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1.
The MaDViWorld project represents an original attempt to define an appropriate software architecture for supporting massively distributed virtual world systems. A non‐massively distributed virtual world system is typically engineered as a client–server application for which a single server or more rarely a small cluster of servers contain all the world pertinent data and assume the world accessibility, consistency and persistence. On the client side, many of them enable interaction with the other users and the various objects of the world. The main originality of our approach resides in the fact that the server part of the proposed system is no more limited to a few centralized servers, but can be distributed on arbitrarily many of them. Indeed, MaDViWorld, the prototypal software framework already implemented using Java and RMI by our group, allows for creating the rooms of a given world on several machines, each running the server application. It is then possible to connect the rooms by way of simple doors and to populate them with active objects. Finally, avatars managed by the client application visit the rooms and interact with the active objects either directly on the remote host or locally by cloning or transporting them first to the client machine. This paper draws from the experience gained with the development of our first prototype in order to discuss, both at the user's and the vi‐world developer's level, the main software engineering issues related to the implementation of such massively distributed virtual world systems. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

2.
Despite the growth and commercial potential of virtual worlds, relatively little is known about what drives users’ motivations to engage in virtual worlds. This paper proposes and empirically tests a conceptual model aimed at filling this research gap. Given the multipurpose nature of virtual words the model integrates extrinsic and intrinsic motivation as behavioral determinants. By making use of the literature on information system value and motivation theory four important system-specific virtual world characteristics (economic value, ease of use, escapism, visual attractiveness) are added as motivational drivers. Using structural equation modeling on a sample of 846 users of the virtual world Second Life the hypotheses were tested. The results support the model; they confirm the role of extrinsic and intrinsic motivation as behavioral determinants and show how and to what extent the four system-specific elements function as motivational basis. Implications for research and practice are discussed.  相似文献   

3.
Virtual worlds, as electronic environments where individuals can interact in a realistic manner in form of avatars, are increasingly used by gamers, consumers and employees. Therefore, they provide opportunities for reinventing business processes. Especially, effective knowledge management (KM) requires the use of appropriate information and communication technology (ICT) as well as social interaction. Emerging virtual worlds enable new ways to support knowledge and knowing processes because these virtual environments consider social aspects that are necessary for knowledge creating and knowledge sharing processes. Thus, collaboration in virtual worlds resembles real‐life activities. In this paper, we shed light on the use of Second Life (SL) as a KM platform in a real‐life setting. To explore the potential and current usage of virtual worlds for knowledge and knowing activities, we conducted a qualitative study at IBM. We interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/virtual worlds’ in order to gain experience in generating and exchanging knowledge by virtually collaborating and interacting. Our results show that virtual worlds – if they are able to overcome problems like platform stability, user interface or security issues – bear the potential to serve as a KM platform. They facilitate global and simultaneous interaction, create a common context for collaboration, combine different tools for communication and enhance knowledge and knowing processes.  相似文献   

4.
讨论了可用于网络研究和学习的分布式协同虚拟实验室技术,提出了该技术的HLA/Java 3D构建方案.将实验系统定义为一个联邦,实验目标由联邦成员协同完成.联邦成员由4个线程组成,其中Applet线程和远程更新线程负责虚拟实验室图形渲染,联邦成员主线程和RTI回调线程实现协同控制.该系统完成了该4个线程的设计,并用队列和阻塞实例实现了线程之间的协调,解决了RTI重入问题.实验结果表明该方案是可行的.  相似文献   

5.
We investigated the potential of Second Life® (SL), a three‐dimensional (3‐D) virtual world, to enhance undergraduate students’ learning of a vital chemistry concept. A quasi‐experimental pre‐posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using two‐dimensional (2‐D) images. Students were administered an 11‐question chemistry achievement test and two measures of spatial ability (Purdue Visualization of Rotations Test, Card Rotations Test). Although analyses of covariance revealed no statistically significant differences between the two groups as a whole for any of the outcome measures, a subgroup analyses was conducted to decompose the relative impact of 3‐D virtual reality instruction within SL. We found that students classified as having poor spatial ability showed significantly greater improvement in understanding the 3‐D nature of molecules if they did relevant activities in a 3‐D virtual world than those students who only worked with 2‐D images.  相似文献   

