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Distributed Simulation and Real Time Applications (DS-RT), 2010 IEEE/ACM 14th International Symposium on

Date 17-20 Oct. 2010

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Displaying Results 1 - 25 of 42
  • [Front cover]

    Publication Year: 2010, Page(s): C1
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  • [Title page i]

    Publication Year: 2010, Page(s): i
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  • [Title page iii]

    Publication Year: 2010, Page(s): iii
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  • [Copyright notice]

    Publication Year: 2010, Page(s): iv
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  • Table of contents

    Publication Year: 2010, Page(s):v - viii
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  • Message from the Chairs

    Publication Year: 2010, Page(s):ix - x
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  • Organizing Committee

    Publication Year: 2010, Page(s):xi - xii
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  • Program Committee

    Publication Year: 2010, Page(s):xiii - xiv
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  • Steering and Advisory Board Committees

    Publication Year: 2010, Page(s): xv
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  • list-reviewer

    Publication Year: 2010, Page(s):xvi - xvii
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  • Getting from Here to There: Locomotion in Virtual Environments

    Publication Year: 2010, Page(s): 3
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    Summary form only given. Walking is perhaps the most fundamental example of user interaction with a virtual environment (VE). Making walking, a sensory-motor action, seem natural to the VE user is a problem with many facets: locomotion interfaces should properly stimulate the senses, they should enable movement in any direction, e.g., walking backwards), and they should not impair the user's abili... View full abstract»

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  • CommPar: A Community-Based Model Partitioning Approach for Large-Scale Networked Social Dynamics Simulation

    Publication Year: 2010, Page(s):7 - 13
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (241 KB) | HTML iconHTML

    Efficient large-scale simulation on multiple processors is essential for social dynamics study but still has been proved to be a challenge. Community structure is a ubiquitous property of social networks. It has significant influence on its dynamics and leads the selection of model partition algorithms a critical performance issue. However, the underlying community structure is not well exploited ... View full abstract»

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  • Self-Adaptive Dynamic Load Balancing for Large-Scale HLA-Based Simulations

    Publication Year: 2010, Page(s):14 - 21
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (269 KB) | HTML iconHTML

    Large-scale HLA-based simulations are susceptible to performance issues caused by load imbalances. High Level Architecture (HLA) was designed to organize distributed simulations, but it does not provide any mechanism to prevent imbalances. Also, several load balancing schemes have been proposed to properly re-arrange simulation load, but they do not present all the features needed for large-scale ... View full abstract»

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  • Supporting the Decentralized Development of Large-Scale Distributed Real-Time LVC Simulation Systems with TENA (The Test and Training Enabling Architecture)

    Publication Year: 2010, Page(s):22 - 29
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (630 KB) | HTML iconHTML

    Interoperability of constituent systems is the primary challenge for a large-scale distributed Live-Virtual-Constructive (LVC) simulation activity. The grand challenge is to integrate, for the first time, all aspects of interoperability necessary not only to enable but to ensure interoperability throughout an large-scale LVC system. Previously, a handful of these aspects of interoperability have b... View full abstract»

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  • QoS-Enabled ANFIS Dead Reckoning Algorithm for Distributed Interactive Simulation

    Publication Year: 2010, Page(s):33 - 42
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (533 KB) | HTML iconHTML

    Dead Reckoning mechanisms are usually used to estimate the position of simulated entity in virtual environment. However, this technique often ignores available contextual information that may influence to the state of an entity, sacrificing remote predictive accuracy in favor of low computational complexity. A novel extension of Dead Reckoning is suggested in this paper to increase the network ava... View full abstract»

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  • Scale Virtual Worlds through Dynamic Load Balancing

    Publication Year: 2010, Page(s):43 - 52
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1371 KB) | HTML iconHTML

    Dynamic load balancing holds the potential to scale virtual worlds flexibly by dynamic allocation of hardware to match load. In this paper, we study the benefits and overheads of space based load partitioning, in particular, distributed binary space partitioning (BSP). Our evaluation is based on Open Simulator, a virtual world system compatible with Second Life® viewers. Our work reveals th... View full abstract»

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  • Synchronization of Images from Multiple Cameras to Reconstruct a Moving Human

    Publication Year: 2010, Page(s):53 - 60
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (623 KB) | HTML iconHTML

