coordination of distributed components. Existing middleware products enable software engineers to build systems that are distributed across a local-area network. State-of-the-art middleware research aims to push this boundary towards Internet-scale distribution, adaptive and reconfigurable middleware and middleware for dependable and wireless systems. The challenge for software engineering research is to devise notations, techniques, methods and tools for distributed system construction that systematically build and exploit the capabilities that middleware deliver

    Programming with process groups: Group and multicast semantics

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    Process groups are a natural tool for distributed programming and are increasingly important in distributed computing environments. Discussed here is a new architecture that arose from an effort to simplify Isis process group semantics. The findings include a refined notion of how the clients of a group should be treated, what the properties of a multicast primitive should be when systems contain large numbers of overlapping groups, and a new construct called the causality domain. A system based on this architecture is now being implemented in collaboration with the Chorus and Mach projects

    Analysis and design of multiagent systems using MAS-CommonKADS

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    This article proposes an agent-oriented methodology called MAS-CommonKADS and develops a case study. This methodology extends the knowledge engineering methodology CommonKADSwith techniquesfrom objectoriented and protocol engineering methodologies. The methodology consists of the development of seven models: Agent Model, that describes the characteristics of each agent; Task Model, that describes the tasks that the agents carry out; Expertise Model, that describes the knowledge needed by the agents to achieve their goals; Organisation Model, that describes the structural relationships between agents (software agents and/or human agents); Coordination Model, that describes the dynamic relationships between software agents; Communication Model, that describes the dynamic relationships between human agents and their respective personal assistant software agents; and Design Model, that refines the previous models and determines the most suitable agent architecture for each agent, and the requirements of the agent network

    Asset Identification Under the Cape Town Convention and Protocols

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    A titania-supported nickel catalyst was prepared and tested in methanation in order to evaluate its catalytic properties (activity, selectivity and specially, activity loss), and compare it with an alumina-supported nickel catalyst. The titania-supported catalyst did not only show higher stability than alumina, but also presented a different cause of deactivation, carbon formation. In addition, a kinetic model was obtained for the titania-supported catalyst, and a study of the effect of different operating conditions (temperature, composition and partial pressures of synthesis gas and water) on the deactivation rate and carbon formation of this catalyst was performed. </p

    Object Distribution Networks for World-wide Document Circulation

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    This paper presents an Object Distribution System (ODS), a distributed system inspired by the ultra-large scale distribution models used in everyday life (e.g. food or newspapers distribution chains). Beyond traditional mechanisms of approaching information to readers (e.g. caching and mirroring), this system enables the publication, classification and subscription to volumes of objects (e.g. documents, events). Authors submit their contents to publication agents. Classification authorities provide classification schemes to classify objects. Readers subscribe to topics or authors, and retrieve contents from their local delivery agent (like a kiosk or library, with local copies of objects). Object distribution is an independent process where objects circulate asynchronously among distribution agents. ODS is designed to perform specially well in an increasingly populated, widespread and complex Internet jungle, using weak consistency replication by object distribution, asynchronous replication, and local access to objects by clients. ODS is based on two independent virtual networks, one dedicated to the distribution (replication) of objects and the other to calculate optimised distribution chains to be applied by the first network
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