6.
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   

7.
Interactive distributed visualization is an emerging technology with numerous applications. However, many of the present approaches to interactive distributed visualization have limited performance because they are based on the traditional polygonal processing graphics pipeline. In contrast, image‐based rendering uses multiple images of the scene instead of a three‐dimensional geometrical representation, and so has the key advantage that the final output is independent of the scene complexity and depends on the desired final image resolution. Furthermore, the discrete nature of the light field dataset maps well to a hybrid solution, which can overcome the identified drawbacks. In this paper, we propose an on‐demand solution for efficiently transmitting visualization data to remote users/clients. This is achieved through sending selected parts of the dataset based on the current client viewpoint, and is done instead of downloading a complete replica of the light field dataset to each client, or remotely sending a single rendered view back from a central server to the user each time the user updates their viewing parameters. The on‐demand approach shows stable performance as the number of clients increases because the load on the server and the network traffic are reduced. Furthermore, detailed performance studies show that the proposed scheme outperforms the current solution in terms of interactivity measured in frames per second. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

8.
针对基于PC 的工程图学虚拟模型库在使用空间和时间的限制,论文对用 于工程图学移动虚拟模型库进行了研究。设计了模型库系统结构,分析研究了智能手机的操 作系统,选择了虚拟模型库的开发及运行平台。通过分析Direct3D Mobile 中Mesh 类的图元 绘制方式、数据需求和VRML97 的数据格式,设计了VRML 的文件解析类,实现了移动设 备上的VRML 模型的3D 浏览器,实现了基于智能手机的工程图学虚拟模型库的设计。该 系统提高了虚拟模型库的实用性,成功地拓展了虚拟模型库的使用空间和时间。  相似文献   

9.
The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object‐oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

10.
Comparative evaluations of peer‐to‐peer protocols through simulations are a viable approach to judge the performance and costs of the individual protocols in large‐scale networks. In order to support this work, we present the peer‐to‐peer system simulator PeerfactSim.KOM, which we extended over the last years. PeerfactSim.KOM comes with an extensive layer model to support various facets and protocols of peer‐to‐peer networking. In this article, we describe PeerfactSim.KOM and show how it can be used for detailed measurements of large‐scale peer‐to‐peer networks. We enhanced PeerfactSim.KOM with a fine‐grained analyzer concept, with exhaustive automated measurements and gnuplot generators as well as a coordination control to evaluate sets of experiment setups in parallel. Thus, by configuring all experiments and protocols only once and starting the simulator, all desired measurements are performed, analyzed, evaluated, and combined, resulting in a holistic environment for the comparative evaluation of peer‐to‐peer systems. An immediate comparison of different configurations and overlays under different aspects is possible directly after the execution without any manual post‐processing. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

11.
In this paper, we present the design and implementation of a novel model of distributed computing on the Internet and Intranet environment. Our model is called the Distributed Java Machine (DJM). It is a global distributed virtual machine used to realize the concept of ‘network is the computer’. DJM explores coarse-grained parallelism by using the under-utilized workstations on the network, combining the elements of object-oriented technology, distributed computing, World-Wide Web and Java programming. It can run on machines with heterogeneous hardware and software platforms without relinking or recompilation. DJM has two unique features. First, using an original applet helper mechanism, DJM allows machines without any DJM software and of different levels of ‘trust’ to work together. Secondly, DJM has implemented concurrency enhancement mechanisms (one-way message, future and redirected future) to increase the efficiency of method invocation. The prototype of DJM has been implemented and tested under both the Intranet and the Internet environments. Using the workstations from our teaching laboratories, which are already running under normal loading, experimental results show that we can achieve a speedup of about 5–8 times by 14 workstations in a Local Area Network (LAN) environment, and about 4.5 times speedup for eight workstations in a Wide Area Network (WAN) environment. © 1998 John Wiley & Sons, Ltd.  相似文献   

