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1.
邱菡  伊鹏  邬江兴 《计算机工程与应用》2006,42(15):149-151,197
宽带接入是当前热点问题,用户的流量管理是其实现的一个重要方面。根据宽带接入的需要,在分析现有缓存管理算法的基础上,提出了URED基于用户的缓存管理算法,这种算法采用虚拟用户队列和实际业务队列管理分组,将用户流状态引入到分组丢弃概率计算中,在用户区分的粒度上提供了用户流的管理并保证了业务流服务质量。通过分析和仿真,证明了URED算法的性能,比现有缓存管理算法更适合于接入路由器的要求。  相似文献   

2.
Mobile computing requires an advanced infrastructure that integrates suitable support protocols, mechanisms, and tools. This mobility middleware should dynamically reallocate and trace mobile users and terminals and permit communication and coordination of mobile entities. In addition, open and untrusted environments must overcome system heterogeneity and grant the appropriate security level. Solutions to these issues require compliance with standards to interoperate with different systems and legacy components and a reliable security infrastructure based on standard cryptographic mechanisms and tools. Many proposals suggest using mobile agent technology middleware to address these issues. A mobile agent moves entities in execution together with code and achieved state, making it possible to upgrade distributed computing environments without suspending service. We propose three mobile computing services: user virtual environment (UVE), mobile virtual terminal (MVT), and virtual resource management (VRM). UVE provides users with a uniform view of their working environments independent of current locations and specific terminals. MVT extends traditional terminal mobility by preserving the terminal execution state for restoration at new locations, including active processes and subscribed services. VRM permits mobile users and terminals to maintain access to resources and services by automatically requalifying the bindings and moving specific resources or services to permit load balancing and replication  相似文献   

3.
User simulation in a stochastic dialog system   总被引:1,自引:1,他引:0  
We present a new methodology of user simulation applied to the evaluation and refinement of stochastic dialog systems. Common weaknesses of these systems are the scarceness of the training corpus and the cost of an evaluation made by real users. We have considered the user simulation technique as an alternative way of testing and improving our dialog system. We have developed a new dialog manager that plays the role of the user. This user dialog manager incorporates several knowledge sources, combining statistical and heuristic information in order to define its dialog strategy. Once the user simulator is integrated into the dialog system, it is possible to enhance the dialog models by an automatic strategy learning. We have performed an extensive evaluation, achieving a slight but clear improvement of the dialog system.  相似文献   

4.
As massively multiuser virtual environments (MMVEs) expand in terms of size and user population, they tend toward using P2P architectures as a way to provide scalability without the need for large centralized resources. Distributed hash table (DHT)-based networks have been introduced as a promising option for overlay-based distributed massively multiuser virtual environment applications. However, overlay latency stretch seriously affects MMVE performance where QoS is crucial for real-time user collaboration. This work includes a series of efforts in the alleviation of such undesired latency. Our approach to latency mitigation consists of two phases. First, we propose a position-based ID assignment approach to minimize message hop-count by exploiting the clustered pattern of traffic exchange among MMVE users. Second, we introduce a new ant-based distributed neighbor selection scheme that can be used by MMVE users to select the best neighbors within their areas of interest. In order to evaluate the performance of this heuristic approach, we model the neighbor selection problem in the form of a network flow problem and use its solution as an optimality bound to compare the results. Simulation results demonstrate that the proposed algorithms will compensate for DHT latency stretch to a high extent and the performance of the resulting system would closely follow the optimal bound while communication overhead is negligible.  相似文献   

5.
基于逻辑层次树的动态组播密钥管理改进方案   总被引:1,自引:0,他引:1       下载免费PDF全文
提出了一种基于逻辑密钥分层机制(LKH)的密钥管理改进方案。该方案中密钥树采用节点坐标标记方法,便于密钥树的更新。组管理器只需要根据成员ID值计算成员所在路径上各节点密钥值,维护自己的私钥。对其安全性、组管理器计算量、密钥分发量等性能的分析表明,与传统的逻辑层次树密钥管理方案和其他改进方案相比,该方案减少了组管理器的密钥存储量和更新时的计算量与通信量,适合于大规模动态组播的应用,  相似文献   

