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At least 289 records · Page 16

Exploiting virtual synchrony in distributed systems

Applications of a virtually synchronous environment are described for distributed programming, which underlies a collection of distributed programming tools in the ISIS2 system. A virtually synchronous environment allows processes to be structured into process groups, and makes events like broadcasts to the group as an entity, group membership changes, and even migration of an activity from one place to another appear to occur instantaneously, in other words, synchronously. A major advantage to this approach is that many aspects of a distributed application can be treated independently without compromising correctness. Moreover, user code that is designed as if the system were synchronous can often be executed concurrently. It is argued that this approach to building distributed and fault tolerant software is more straightforward, more flexible, and more likely to yield correct solutions than alternative approaches.

Birman, Kenneth P.↗

The effects of viewpoint on the virtual space of pictures

Pictorial displays whose primary purpose is to convey accurate information about the 3-D spatial layout of an environment are discussed. How and how well, pictures can convey such information is discussed. It is suggested that picture perception is not best approached as a unitary, indivisible process. Rather, it is a complex process depending on multiple, partially redundant, interacting sources of visual information for both the real surface of the picture and the virtual space beyond. Each picture must be assessed for the particular information that it makes available. This will determine how accurately the virtual space represented by the picture is seen, as well as how it is distorted when seen from the wrong viewpoint.

Sedgwick, H. A.↗

Head-mounted displays and the measurement of performance in a virtual world

The problems associated with assessing visual performance during translation and rotation in a virtual world are presented. Two studies are summarized that highlight the difficulties in defining and measuring the optical and visual variables that pilots use during the control of a craft in simulated flight. The analysis suggests that gaze line-of-sight (LOS), based on craft orientation, should be used to describe the visual information available to an observer. Head-mounted displays that utilize a headtracker provide a technology that can be used for determining an observer's LOS and generating a virtual world display. Such head-mounted displays put observers in a graphical world that exists no matter where they look.

Bennett, C. Thomas↗

X-ray calibration of a virtual phase 1024 x 1024 CCD

Results are presented on a calibration with X-rays of a front-illuminated virtual phase CCD with a 1024 x 1024 pixel array, performed as a part of the Solar-A preparation, which is a joint Japanese-U.S.-UK space project scheduled for a launch in August 1991. In the experiment, absolute quantum efficiency (QE) of a virtual CCD was measured at 14 wavelengths between 5.4 and 67.7 A, and its flat field responses to the illumination by C-K and Al-K X-rays were investigated together with its imaging properties in visible light. Higher than expected QE measurements were obtained at soft X-ray and EUV wavelengths; these are considered to be caused by fluorescence occurring in the absorbing layers on the CCD-entrance aperture.

Catura, R. C.↗

Three-dimensional virtual acoustic displays

The development of an alternative medium for displaying information in complex human-machine interfaces is described. The 3-D virtual acoustic display is a means for accurately transferring information to a human operator using the auditory modality; it combines directional and semantic characteristics to form naturalistic representations of dynamic objects and events in remotely sensed or simulated environments. Although the technology can stand alone, it is envisioned as a component of a larger multisensory environment and will no doubt find its greatest utility in that context. The general philosophy in the design of the display has been that the development of advanced computer interfaces should be driven first by an understanding of human perceptual requirements, and later by technological capabilities or constraints. In expanding on this view, current and potential uses are addressed of virtual acoustic displays, such displays are characterized, and recent approaches to their implementation and application are reviewed, the research project at NASA-Ames is described in detail, and finally some critical research issues for the future are outlined.

Wenzel, Elizabeth M.↗

The density temperature and the dry and wet virtual adiabats

A density temperature is introduced to represent virtual temperature and potential temperature on thermodynamic diagrams. This study reviews how the dry and wet virtual adiabats can be used to represent stability and air parcel density for unsaturated and cloudy air, and present formula and tabulations.