12.
This paper studies the coordination control problem of stabilizing large‐scale dynamically coupled systems via a novel event‐triggered distributed model predictive control (DMPC) approach. In order to achieve global performance, certain constraints relevant to the triggering instant are imposed on the DMPC optimization problem, and triggering mechanisms are designed by taking into account coupling influences. Specifically, the triggering conditions derived from the feasibility and stability analysis are based on the local subsystem state and the information received from its neighbors. Based on these triggering mechanisms, the event‐triggered DMPC algorithm is built, and a dual‐mode strategy is adopted. As a result, the controllers solve the optimization problem and coordinate with each other asynchronously, which reduces the amount of communication and lowers the frequency of controller updates while achieving global performance. The recursive feasibility of the proposed event‐triggered DMPC algorithm is proved, and sufficient parameter conditions about the prediction horizon and the triggering threshold are established. It shows that the system state can be gradually driven into the terminal set under the proposed strategy. Finally, an academic example and a realistic simulation problem to the water level of a 4‐tank system are provided to verify the effectiveness of the proposed algorithm.  相似文献   

13.
Distributed hash tables (DHTs) have been used in several applications, but most DHTs have opted to solve lookups with multiple hops, to minimize bandwidth costs while sacrificing lookup latency. This paper presents D1HT, an original DHT that has a peer‐to‐peer and self‐organizing architecture and maximizes lookup performance with reasonable maintenance traffic, and a Quarantine mechanism to reduce overheads caused by volatile peers. We implemented both D1HT and a prominent single‐hop DHT, and we performed an extensive and highly representative DHT experimental comparison, followed by complementary analytical studies. In comparison with current single‐hop DHTs, our results showed that D1HT consistently had the lowest bandwidth requirements, with typical reductions of up to one order of magnitude, and that D1HT could be used even in popular Internet applications with millions of users. In addition, we ran the first latency experiments comparing DHTs to directory servers, which revealed that D1HT can achieve latencies equivalent to or better than a directory server, and confirmed its greater scalability properties. Overall, our extensive set of results allowed us to conclude that D1HT can provide a very effective solution for a broad range of environments, from large‐scale corporate data centers to widely deployed Internet applications. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

14.
An early understanding of the trust concerns while composing a distributed system from independently developed software services saves time and effort. It also allows the developer of such distributed systems to reason about the trust‐related properties of these systems. Although there are prevalent approaches for evaluating the trust of such systems, it is not clear which approach, if any, is the most comprehensive and best suited for a given situation. Moreover, there is no agreement about a unified approach, for quantifying trust, which can be applied to the entire software life‐cycle of distributed systems. This article, first, motivates the need for such a quantification of trust via a case study from the domain of indoor tracking. It then provides a comprehensive survey of current approaches that define trust, in general domains, and then focuses on the relevant approaches from the domain of software‐oriented distributed systems. These prevalent efforts are categorized into groups using existing clustering tools and then are further analyzed for their comprehensiveness. The analysis depicts: (1) many trust‐related efforts and associated models have their own constrained views of trust; (2) different trust models focus on different aspects of trust and life‐cycle details; and (3) it is difficult to interoperate across different trust models. Hence, the paper identifies a set of principles that can assist in quantifying and evaluating the trust throughout the software life‐cycle of distributed systems. These principles, then, are applied to the aforementioned case study to provide an outline of how trustworthy distributed systems can be composed from independent software services. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

15.
To improve response time of a Web site, one replicates the site on multiple servers. The effectiveness of a replicated server system will depend on how the incoming requests are distributed among replicas. A large number of load‐balancing strategies for Web server systems have been proposed. In this paper we describe a testbed that can be used to evaluate the performance of different load‐balancing strategies. The testbed uses a general architecture which allows different load‐balancing approaches to be supported easily. It emulates a typical World Wide Web scenario and allows variable load generation and performance measurement. We have performed some preliminary experiments to measure the performance of a few policies for load balancing using this testbed. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   

