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1.
    
This paper describes the issues that are involved in designing and implementing a large‐scale cooperative object database server for a collaborative virtual environment. The focus of the paper is about the way to handle the distributing factors and the communication model among nodes within a collaborative virtual environment. Within the system, all objects are decentralized and scattered among three tiers of object databases. By limiting the knowledge and refining the tasks for each server, the network and processor workload can be reduced. The objective of the system is to provide a virtual environment for distributed computing that is k‐fault tolerant and subject to expansion without the interruption of services. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

2.
    
The increasing popularity of multi‐player online games is leading to the widespread use of large‐scale Distributed Virtual Environments (DVEs) nowadays. In these systems, peer‐to‐peer (P2P) architectures have been proposed as an efficient and scalable solution for supporting massively multi‐player applications. However, the main challenge for P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. This problem is known as the awareness problem. In this paper, we propose a comparative study of the performance provided by those awareness methods that are supposed to fully solve the awareness problem. This study is performed using well‐known performance metrics in distributed systems. Moreover, while the evaluations shown in the literature are performed by executing P2P simulations on a single (sequential) computer, this paper evaluates the performance of the considered methods on actually distributed systems. The evaluation results show that only a single method actually provides full awareness to avatars. This method also provides the best performance results. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

3.
    
As peer‐to‐peer (P2P) file‐sharing systems revolve around cooperation, the design of upload incentives has been one of the most important topics in P2P research for more than a decade. Several deployed systems, such as private BitTorrent communities, successfully manage to foster cooperation by banning peers when their sharing ratio becomes too low. Interestingly, recent measurements have shown that such systems tend to have an oversupply instead of an undersupply of bandwidth designers that have been obsessed with since the dawn of P2P. In such systems, the ‘selfish peer’ problem is finally solved, but a new problem has arisen: because peers have to keep up their sharing ratios, they now have to compete to upload. In this paper, we explore this new problem and show how even highly cooperative peers might in the end not survive the upload competition. On the basis of recent measurements of over half a million peers in private P2P communities, we propose and analyze several algorithms for uploader selection under oversupply. Our algorithms enable sustained sharing ratio enforcement and are easy to implement in both existing and new systems. Overall, we offer an important design consideration for the new generation of P2P systems in which selfishness is no longer an issue. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

4.
随着网络时代的来临,网络教育迅猛发展.将虚拟现实技术(Virtual Reality)应用于网络教育中,结合网络教育的特点,可以仿真学校的校园环境.虚拟现实是计算机与用户之间的一种更为理想化的人-机界面形式,能够为学生提供生动、逼真的学习环境,学生能够成为虚拟环境的一名参与者,在虚拟环境中扮演一个角色.真实、互动、情节化的特点是虚拟现实技术独特的魅力所在.  相似文献   

5.
微操作机器人系统拟实环境的实现   总被引:3,自引:0,他引:3       下载免费PDF全文
李敏  赵新  卢桂章  刘景泰  张蕾 《机器人》2001,23(4):305-310
本文实现了一个具有显微图像效果的2D增强现实的微操作拟实环境.文中给出了微操作工具的生成算法和它的运动学建模算法,并在虚拟显微镜的实现过程中对操作工具和操作对象的显微图像进行了优化处理,实现了对微操作机器人系统的拟实,并获得了很好的拟实效果.该拟实环境可有效地用于实际微操作的预演、再现,微操作路径规划及人员培训.  相似文献   

6.
虚拟教室系统共享白板工具设计及实现   总被引:1,自引:0,他引:1  
该文主要根据基于CORBA和QoS使能的虚拟教室系统原型,讨论了系统共享白板工具的设计与实现方法。首先介绍了虚拟教室系统的系统结构,然后注重讲述了白板的图形文字编辑功能、白板数据的传输、白板通信机制的设计及实现。  相似文献   

7.
This paper presents a technique to improve the performance of a walkthrough in remote virtual environments, where a scene is rendered jointly by the server and the client, in order to reduce the network requirements as much as possible. The client generates novel views by extrapolating a reference view based on the locally available geometric model, while the server transmits data necessary to prevent an accumulation of errors. Within this concept, we show that by transmitting only a selected subset of pixels, the quality of the extrapolated views can be improved while requiring less bandwidth. We focus on the selection process in which the visibility gaps between the reference view and novel view are detected, packed and transmitted compressed to the client.  相似文献   

8.
虚拟现实研究概况   总被引:24,自引:4,他引:24  
本文概述了北美,欧洲和东亚地区的虚拟现实研究现状。除关键技术和重要系统之外,还介绍了一些主要的研究开发机构。  相似文献   

9.
随着虚拟现实(VR)技术的发展,沉浸式学习环境在教育教学领域应用前景日趋广阔,如物理实验仿真教学.然而,现有虚拟学习环境大多只能提供视觉与听觉的交互,不支持力触觉交互,存在弊端.项目组将力反馈技术应用于虚拟学习环境,描述一个支持力反馈的沉浸式物理学习环境的总体框架和开发流程.使用Touch力反馈设备,借助Unity3D...  相似文献   

10.
分布式虚拟环境综述   总被引:7,自引:0,他引:7  
1 引言虚拟环境是指用户借助各种直观的输入输出设备,沉浸于计算机生成的真实的或虚幻的三维世界中,漫游其中或与其中的对象交互,从而获得如同在真实物理世界中的体验。虚拟环境也称为虚拟现实、虚拟世界、灵境等,其基本特征可概括为:沉浸(Immersion)、交互(Interaction)和构想(Imagination)。它强调  相似文献   

