12 research outputs found

    MODELING AND SIMULATION EDUCATION: IS THERE A NEED FOR GRADUATE DEGREES IN MODELING AND SIMULATION?

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    Proceedings of the 1996 Winter- Sim,ulation Conference ed. J. M. Charnes, D. J. Morrice, D. T. Brunner, and J. J. Swai

    Vigilance Performance modeled as a Complex Adaptive System

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    2004 Simulation Interoperability Workshop, Paper Number 7 & PresentationSimulation Interoperability Standards Organization (SISO) SIW Conference PaperThis research has addressed the need for modeling human performance more realistically. It developed a computational model for vigilance performance, embedded in a new cognitive framework that utilizes recent advances in system neuroscience, evolutionary psychology, and complexity theory. A computational model of vigilance is needed —for example to simulate airport security screeners, radar screen operators, sonar operators, and intelligence analysts. The developed model allows the simulation of realistic human errors in monitoring tasks; it can thereby generate surprises in simulation programs that might show weaknesses of security systems. After studying human performance especially vigilance, experiments were conducted to establish correlations between personality and performance and to collect data for calibrating and validating the model. The robust model shows a reasonable range of individual behaviors and represents a tool well suited for gaining insights into vigilance theories. The insights can potentially be used to improve existing theories and monitoring procedures, minimizing errors that might lead to catastrophic outcome

    Why the VR You See Now Is Not the Real VR

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    Bamboo -- Supporting Dynamic Protocols for Virtual Environments

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    Distributed virtual environments enable interaction between participants using networking protocols. Historically, for lack of better methods, a single, all encompassing, highly enumerated protocol would be used. However, all entity expressions would be limited to just those having enumerations. Some more recent protocols enable dynamically enumerated objects using remote method invocation. Unfortunately, remote method invocation increases network traffic while delaying latency-critical interactions. This paper introduces another approach whereby the system dynamically downloads and installs client-specific networking protocols at runtime. This approach incurs longer object initialization while providing optimal runtime performance as the protocol can be specialized for the specific needs of that object. The reason that this approach has not yet been realized, until now, is due to the lack of a VE toolkit, like Bamboo, capable of supporting dynamic extensibility. This paper details how..

    Game Engines for Use in Context Aware Research

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    One of the biggest difficulties to overcome in creating and testing context aware applications is the interface with the real world. This includes both inputting data from the real world into a symbolic format and outputting the data to the user in a useful fashion. In this poster, we describe how we used a commercial game engine to overcome these difficulties and take the place of the real world

    Bamboo - A Portable System for Dynamically Extensible, Real-time, Networked, Virtual Environments

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    Bamboo is a portable system supporting real-time, networked, virtual environments. Unlike previous efforts, this design focuses on the ability for the system to dynamically configure itself without explicit user interaction, allowing applications to take on new functionality after execution. In particular, this framework facilitates the discovery of virtual environments on the network at runtime. Fundamentally, Bamboo offers a compatible set of mechanisms needed for a wide variety of real-time, networked applications. Also included is a particular combination of these mechanisms supporting a dynamically extensible runtime environment. This paper serves as a general introduction to Bamboo. It describes the system's architecture, implementation, and future directions. It also shows how the system can facilitate the rapid development of robust applications by promoting code reuse via communitywide exchange

    Editorial Notes

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    virtual reality transfer protocol (vrtp) Design Rationale

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    The capabilities of the Virtual Reality Modeling Language (VRML) permit building large-scale virtual environments (LSVEs) using the Internet and the World Wide Web. However the underlying network support provided by the hypertext transfer protocol (http) is insufficient for LSVEs. Additional capabilities for lightweight peer-to-peer communications and network monitoring need to be combined with the client-server capabilities of http. To accomplish this task, we present a detailed design rationale for the virtual reality transfer protocol (vrtp). vrtp is designed to support VRML in the same manner as http was designed to support HTML. Since vrtp must be highly optimized on individual desktops and across the Internet, a Cyberspace Backbone (CBone) is also needed for vrtp development and testing. vrtp appears to be a necessary next step in the deployment of all-encompassing interactive internetworked 3D worlds. 1 Overview and Motivation It is now possible to construct large-scale virtua..

    Mobile Agents and Smart Networks for Distributed Simulations

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    As the use of Distributed Interactive Simulations has grown, the need to support a large number of players in the environment has become apparent. DIS has not been able to support a large number of entities because of its high network bandwidth requirements and the large computational loads it places on host computers. A combination of an agent based architecture and smart networks provides a promising solution to these problems when implementing large-scale distributed simulations. An agent system using the remote programming paradigm, transporting the necessary parameters and the necessary code for remote execution [WHITE95], could reduce the network bandwidth requirements and large computational loads associated with a large distributed simulation. This reduction would occur by eliminating unnecessary PDU traffic through the use of mobile agents that represent the originating entity. These agents would travel to, and reside on, the host computer of other entities and provide the necessary state information for stationary entities without using network resources. Smart Networks could be used to create a flexible area of interest manager, allowing entities to specify their area of interest and the information that they require from within that area [HARR95a]. This approach allows an entity to get all of the information it requires to represent its view of the simulated world while eliminating unnecessary information processing
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