18,835 research outputs found
DOH: A Content Delivery Peer-to-Peer Network
Many SMEs and non-pro¯t organizations su®er when their Web
servers become unavailable due to °ash crowd e®ects when their web site
becomes popular. One of the solutions to the °ash-crowd problem is to place
the web site on a scalable CDN (Content Delivery Network) that replicates
the content and distributes the load in order to improve its response time.
In this paper, we present our approach to building a scalable Web Hosting
environment as a CDN on top of a structured peer-to-peer system of collaborative
web-servers integrated to share the load and to improve the overall
system performance, scalability, availability and robustness. Unlike clusterbased
solutions, it can run on heterogeneous hardware, over geographically
dispersed areas. To validate and evaluate our approach, we have developed a
system prototype called DOH (DKS Organized Hosting) that is a CDN implemented
on top of the DKS (Distributed K-nary Search) structured P2P
system with DHT (Distributed Hash table) functionality [9]. The prototype
is implemented in Java, using the DKS middleware, the Jetty web-server, and
a modi¯ed JavaFTP server. The proposed design of CDN has been evaluated
by simulation and by evaluation experiments on the prototype
Overview of crowd simulation in computer graphics
High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
Modification of physical force approach for simulating agent movement with collective behavior
Crowd modelling is a simulation study to know how crowd will behave in the environment. This simulation will contribute general knowledge and insight especially for safety engineers and architectural designers in assessing safety of crowd movement in buildings. There are many existing crowd models. However, these models neglect the details of agent characteristics and intelligence on how the agent will behave in the real environment. Therefore, in this study, the aim is to present heterogeneous agent characteristics and to include intelligence in the model in order to produce collective types of agent behaviour by modify the existing physical force approach
Multiagent System Applied to the Modeling and Simulation of Pedestrian Traffic in Counterflow
An agent-based model to simulate a pedestrian crowd in a corridor is presented. Pedestrian crowd models are valuable tools to gain insight into the behavior of human crowds in both, everyday and crisis situations. The main contribution of this work is the definition of a pedestrian crowd model by applying ideas from the field of the kinetic theory of living systems on the one hand, and ideas from the field of computational agents on the other hand. Such combination supported a quantitative characterization of the performance of our agents, a neglected issue in agent-based models, through well-known kinetic parameters. Fundamental diagrams of flow and activity are presented for both, groups of homogeneous pedestrians, and groups of heterogeneous pedestrians in terms of their willingness to reach their goals.Agent-Based Modeling, Pedestrian Crowd, Activity Measurement
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