6.
为了提高电力用电负荷用户的精细化管理,提出了一种基于模糊聚类的电力用电负荷用户识别分析方法。分析了某区域用户的工业负荷变化规律,研究了电力数据与天气之间的改变及其日负荷特征曲线,同时引入模糊聚类分析方法,对上述工业负荷的用电特征进行了判断。选择某区域的工业负荷用户进行研究,对用户进行负荷曲线计算。并通过实验测试来验证本文方法的可行性,以此作为供电公司对用电数据进行精细管理的参考依据。  相似文献   

7.
3D User Interfaces: New Directions and Perspectives   总被引:1,自引:0,他引:1  
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or virtual space. In this article, the founders and organizers of the IEEE Symposium on 3D User Interfaces reflect on the state of the art in several key aspects of 3D UIs and speculate on future research.  相似文献   

8.
In this paper, we present a user model of subjective quality assessment on virtual viewpoint image (VVI) for free-viewpoint video system. VVIs are rendered through neighbor viewpoint color and depth images, and it is a new type of image that generated for human-computer interaction (HCI) in free-viewpoint video system. In this system, a natural scene is captured by multi-viewpoint cameras, and users can view the scene from any desired viewpoint, regardless the real or virtual one. The subjective quality of VVIs is crucial for the quality of experiences for HCI, because the magnitude of VVI is much greater than the real. In order to find the user model of VVI quality assessment, we organize three sets of stimuli, including Symmetric Stimuli, Asymmetric Stimuli Part I and Part II, to reveal the psychological responses of participants. A psychometric function is consequently obtained to determine the relationship between stimulus and psychological responses. Further discussions on the factors of distortion level, gender, age and academic background are examined to find the influence on the user model. We find that the distortion level of neighbor viewpoint color images has the dominant impact on the user model, while other factors contribute little.  相似文献   

9.
Digital fingerprinting protects multimedia content from illegal redistribution by uniquely marking copies of the content distributed to users. Most existing multimedia fingerprinting schemes consider a user set on the scale of thousands. However, in such real-world applications as video-on-demand distribution, the number of potential users can be as many as 10-100 million. This large user size demands not only strong collusion resistance but also high efficiency in fingerprint construction, and detection, which makes most existing schemes incapable of being applied to these applications. A recently proposed joint coding and embedding fingerprinting framework provides a promising balance between collusion resistance, efficient construction, and detection, but several issues remain unsolved for applications involving a large group of users. In this paper, we explore how to employ the joint coding and embedding framework and develop practical algorithms to fingerprint video in such challenging settings as to accommodate more than ten million users and resist hundreds of users' collusion. We investigate the proper code structure for large-scale fingerprinting and propose a trimming detection technique that can reduce the decoding computational complexity by more than three orders of magnitude at the cost of less than 0.5% loss in detection probability under moderate to high watermark-to-noise ratios. Both analytic and experimental results show a high potential of joint coding and embedding to meet the needs of real-world large-scale fingerprinting applications.  相似文献   

10.
Distributed virtual environments need to address issues related to the control of network traffic, resource management, and scalability. Given the distributed nature of these environments, the main problems they need to overcome are the efficient distribution of workload among the servers and the minimization of the communication cost. In this direction, a lot of work has been done and numerous relevant techniques and algorithms have been proposed. The majority of these approaches mainly focus on user entities and their interactions. However, most of actual DVE systems include additional and non-dynamic elements, denoted as objects, whose presence can affect users?? behavior. This paper introduces virtual objects?? attributes and proposes two approaches that exploit these attributes in order to handle workload assignment and communication cost in DVE systems. Both approaches take into account scenario-specific aspects of DVE systems, such as the impact that entities?? attributes have on each other and the way this impact can affect the system??s state. These scenario-specific aspects are then combined with quantitative factors of the system, such as workload, communication cost, and utilization. The experiments conducted in order to validate the behavior of the proposed approach show that the incorporation of object??s presence can improve the DVE system??s performance. More specifically, objects?? presence and their attributes can assist in the significant reduction in the communication cost along with effective workload distribution among the system??s servers.  相似文献   