Bartlo, J.↗

Defining, modeling, and measuring system lag in virtual environments

In such real-time interactive computer environments as those used for virtual environments and simulators, system lag dramatically affects system usability. Attention is presently given to two types of lag: (1) transmission lag time, which is the difference between the moving of a sensing device and that device's motion on a graphic display, and (2) position lag, which is the difference between the actual position of a tracker in motion and the displayed position of a tracker at the same time. A method for measuring these types of lag using a video technique was developed for the NASA-Ames Virtual Interactive Environment Workstation. The position lag can be understood in terms of the transmission lag, so that optimizing a system for small transmission lag will also optimize for small position lag.

Bryson, Steve↗

Implementation and integration of a counterbalanced CRT-based stereoscopic display for interactive viewpoint control in virtual environment applications

The NASA-Ames Counterbalanced CRT-based Stereoscopic Viewer (CCSV), which is being used as a viewing device for biomechanical CAD environments, is uniquely suited for applications in which the user frequently moves between desk work and virtual environment viewing, or in which high resolution views of the virtual environment are required, or in which the viewing device must be shared among collaborators in a group setting. The CCSV hardware encompasses a dual-CRT-based stereoscopic viewer with wide-angle optics, a video electronics box, a dedicated microprocessor system monitoring joint angles in the linkage, and a host computer interpreting sensor values and running the application which renders the right and left views for reader CRTs.

Mcdowall, I. E.↗

Human Machine Interfaces for Teleoperators and Virtual Environments Conference

In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

Source record↗

Analysis of a virtual memory model for maintaining database views

This paper presents an analytical model for predicting the performance of a new support strategy for database views. This strategy, called the virtual method, is compared with traditional methods for supporting views. The analytical model's predictions of improved performance by the virtual method are then validated by comparing these results with those achieved in an experimental implementation.

Kinsley, Kathryn C.↗

A methodology to emulate and evaluate a productive virtual workstation

The Advanced Display and Computer Augmented Control (ADCACS) Program at ACT is sponsored by NASA Ames to investigate the broad field of technologies which must be combined to design a 'virtual' workstation for the Space Station Freedom. This program is progressing in several areas and resulted in the definition of requirements for a workstation. A unique combination of technologies at the ACT Laboratory have been networked to effectively create an experimental environment. This experimental environment allows the integration of nonconventional input devices with a high power graphics engine within the framework of an expert system shell which coordinates the heterogeneous inputs with the 'virtual' presentation. The flexibility of the workstation is evolved as experiments are designed and conducted to evaluate the condition descriptions and rule sets of the expert system shell and its effectiveness in driving the graphics engine. Workstation productivity has been defined by the achievable performance in the emulator of the calibrated 'sensitivity' of input devices, the graphics presentation, the possible optical enhancements to achieve a wide field of view color image and the flexibility of conditional descriptions in the expert system shell in adapting to prototype problems.

Krubsack, David↗

Virtual reality systems

Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

Johnson, David W.↗

Virtually-synchronous communication based on a weak failure suspector

Failure detectors (or, more accurately Failure Suspectors (FS)) appear to be a fundamental service upon which to build fault-tolerant, distributed applications. This paper shows that a FS with very weak semantics (i.e., that delivers failure and recovery information in no specific order) suffices to implement virtually-synchronous communication (VSC) in an asynchronous system subject to process crash failures and network partitions. The VSC paradigm is particularly useful in asynchronous systems and greatly simplifies building fault-tolerant applications that mask failures by replicating processes. We suggest a three-component architecture to implement virtually-synchronous communication: (1) at the lowest level, the FS component; (2) on top of it, a component (2a) that defines new views; and (3) a component (2b) that reliably multicasts messages within a view. The issues covered in this paper also lead to a better understanding of the various membership service semantics proposed in recent literature.

