216,018 research outputs found

    Joining a Real-Time Simulation: Parallel Finite-State Machines and Hierarchical Action Level Methods for Mitigating Lag Time

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    Distributed virtual environments, which simulate an actual physical or imaginary world on a network and allow multiple participants to interact simultaneously with one another within it, are becoming increasingly important for both research and practical purposes. As the number of participants and the amount of information exchanged among participants increase, it is crucial to large-scale distributed virtual environments to overcome bandwidth limitations and resolve network latency and synchronization problems. We present a new framework, called MELD, for modeling distributed virtual environments using the pilot/drone paradigm, which allows each host to locally model remote entities in order to resolve latency problems and improve responsiveness. Our approach uses shared event queues and a cache coherence protocol to synchronize the pilot/drone. To further improve the system\u27s scalability, interest management is used to filter unneeded data before a host receives it for processing. The partition, however, introduces the problem of dynamically joining a group in a real-time simulation. We address this problem by presenting a checkpoint/restart mechanism based on an action hierarchy and a parallel finite-state machine structure. Additionally, ALOD (action level of detail) is employed to mitigate the lag between pilot and drone at any joining time

    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

    An overview of virtual city modelling : emerging organisational issues

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual cities management and organisation

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Large Scale In Silico Screening on Grid Infrastructures

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    Large-scale grid infrastructures for in silico drug discovery open opportunities of particular interest to neglected and emerging diseases. In 2005 and 2006, we have been able to deploy large scale in silico docking within the framework of the WISDOM initiative against Malaria and Avian Flu requiring about 105 years of CPU on the EGEE, Auvergrid and TWGrid infrastructures. These achievements demonstrated the relevance of large-scale grid infrastructures for the virtual screening by molecular docking. This also allowed evaluating the performances of the grid infrastructures and to identify specific issues raised by large-scale deployment.Comment: 14 pages, 2 figures, 2 tables, The Third International Life Science Grid Workshop, LSGrid 2006, Yokohama, Japan, 13-14 october 2006, to appear in the proceeding
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