11.
鉴于异构蜂窝网络(Heterogeneous cellular network,HCN)的自身特性,传统最强信号接入(小区选择)方式已不再适合,新型小区选择方案急需引入。不同于传统接入方案,新型方案应具备平衡各类基站负载的能力。为反映用户资源消耗水平与实现平衡网络负载的目的,设计了一个服务质量(Quality of service,QoS)感知的负载平衡方案。该方案以资源消耗量作为基站负载,且同时拟合了用户服务质量需求。最终,该方案被规划为网络加权效益最大化问题。从规划问题的形式来看,该问题为非线性、混合整数优化问题,因此求解其最优解富于挑战性(尤其针对大规模问题)。为解决该问题,尝试利用对偶分解法设计了一个分布式算法。仿真结果表明,相比于最强信号接入和区域拓展接入,提出的接入方案具有更高的负载平衡水平与更低的呼叫阻塞概率。  相似文献   

12.
张峻玮  杨洲 《计算机科学》2014,41(12):176-178
为了降低组用户推荐的计算时间,提出了一种改进的层次聚类协同过滤用户推荐算法。由于数据的稀疏性,传统的聚类方法在尝试划分用户群时效果不理想。考虑到传统聚类算法的聚类中心不变组内用户间相关度不高等问题,将用户进行聚类,然后按照分类计算出每个用户的推荐结果,在进行聚类的同时充分利用用户间的信息传递来增强组内用户的信息共享,最后将组内所有的用户的推荐结果进行聚合。最后仿真实验表明,本方法能够有效地提高推荐的准确度,比传统的协同过滤算法具有更高的执行效率。  相似文献   

13.
When interacting in a virtual environment, users are confronted with a number of interaction techniques. These interaction techniques may complement each other, but in some circumstances can be used interchangeably. Because of this situation, it is difficult for the user to determine which interaction technique to use. Furthermore, the use of multimodal feedback, such as haptics and sound, has proven beneficial for some, but not all, users. This complicates the development of such a virtual environment, as designers are not sure about the implications of the addition of interaction techniques and multimodal feedback. A promising approach for solving this problem lies in the use of adaptation and personalization. By incorporating knowledge of a user’s preferences and habits, the user interface should adapt to the current context of use. This could mean that only a subset of all possible interaction techniques is presented to the user. Alternatively, the interaction techniques themselves could be adapted, e.g. by changing the sensitivity or the nature of the feedback. In this paper, we propose a conceptual framework for realizing adaptive personalized interaction in virtual environments. We also discuss how to establish, verify and apply a user model, which forms the first and important step in implementing the proposed conceptual framework. This study results in general and individual user models, which are then verified to benefit users interacting in virtual environments. Furthermore, we conduct an investigation to examine how users react to a specific type of adaptation in virtual environments (i.e. switching between interaction techniques). When an adaptation is integrated in a virtual environment, users positively respond to this adaptation as their performance significantly improve and their level of frustration decrease.  相似文献   

14.
Keeping up with the changing needs of users is a challenging task for the IS department. However, the IS department must do so in order to continue contributing to the organization' s growth by helping it maintain its competitive potential. This column describes a plan used by one IS director to realign his department with user expectations and, at the same time, reorient his management support system to support this new direction.  相似文献   

15.
低频减载对于负荷调节的时效性以及准确性要求较高,在负荷削减的过程中存在欠切和过切的现象,同时负荷调节涉及的用户较多,给用户带来不便,负荷削减还会对设备的正常运行产生影响。针对上述问题,本文提出一种面向用户负荷特征的低频减载分层调节策略。该策略将负荷调节偏差最低、减载用户比例最小作为优化目标;通过设置高污染、高耗能等不同特征用户负荷的重要等级标签,以此调节参与负荷削减的用户比例,保障普通用户负荷的正常运行。此外本文设计了基于负荷控制单元的低频减载系统执行机构,通过预先向负荷控制单元下发调节策略,解决低频减载的时效性和准确性问题。本文通过仿真分析低频减载控制策略的合理性,实现了平均每轮0.87%的较低调控误差,每轮参与负荷削减用户的比例平均值为45%,满足了监测更靠前、切荷更及时、管控更精准的预期目标。  相似文献   