11.
虚拟现实技术在工程设计与分析上有很大的应用潜力。可是 ,虚拟环境的创建时间长、成本高,极大地限制了虚拟现实技术在工程上的应用。为此 ,提出了虚拟现实脚本生成器的概念,将虚拟现实技术与过程的设计、分析集成化,创造性地提出了一种自上而下的设计方法———VR-IEDA,以便高效、快速地创建虚拟原型,提高计算机虚拟复杂系统工程的性价比。在 VR-IEDA中复杂系统的结构和行为被计算机捕捉并自动生成可执行的 VR仿真代码 ,从而减少了创建虚拟环境的时间,便利了基于仿真的过程分析和设计。最后 ,以武器系统的维修过程为  相似文献   

12.
虚拟实景空间是指以实景图像或视频为素材构造出的虚拟空间.与传统的以三维造型为素材,由计算机实时绘制出的虚拟空间相比,虚拟实景空间不需要复杂的三维造型,对计算机计算能力要求低.虚拟实景空间支持用户在其中前进、后退、仰视、俯视、360度环视等操作.总结了虚拟实景空间构造系统HVS的空间模型与部分关键技术.  相似文献   

13.
    
1 Introduction The scalability of virtual environments (VEs) that allow users to change and modify their contents and context depending on application requirements has been a de facto feature of virtual reality technology. Engineering uses such as virtual testing and exper- imenting applications demand VEs to be highly or fully reconfigurable. In reality, however, satisfactory reconfiguration of a virtual environment is yet to be achieved, due to the high accuracy of spatial data in- put and…  相似文献   

14.
文中面向虚拟战场给出一套利用多媒体计算机实现实时立体声合成的简化算法。  相似文献   

15.
    
Despite being currently one of the main Internet applications, P2P file sharing has been hampered by content pollution attacks. To tackle this problem, we introduce a novel pollution control strategy that consists in adjusting the rate in which content is disseminated, according to content version reputation. The proposed strategy is modeled and evaluated using simplifying assumptions. Then, inspired by classic distributed designs, we propose a pollution control mechanism that implements such a strategy. The mechanism is evaluated in terms of the delays imposed on non‐polluted version dissemination, the effectiveness of reducing dissemination when the version is polluted, and the negative impact that collusion attacks can impose on the reputation system upon which our mechanism is built. Simulation results looking at scenarios with several hundred peers indicate that the pollution control mechanism can effectively reduce pollution without substantially affecting the dissemination of non‐polluted content. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

16.
水下声场计算复杂,计算量大,目前的模型难以满足在水下战场环境仿真中对声场的实时性的要求.计算机技术的发展,特别是高性能集群的出现,为解决此问题提供了一种可行的方法.文中首先介绍了如何将单PC机通过以太网连接起来,构建实验环境下的用于水下声场计算的PC集群,然后给出了在此系统上运行水平不变声道中WKBZ简正波并行计算方法及FOR3D模型的并行方法的结果.实验结果表明,此系统能够可以为水下声场计算提供一个很好的并行环境,集群系统在水下声场及其相关领域必将有很大的应用空间.  相似文献   

17.
    
The inherent complex nature of current distributed computing architectures hinders the widespread adoption of these systems for mainstream use. In general, users have access to a highly heterogeneous set of compute resources, which may include clusters, grids, desktop grids, clouds, and other compute platforms. This heterogeneity is especially problematic when running parallel and distributed applications. Software is needed which easily combines as many resources as possible into one coherent computing platform. In this paper, we introduce Zorilla: peer‐to‐peer (P2P) middleware that creates a single distributed environment from any available set of compute resources. Zorilla imposes minimal requirements on the resource used, is platform independent, and does not rely on central components. In addition to providing functionality on bare resources, Zorilla can exploit locally available middleware. Zorilla explicitly supports distributed and parallel applications, and allows resources from multiple sites to cooperate in a single computation. Zorilla makes extensive use of both virtualization and P2P techniques. We will demonstrate how virtualization and P2P combine into a simple design, while enhancing functionality and ease of use. Together, these techniques bring our goal a step closer: transparent, easy use of resources, even on very heterogeneous distributed systems. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

18.
    
A peer‐to‐peer (P2P) characterization model is proposed in this paper. The purposes of this model are (a) to describe through abstraction the behavior and capability of P2P computing independent of any specific application, and (b) to lead to a cost model of P2P computing. Our approach is based on abstracting the service driven nature of P2P computing separate and distinct from its implementation. This supports the first purpose. Next, we consider the integration of the two aspects. This supports the second purpose. A secondary contribution of our work is a cost model. The cost model is applied to indexing, discovery and resource utilization services. In addition, the characterization model and cost model are applied to a JXTA‐based P2P application. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

19.
面向分布式虚拟设计的协同工作环境研究   总被引:10,自引:0,他引:10  
为了实现分布式虚拟设计过程中的信息共享、协作以及冲突消解,建立了一个面向分布式虚拟设计的协同工作环境.描述了系统体系模型的研究方法和基于CORBA的多层分布式结构,详细介绍了基于TCP/IP协议和基于面向对象的运行时期类型信息(Run Time Type Information,RTTI)技术的实体实时通信协议的技术内涵、执行流程和设计实现,该协议用于保持网络中不同结点的几何模型在实体级别上的一致性.对分布式虚拟设计中的并发性问题进行了探讨,采用实体锁定机制实现了某些环节的冲突消解,并对几种实体锁定的仲裁方法进行了比较.  相似文献   

20.
虚拟现实技术是一门综合性很强的高新技术,该技术被广泛应用于先进制造、军事模拟、数字城市、生物医学等众多领域.本文追溯了虚拟现实技术的起源,探讨了该技术的三大特点:沉浸感、交互性和构想性,并根据沉浸的不同程度将虚拟现实技术分为四大类型:桌面式虚拟现实、沉浸式虚拟现实、增强现实的虚拟现实以及分布式虚拟现实.  相似文献   

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