    What level of synchronization is necessary between images from multiple cameras in order to realistically reconstruct a moving human in 3D? Live reconstruction of the human form, from cameras surrounding the subject, could bridge the gap between video conferencing and Immersive Collaborative Virtual Environments (ICVEs). Video conferencing faithfully reproduces what someone looks like whereas ICVE... View full abstract»

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  • MOSAIC - A Mobile Peer-to-Peer Networks-Based 3D Streaming Supplying Partner Protocol

    Publication Year: 2010, Page(s):61 - 68
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (532 KB) | HTML iconHTML

    The rapid spread of wireless mobile devices and the advances of wireless communication have fueled the interest about streaming 3D graphics on mobile devices to be used in augmented reality based classes of applications. In these types of applications, a real world is mapped into the virtual world and thin mobile devices are employed to navigate in the virtual simulated environment (VE). In eviden... View full abstract»

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  • Supporting Multi-dimensional Range Query in HD Tree

    Publication Year: 2010, Page(s):71 - 78
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (413 KB) | HTML iconHTML

    There are two basic concerns for supporting multi-dimensional range query in P2P overlay networks. The first is to preserve data locality in the process of data space partitioning, and the second is the maintenance of data locality among data items with an exponentially expanding rate and an exponentially extending rate. The first problem has been well addressed by using recursive decomposition sc... View full abstract»

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  • Synchronised Range Queries in Distributed Simulations of Multi-agent Systems

    Publication Year: 2010, Page(s):79 - 86
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (259 KB) | HTML iconHTML

    Range-Query is an important associative form of data access in distributed simulations and Distributed Virtual Environments. This paper discusses the problem of Range-Queries in the context of distributed simulation of multi-agent systems. An algorithm is presented for performing instantaneous Queries within an optimistic synchronisation framework and in the presence of dynamic migration of the si... View full abstract»

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  • Kiltera: A Language for Timed, Event-Driven, Mobile and Distributed Simulation

    Publication Year: 2010, Page(s):87 - 96
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (427 KB) | HTML iconHTML

    Kiltera is a language for modelling, analysis and simulation of time-sensitive, event-driven systems with support for (channel) mobility, introduced in. In this paper we present an updated version of the language to support distributed computation. We present the language from an informal perspective and discuss its implementation based on event-scheduling and time-warp for distributed simulation.... View full abstract»

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  • Battle Management Language Enables Rapid Integration of Command & Control with Simulation

    Publication Year: 2010, Page(s): 99
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    Summary form only given. Recent developments in XML-based interoperation technology have shown how to achieve rapid integration of different systems that can be mapped into the same symbolic namespace. This talk will describe a project in this area that created a system of interoperating systems, consisting of six different national command and control systems and five national simulations from pa... View full abstract»

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  • Scenario Based Modeling for Very Large Scale Simulations

    Publication Year: 2010, Page(s):103 - 110
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2328 KB) | HTML iconHTML

    In order to develop complexity science based modeling, prediction and simulation methods for large scale socio-technical systems in an Ambient Intelligence (AmI) based smart environment, we propose a scenario based modeling approach. With a case study on AmI technology to support the evacuation from emergency scenarios, i.e. the Life Belt, a wearable computing systems for vibro-tactile directional... View full abstract»

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  • AmI Technology Helps to Sustain Speed While Merging - A Data Driven Simulation Study on Madrid Motorway Ring M30

    Publication Year: 2010, Page(s):111 - 120
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    A considerable increase in road traffic has provoked a total change in the operating paradigms of vehicles, shifting vehicle handling from “just steering” towards a complex adaptation task. With the emergence of wireless communication technology, vehicle operation can now incorporate for the first time ever beside the local driver-vehicle interaction also more significant information... View full abstract»

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  • Understanding and Building Interoperable, Integrable and Composable Distributed Training Simulations

    Publication Year: 2010, Page(s):121 - 128
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1122 KB) | HTML iconHTML

    Distributed virtual environments for training simulations can potentially improve team work quality besides introducing a safe environment to investigate human behavior in abnormal situations. However, the creation of such simulations is complex and expensive. Simulation reuse by means of interoperability, integrability and composability help saving money and development time. However, this is one... View full abstract»

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