Schiper, Andre↗

Analysis of virtual passive controllers for flexible space structures

The dynamics of flexible spacecraft are not usually well known before launch. This makes it important to develop controllers for such systems that can never be destabilized by perturbations in the structural model. Virtual passive controllers, or active vibration absorbers, possess this guaranteed stability property; they mimic a fictitious flexible structure attached to the true physical one. This report analyzes the properties of such controllers, and shows that disturbance absorption behavior can be naturally described in terms of a set of virtual zeros that they introduce into the closed-loop dynamics of the system. Based on this analysis, techniques are then derived for selecting the active vibration absorber internal parameters, i.e., the gain matrices of such controllers, so as to achieve specified control objectives. Finally, the effects on closed-loop stability of small delays in the feedback loop are investigated. Such delays would typically be introduced by a digital implementation of an active vibration absorber. It is shown that these delays only affect the real parts of the eigenvalues of a lightly-damped structure. Furthermore, it is only the high-frequency modes that are destabilized by delays; low-frequency modes are actually made more heavily damped. Eigenvalue perturbation methods are used to obtain accurate predictions of the critical delay at which a given system will become unstable; these methods also determine which mode is critical.

Williams, Trevor W.↗

Distributed Virtual System (DIVIRS) Project

As outlined in our continuation proposal 92-ISI-50R (revised) on contract NCC 2-539, we are (1) developing software, including a system manager and a job manager, that will manage available resources and that will enable programmers to program parallel applications in terms of a virtual configuration of processors, hiding the mapping to physical nodes; (2) developing communications routines that support the abstractions implemented in item one; (3) continuing the development of file and information systems based on the virtual system model; and (4) incorporating appropriate security measures to allow the mechanisms developed in items 1 through 3 to be used on an open network. The goal throughout our work is to provide a uniform model that can be applied to both parallel and distributed systems. We believe that multiprocessor systems should exist in the context of distributed systems, allowing them to be more easily shared by those that need them. Our work provides the mechanisms through which nodes on multiprocessors are allocated to jobs running within the distributed system and the mechanisms through which files needed by those jobs can be located and accessed.

Schorr, Herbert↗

Traffic routing for multicomputer networks with virtual cut-through capability

Consideration is given to the problem of selecting routes for interprocess communication in a network with virtual cut-through capability, while balancing the network load and minimizing the number of times that a message gets buffered. An approach is proposed that formulates the route selection problem as a minimization problem with a link cost function that depends upon the traffic through the link. The form of this cost function is derived using the probability of establishing a virtual cut-through route. The route selection problem is shown to be NP-hard, and an algorithm is developed to incrementally reduce the cost by rerouting the traffic. The performance of this algorithm is exemplified by two network topologies: the hypercube and the C-wrapped hexagonal mesh.

Kandlur, Dilip D.↗

A teleoperation training simulator with visual and kinesthetic force virtual reality

A force-reflecting teleoperation training simulator with a high-fidelity real-time graphics display has been developed for operator training. A novel feature of this simulator is that it enables the operator to feel contact forces and torques through a force-reflecting controller during the execution of the simulated peg-in-hole task, providing the operator with the feel of visual and kinesthetic force virtual reality. A peg-in-hole task is used in our simulated teleoperation trainer as a generic teleoperation task. A quasi-static analysis of a two-dimensional peg-in-hole task model has been extended to a three-dimensional model analysis to compute contact forces and torques for a virtual realization of kinesthetic force feedback. The simulator allows the user to specify force reflection gains and stiffness (compliance) values of the manipulator hand for both the three translational and the three rotational axes in Cartesian space. Three viewing modes are provided for graphics display: single view, two split views, and stereoscopic view.

Kim, Won S.↗

Virtual-pulse time integral methodology: A new explicit approach for computational dynamics - Theoretical developments for general nonlinear structural dynamics

The present paper describes a new explicit virtual-pulse time integral methodology for nonlinear structural dynamics problems. The purpose of the paper is to provide the theoretical basis of the methodology and to demonstrate applicability of the proposed formulations to nonlinear dynamic structures. Different from the existing numerical methods such as direct time integrations or mode superposition techniques, the proposed methodology offers new perspectives and methodology of development, and possesses several unique and attractive computational characteristics. The methodology is tested and compared with the implicit Newmark method (trapezoidal rule) through a nonlinear softening and hardening spring dynamic models. The numerical results indicate that the proposed explicit virtual-pulse time integral methodology is an excellent alternative for solving general nonlinear dynamic problems.

Chen, Xiaoqin↗