16.
由于传统模型大量约束样本,导致其学习能力下降,因此设计一个基于改进支持向量机(Support Vector Machine,SVM)的互联网用户分类模型.该模型通过构造样本数据,模拟互联网用户的浏览轨迹;根据用户偏好,制定全新的用户分类策略;基于改进支持向量机,实现对互联网用户的分类.性能测试:3次实验下,此次设计的模型分类准确率平均值为98.56%,超出了预设的期望值,具备分类能力.对比测试:与两组传统用户分类模型相比,此次设计的模型,面对不断增加的样本数据,同样能保持高水平的学习能力.  相似文献   

17.
Many of today’s virtual environment applications, such as massively multiplayer online games, involve a large and rapidly changing set of users. The server-based architecture of these applications makes its hard for them to support the dynamic user base and provide a scalable solution. Badumna, a scalable network engine for large-scale virtual environments, was developed to address these issues. The approach is based on a decentralised architecture using a structured peer-to-peer network. In order to ensure a highly scalable and efficient design, Badumna uses techniques that include neighbour introductions and the formation of dynamic bounded regions to reduce the load on the peer-to-peer network. The performance of Badumna is evaluated using extensive simulations. Results indicate that Badumna is able to scale to a large number of users without placing any additional overheads on the network that degrade performance.  相似文献   

18.
Distributed virtual environments and massively multiplayer online games in particular have been on the rise for several years now. They offer huge digital environments characterized by tens of thousands of users interacting with each other. Efficiently managing these online worlds requires scalable architectures to distribute the load over multiple servers and maintain a high Quality of Experience (QoE). This need will only increase as online virtual worlds become more and more popular. A traditional approach to improve the scalability of this type of system is to statically partition the virtual world in smaller segments called cells, each assigned to a dedicated server.In this paper a novel approach of dividing the virtual world into even smaller parts called microcells is introduced. Critical in this approach are the algorithms that manage the microcell allocation over the available servers. These algorithms must face a number of challenges and have as a central goal to keep the load experienced by the servers below a given threshold. On one hand, clustering interacting microcells on one server allows to limit the overall load by minimizing the communication overhead. On the other hand, locating too many microcells on one server may cause the load to violate the threshold value, resulting in an overload situation. In this paper we present a number of algorithms that determine the microcell allocation and runtime adaptations of the microcell allocation to optimize the deployment. We evaluate the microcell approach by studying the impact of the microcell size and the number of servers. The efficiency of the algorithms in terms of their ability to decrease the maximum server load and their capability to maintain an ideal deployment in dynamic environments is also studied.  相似文献   

19.
Asperger's Syndrome (AS) is an autistic spectrum disorder characterised by normal to high IQ but with marked impairment in social skills. Successful social skills training appears to be best achieved either in situ or in role-play situations where users can explore different outcomes resulting from their social behaviour. Single user virtual environments (SVEs) provide an opportunity for users with AS to learn social interaction skills in a safe environment which they can visit as many times as they like.The use of game-like tasks can provide an incentive and can also be used to guide the user through progressive learning stages. Collaborative virtual environments (CVEs) allow several users to interact simultaneously within the virtual environment, each taking different perspectives or role-play characters. Within the AS interactive project a series of SVEs and CVEs have been developed in collaboration with users and professional groups with an overall aim of supporting social skills learning. Initial evaluation studies have been carried out which have been used to both inform and refine the design of these virtual environments (VEs) as well as giving an insight into the understanding and interpretation of these technologies by users with AS.  相似文献   

20.
基于角色的用户权限管理是目前应用最广泛的用户管理方法,ORACLE 10g提供的基于角色用户管理系统为系统的安全保障提供了基础。介绍了基于角色用户管理的原理,分析了ORACLE提供的角色和权限管理机制,并以一个图书管理系统的数据库为例,进行了角色、用户和权限的设计。测试结果表明,所设计的用户系统提供了用户访问系统的最小权限,能够有效防止用户越权访问数据。  相似文献   

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