• Title/Summary/Keyword: virtual experiments

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A Methodology for Task placement and Scheduling Based on Virtual Machines

  • Chen, Xiaojun;Zhang, Jing;Li, Junhuai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.9
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    • pp.1544-1572
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    • 2011
  • Task placement and scheduling are traditionally studied in following aspects: resource utilization, application throughput, application execution latency and starvation, and recently, the studies are more on application scalability and application performance. A methodology for task placement and scheduling centered on tasks based on virtual machines is studied in this paper to improve the performances of systems and dynamic adaptability in applications development and deployment oriented parallel computing. For parallel applications with no real-time constraints, we describe a thought of feature model and make a formal description for four layers of task placement and scheduling. To place the tasks to different layers of virtual computing systems, we take the performances of four layers as the goal function in the model of task placement and scheduling. Furthermore, we take the personal preference, the application scalability for a designer in his (her) development and deployment, as the constraint of this model. The workflow of task placement and scheduling based on virtual machines has been discussed. Then, an algorithm TPVM is designed to work out the optimal scheme of the model, and an algorithm TEVM completes the execution of tasks in four layers. The experiments have been performed to validate the effectiveness of time estimated method and the feasibility and rationality of algorithms. It is seen from the experiments that our algorithms are better than other four algorithms in performance. The results show that the methodology presented in this paper has guiding significance to improve the efficiency of virtual computing systems.

Implementation of Virtual Architectural Engineering and Design of Real-time State Server for Internet Virtual Collaboration (가상건축엔지니어링의 구현과 인터넷 가상협동작업을 위한 실시간 상태서버의 설계)

  • 고동일;이범렬;김종성;오원근
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.169-172
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    • 2000
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. And the progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of Share collaboration engine and Virtual Architectural Engineering 2000 (VAE2000) system which is our pilot application implemented with Share collaboration engine. And we explain problems presented by our experiments with VAE2000 system. For those problems, we design our new middle-ware system, SHINE(SHared INternet Environment). The SHINE proposes new concepts and approaches for collaboration with 3D objects in a virtual world.

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Mini-Teleoperation system with a Force-Feedback Haptic Interface within a Virtual Environment (가상환경에서 힘 반영 촉각장치를 이용한 소형 원격조정 시스템)

  • 김대현;김영동;이현의
    • Proceedings of the KIPE Conference
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    • 1998.07a
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    • pp.116-122
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    • 1998
  • This Paper presents some of challenges of creating feedback force, through manipulation of master manipulator, allowing the user to feel objects within a virtual environment. A sense of touch for the virtual environment. A sense of touch for the virtual environments was generated by a virtual compliance control method. In theis system data communication between the master and slave, we used TCP protocol. In the experiments. A position error between the master and slave arm was about $13.56^{\circ}$ in case that the master and slave arm had not compliance properties of the virtual object, while they have the its properties the position error reduced by $2.43^{\circ}$.

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Virtual displays and virtual environments

  • Gilkey, R.H.;Isabelle, S.K.;Simpson, B.B.
    • Journal of the Ergonomics Society of Korea
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    • v.16 no.2
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    • pp.101-122
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    • 1997
  • Our recent work on virtual environments and virtual displays is reviewed, including our efforts to establish the Virtual Environment Research, Interactive Technology, And Simulation (VERITAS) facility and our research on spatial hearing. VERITAS is a state-of -the-art multisensory facility, built around the ${CAVE}^{TM}$ technology. High-quality 3D audio is included and haptic interfaces are planned. The facility will support technical and non-technical users working in a wide variety of application areas. Our own research emphasizes the importance of auditory stimulation in virtual environments and complex display systems. Experiments on auditory-aided visual target acquistion, sensory conflict, sound localization in noise, and loxalization of speech stimuli are discussed.

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Research on the Making Technology of Virtual Orchestral Instrument

  • Wang, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.1
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    • pp.77-87
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    • 2017
  • In this paper, we propose an analysis of the sound source of virtual orchestral music in detail by using the production technology of sampling and playback, and technical experiments and verification for the most advanced Hollywood Library series of timbre and the timbre production and control technology of Vienna instrument Pro and other softwares, to find their solutions and come up with the best timbre production method for orchestral music from the perspective of the specific design ideas of the productions of virtual orchestral instruments. The so-called virtual orchestral instruments are non-real orchestral instruments, which are based on the imitation of timbre of real orchestral instruments, processed and synthesized through the scientific and technological means, and produced by the use of electronic equipments or computers. The study of virtual timbre production technology is very important, and it is like the study of composers' creative techniques. Not only scientific and advanced timbre production methods can be obtained from the study, but also new ways of future timbre production are expected to be explored.

