共查询到10条相似文献,搜索用时 46 毫秒
1.
David P.L. Simons Mariëlle I.A. Stoelinga 《International Journal on Software Tools for Technology Transfer (STTT)》2001,3(4):469-485
This paper reports on the mechanical verification of the IEEE 1394 root contention protocol. This is an industrial leader
election protocol, in which timing parameters play an essential role. A manual verification of this protocol using I/O automata
has been published in [24]. We improve the communication model presented in that paper. Using the Uppaal2k tool, we investigate
the timing constraints on the parameters which are necessary and sufficient for correct protocol operation: by analyzing large
numbers of protocol instances with different parameter values, we derive the required timing constraints. We explore the use
of model checking in combination with stepwise abstraction. That is, we show that the implementation automaton correctly implements
the specification via several intermediate automata, using Uppaal to prove the trace inclusion in each step.
Published online: 18 July 2001 相似文献
2.
Srirangaraj Setlur Alfred Lawson Venugopal Govindaraju Sargur Srihari 《International Journal on Document Analysis and Recognition》2002,4(3):154-169
This paper describes the issues involved in the design of a system for evaluating improvements in the performance of a real-time
address recognition system being used by the United States Postal Service for processing mail-piece images. Evaluation of
the performance of recognition systems is normally carried out by measuring the performance of the system on a representative
sample of images. Designing a comprehensive and valid testing scenario is a complex task that requires careful attention.
Sampling live mail-stream to generate a deck of images representative of the general mail-stream for testing, truthing (generating
reference data on a significant number of images), grading and evaluation, and designing tools to facilitate these functions
are important topics that need to be addressed. This paper describes the efforts of the United States Postal Service and CEDAR
towards developing an infrastructure for sampling, truthing, and testing of mail-stream images.
Received: July 25, 2000 / Revised version: July 31, 2001 相似文献
3.
We consider the problem of locating replicas in a network to minimize communications costs. Under the assumption that the
read-one-write-all policy is used to ensure data consistency, an optimization problem is formulated in which the cost function estimates the
total communications costs. The paper concentrates on the study of the optimal communications cost as a function of the ratio
between the frequency of the read and write operations. The problem is reformulated as a zero-one linear programming problem, and its connection to the p-median problem is explained. The general problem is proved to be NP-complete. For path graphs a dynamic programming algorithm
for the problem is presented.
Received: May 1993 / Accepted: June 2001 相似文献
4.
5.
BlobTree , and its application to the generation of a complex and visually accurate biological model of the sea shell Murex cabritii. Since the model is purely procedurally defined and does not rely on polygon mesh operations, it is resolution independent
and can be rendered directly using ray tracing. An interface has been built for the BlobTree using an interpreted programming language (Python). The language interface readily allows a user to procedurally describe
the shell based on numeric data taken from the actual object.
Published online: 15 March 2002 相似文献
6.
H. Bowman G. Faconti J.-P. Katoen D. Latella M. Massink 《Formal Aspects of Computing》1998,10(5-6):550-575
We present the formal specification and verification of a lip-synchronisation protocol using the real-time model
checker Uppaal. A number of specifications of this protocol can be found in the literature, but this is the first automatic
verification. We take a published specification of the protocol, code it up in the Uppaal timed automata notation and then
verify whether the protocol satisfies the key properties of jitter and skew. The verification reveals some aws in the protocol.
In particular, it shows that for certain sound and video streams the protocol can time-lock before reaching a prescribed error
state. We also discuss our experience with Uppaal, with particular reference to modelling timeouts and to deadlock analysis.
Received March 1998 / Accepted in revised form October 1998 相似文献
7.
As multimedia applications spread widely, it is crucial for programming and design support systems to handle “time” in multimedia
documents effectively and flexibly. This paper presents a set of interactive system support tools for designing and maintaining
the temporal behavior of multimedia documents. The tool set provides mechanisms for anomaly detection, temporal query processing,
and interactive scheduling. It is based on a fast incremental constraint solver we have developed, which can be adapted by
any constraint-based system. The incremental constraint solver provides immediate feedback to the user, supporting a highly
interactive design process. Combined with existing optimal layout generation mechanisms proposed in the literature, our tools
effectively utilize the flexibility provided by constraint-based systems. 相似文献
8.
Nikitas M. Sgouros 《Multimedia Systems》2003,8(6):470-481
Interactive performance systems allow multiple, networked users to take part in a performance either as players or audience
members and influence the performance's development in real time. Among the most prominent research issues concerning the
development of these systems are the provision of effective interaction capabilities and adequate means of expression to the
audience. This article describes a set of methods for the detection, analysis, synchronization and rendering of audience behavior
in real-time during such an event. Furthermore, it describes ways in which audience feedback is utilized to dynamically index
the contents of a performance so as to embed this event in large-scale multimedia services. All these methods have been applied
in the creation of MISSION, a multi-user game involving both players and audience. This article presents and analyzes the
design of the system and the results of user trials with it. 相似文献
9.