16.
This paper considers a class of cyber‐physical networked systems, which are composed of many interacted subsystems, and are controlled in a distributed framework. The operating point of each subsystem changes with the varying of working conditions or productions, which may cause the change of the interactions among subsystems correspondingly. How to adapt to this change with good closed‐loop optimization performance and appropriate information connections is a problem. To solve this problem, the impaction of a subsystem's control action on the performance of related closed‐loop subsystems is first deduced for measuring the coupling among subsystems. Then, a distributed model predictive control (MPC) for tracking, whose subsystems online reconfigure their information structures, is proposed based on this impaction index. When the operating points changed, each local MPC calculates the impaction indices related to its structural downstream subsystems. If and only if the impaction index exceeds a defined bound, its behavior is considered by its downstream subsystem's MPC. The aim is to improve the optimization performance of entire closed‐loop systems and avoid the unnecessary information connections among local MPCs. Besides, contraction constraints are designed to guarantee that the overall system converges to the set points. The stability analysis is also provided. Simulation results show that the proposed impaction index is reasonable along with the efficiency of the proposed distributed MPC.  相似文献   

17.
Intermittent actuator and sensor faults tolerant are simultaneously considered in a distributed control system with imperfect communication network. The asynchronous measurements of different output variables in one sampling period are synchronized through a novel two‐stage model‐based projection method. Different from centralized control network, in both layer‐to‐layer and in‐layer communication, the packet delay, loss and disordering are corrected by the predicted data from model predictive control. Moreover, a completely distributed state observer is established for both system states and sensor faults problem with bounded noise uncertainties. For the intermittent actuator faults, actuator plug‐and‐play design methods based on model predictive control has been introduced, making the actuator faults estimation omitted. The distributed stability conditions are derived for the proposed fault‐tolerant controller, and the online feasibility is explained in detail. Numerical simulation is given to verify the design procedure.  相似文献   

18.
Industries will implement effective training programs to improve training performance, and an ideal training performance occurs under proper mental workload (MWL). Virtual reality (VR) has recently been widely utilized in training; however, only a few studies have investigated its effects on MWL and training performance simultaneously. The purpose of this study is to investigate the effects of VR training and traditional training methods, such as technical manuals (TM) and multimedia films (MF), on training performance and MWL. The results of the performance measurement show that VR training is considered the best training method compared to TM and MF, particularly in the case of complex tasks. The results of physiological measurements (GSR [galvanic skin response], LF% [low frequency], and LF/HF [high frequency] ratio) show a significant difference between reading TM and using computer (MF and VR), wherein the latter has a lower MWL. However, no significant difference in subjective MWL assessment (NASA‐TLX [task load index]) and HF% measurement is found.  相似文献   

19.
This paper describes our recent experimental evaluation of Information‐Rich Virtual Environment (IRVE) interfaces. To explore the depth cue/visibility tradeoff between annotation schemes, we design and evaluate two information layout techniques to support search and comparison tasks. The techniques provide different depth and association cues between objects and their labels: labels were displayed either in the virtual world relative to their referent (Object Space) or on an image plane workspace (Viewport Space). The Software Field of View (SFOV) was controlled to 60° or 100° of vertical angle and two groups were tested: those running on a single monitor and those on a tiled nine‐panel display. Users were timed, tracked for correctness, and gave ratings for both difficulty and satisfaction on each task. Significant advantages were found for the Viewport interface, and for high SFOV. The interactions between these variables suggest special design considerations to effectively support search and comparison performance across monitor configurations and projection distortions. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

20.
Interaction meshes are a promising approach for generating natural behaviors of virtual characters during ongoing user interactions. In this paper, we propose several extensions to the interaction mesh approach based on statistical analyses of the underlying example interactions. By applying principal component analysis and correlation analysis in addition to joint distance calculations, both the interaction mesh topology and the constraints used for mesh optimization can be generated in an automated fashion that accounts for the spatial and temporal contexts of the interaction. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

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