A Study on a Virtual Object Exploration Using a Force Reflection Virtual Teleoperation System (힘 반향 가상원격조작 시스템을 이용한 가상 물체 탐색에 관한 연구)

  • Gwon, Hyeok-Jo;Kim, Gi-Ho;O, Jae-Yun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.5
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    • pp.891-898
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    • 2001
  • This paper develops a master manipulator which can reflect a force from a slave manipulator effectively. It many have a big workspace, can represent a human operators manipulation perfectly, and is composed of a position control part, an orientation control part and an end effector control part. This paper also develops a graphic simulator using the Visual C++ and OpenGL in the Window operating system. It can be used to make a virtual slave manipulator and set a virtual working environment, and provide a visual information from a desired view point. A virtual teleoperation system is developed by connecting the developed master manipulator to the graphic simulator using an interfacing hardware bilaterally. It is used for performing a virtual object exploration experiment. In the experiment, two virtual objects are used. They are virtual wall and virtual hexahedron which have 0.7N/mm and 2.2 N/mm stiffness respectively. The experiments are performed under six different working conditions. The experiment results will show the effectiveness of the reflected force from the slave manipulator for improving the efficiency and stability of the teleoperation task.

An Evaluation of the Streetscape According to the Change of Moving Speed -Through the Experiment of the Virtual Reality- (이동속도의 변화에 따른 가로경관의 평가 -Virtual Reality를 이용한 실험-)

  • 정재희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.5
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    • pp.15-25
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    • 2000
  • The purpose of this paper is to examine the visual evaluation structure about the formal changes of streetscape by the different moving speed in two alternative control plans for the building height and the setback regulation. The virtual reality system is applied to the experimental tool. Eighty-two experimental models are made in consideration of the height and the setback of the building regulation cased by Midou-suji street in Osaka City, Japan. and ten typical models are selected by pre-experiment. Since the changes of the landscape structure consists of the height and the setback of the building, four the evaluation items are set: grade of continuity, order, openness, preference. As there are eighty-two landscape models which are too many to be applied in this experiment, ten role models are drawn out and used in this experiment. The mean difference test, discriminant analysis, and multiple linear regression methods had been used for the statistical analysis methods. The results of this study are as follows; 1) It is found out the fact of the difference evaluation structure amount experiments models. 2) From the sketch analysis and interview, it is found out difference cognition structure by the moving speed and alternatives. 3) From the discriminant and regression analysis, it is found out that the evaluation value about continuity becomes low by the moving speed change from walking speed to driving speed. We suggest that continuous experiment should be made with a variety of groups and models, and general and universal results should also be come out of the experiments above.

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Durability Analysis and Experiments of a Vehicle Component (차량 부품의 내구도 해석과 실험의 비교)

  • Park, Dong-Woon;Park, Su-Jin;Yoo, Wan-Suk
    • Transactions of the Korean Society of Automotive Engineers
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    • v.15 no.2
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    • pp.28-34
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    • 2007
  • In design stage of vehicles, the application of virtual durability analysis techniques enables us to cut down the necessary time and cost to carry out various physical experiments. In this study, computer simulations of vehicle suspensions were carried out with DADS program including component flexibility, and the durability analysis of vehicle components was executed with MSC/Fatigue program using the load history obtained from vehicle dynamic simulation. Driving test of a vehicle was also carried out to obtain precise input data for the durability analysis, and the results of virtual durability analysis were compared to those of experiments.

Virtual Prototyping Simulation for a Passenger Vehicle

  • Kwon Son;Park, Kyung-Hyun;Eom, Sung-Sook
    • Journal of Mechanical Science and Technology
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    • v.15 no.4
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    • pp.448-458
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    • 2001
  • The primary goal of virtual prototyping is to eliminate the need for fabricating physical prototypes, and to reduce cost and time for developing new products. A virtual prototyping seeks to create a virtual environment where the development of a new model can be flexible as well as rapid, and experiments can be carried out effectively concerning kinematics, dynamics, and control aspects of the model. This paper addresses the virtual environment used for virtual prototyping of a passenger vehicle. It has been developed using the dVISE environment that provides such useful features as actions, events, sounds, and light features. A vehicle model including features, and behaviors is constructed by employing an object-oriented paradigm and contains detailed information about a real-size vehicle. The human model is also implemented not only for visual and reach evaluations of the developed vehicle model, but also for behavioral visualization during a crash test. For the real time driving simulation, a neural network model is incorporated into the virtual environment. The cases of passing bumps with a vehicle are discussed in order to demonstrate the applicability of a set of developed models.

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A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.