806 research outputs found

    Hybrid Multiresolution Simulation & Model Checking: Network-On-Chip Systems

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    abstract: Designers employ a variety of modeling theories and methodologies to create functional models of discrete network systems. These dynamical models are evaluated using verification and validation techniques throughout incremental design stages. Models created for these systems should directly represent their growing complexity with respect to composition and heterogeneity. Similar to software engineering practices, incremental model design is required for complex system design. As a result, models at early increments are significantly simpler relative to real systems. While experimenting (verification or validation) on models at early increments are computationally less demanding, the results of these experiments are less trustworthy and less rewarding. At any increment of design, a set of tools and technique are required for controlling the complexity of models and experimentation. A complex system such as Network-on-Chip (NoC) may benefit from incremental design stages. Current design methods for NoC rely on multiple models developed using various modeling frameworks. It is useful to develop frameworks that can formalize the relationships among these models. Fine-grain models are derived using their coarse-grain counterparts. Moreover, validation and verification capability at various design stages enabled through disciplined model conversion is very beneficial. In this research, Multiresolution Modeling (MRM) is used for system level design of NoC. MRM aids in creating a family of models at different levels of scale and complexity with well-formed relationships. In addition, a variant of the Discrete Event System Specification (DEVS) formalism is proposed which supports model checking. Hierarchical models of Network-on-Chip components may be created at different resolutions while each model can be validated using discrete-event simulation and verified via state exploration. System property expressions are defined in the DEVS language and developed as Transducers which can be applied seamlessly for model checking and simulation purposes. Multiresolution Modeling with verification and validation capabilities of this framework complement one another. MRM manages the scale and complexity of models which in turn can reduces V&V time and effort and conversely the V&V helps ensure correctness of models at multiple resolutions. This framework is realized through extending the DEVS-Suite simulator and its applicability demonstrated for exemplar NoC models.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Overview of crowd simulation in computer graphics

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    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

    A State-of-the-art Integrated Transportation Simulation Platform

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    Nowadays, universities and companies have a huge need for simulation and modelling methodologies. In the particular case of traffic and transportation, making physical modifications to the real traffic networks could be highly expensive, dependent on political decisions and could be highly disruptive to the environment. However, while studying a specific domain or problem, analysing a problem through simulation may not be trivial and may need several simulation tools, hence raising interoperability issues. To overcome these problems, we propose an agent-directed transportation simulation platform, through the cloud, by means of services. We intend to use the IEEE standard HLA (High Level Architecture) for simulators interoperability and agents for controlling and coordination. Our motivations are to allow multiresolution analysis of complex domains, to allow experts to collaborate on the analysis of a common problem and to allow co-simulation and synergy of different application domains. This paper will start by presenting some preliminary background concepts to help better understand the scope of this work. After that, the results of a literature review is shown. Finally, the general architecture of a transportation simulation platform is proposed

    Level-of-detail for cognitive real-time characters

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    We present a solution for the real-time simulation of artificial environments containing cognitive and hierarchically organized agents at constant rendering framerates. We introduce a level-of-detail concept to behavioral modeling, where agents populating the world can be both reactive and proactive. The disposable time per rendered frame for behavioral simulation is variable and determines the complexity of the presented behavior. A special scheduling algorithm distributes this time to the agents depending on their level-of-detail such that visible and nearby agents get more time than invisible or distant agents. This allows for smooth transitions between reactive and proactive behavior. The time available per agent influences the proactive behavior, which becomes more sophisticated because it can spend time anticipating future situations. Additionally, we exploit the use of hierarchies within groups of agents that allow for different levels of control. We show that our approach is well-suited for simulating environments with up to several hundred agents with reasonable response times and the behavior adapts to the current viewpoin

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Hierarchically Clustered Adaptive Quantization CMAC and Its Learning Convergence

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    Brave: A Virtual Reality Game

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    Virtual Reality has a wide range of applications whether it be in educational, medical or gaming. There is a huge demand for Virtual Reality in gaming industries as due to this immersive technology gamer feels he/she is part of gaming environment rather than a mere observer. VR game is a powerful tool to depict mental illness of the patient as mental illness is often underestimated and misunderstood. This will help to educate masses about it and in a way create awareness and eradicate its stigma. We trying to develop a game on the theme based on social anxiety

    Modeling and Simulation of MEMS Components: Challenges and Possible Solutions

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