In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object t...In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object to each other by only haptics and by haptics and vision (including with/ without drawing an arrow to indicate the direction of force applied to the object by the other user). We carry out QoE (Quality of Experience) assessment subjectively and objectively to investigate the influence of network delay on will transmission. As a result, we clarify the effects of vision on the transmissibility of haptic will transmission.展开更多
In this paper, the properties of distributed virtual environment (DVE) and the requirements on computer networks is briefly reviewed. A multicast protocol, called sender initiated grouping multicast protocol for DVE...In this paper, the properties of distributed virtual environment (DVE) and the requirements on computer networks is briefly reviewed. A multicast protocol, called sender initiated grouping multicast protocol for DVE (SIGMP), is proposed. This new multicast protocol is based on a novel concept, multicast group (MG), which divides all participants in a DVE system into groups, among which there is a multicast group trustee (MGT) node to manage the group. The protocol provides unreliable/reliable, totally ordered and multiple to multiple multicast transmission service for DVE systems without sacrificing the communication efficiency heavily. At the same time, reliable unicast and one to multiple multicast transmission services are also supported. The performance analysis of the new protocols is also presented. Based on SIGMP, a simple demonstration of DVE system is designed and implemented. This demo system is running on several SGI workstations connected by a FDDI and Ethernet network.展开更多
With the continuous development of network func-tions virtualization(NFV)and software-defined networking(SDN)technologies and the explosive growth of network traffic,the requirement for computing resources in the netw...With the continuous development of network func-tions virtualization(NFV)and software-defined networking(SDN)technologies and the explosive growth of network traffic,the requirement for computing resources in the network has risen sharply.Due to the high cost of edge computing resources,coordinating the cloud and edge computing resources to improve the utilization efficiency of edge computing resources is still a considerable challenge.In this paper,we focus on optimiz-ing the placement of network services in cloud-edge environ-ments to maximize the efficiency.It is first proved that,in cloud-edge environments,placing one service function chain(SFC)integrally in the cloud or at the edge can improve the utilization efficiency of edge resources.Then a virtual network function(VNF)performance-resource(P-R)function is proposed to repre-sent the relationship between the VNF instance computing per-formance and the allocated computing resource.To select the SFCs that are most suitable to deploy at the edge,a VNF place-ment and resource allocation model is built to configure each VNF with its particular P-R function.Moreover,a heuristic recur-sive algorithm is designed called the recursive algorithm for max edge throughput(RMET)to solve the model.Through simula-tions on two scenarios,it is verified that RMET can improve the utilization efficiency of edge computing resources.展开更多
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern...Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.展开更多
Virtual manufacturing is fast becoming an affordable technology with wide-ranging applications in modern manufacturing. Its advantages over existing technology are primarily that users can visualize, feel involvement ...Virtual manufacturing is fast becoming an affordable technology with wide-ranging applications in modern manufacturing. Its advantages over existing technology are primarily that users can visualize, feel involvement and interact with virtual representations of real world activities in real time. In this paper, a virtual cutting system is built which can simulate turning process, estimate tool wear and cutting force using artificial neural network etc. Using the simulated machining environment in virtual reality (VR), the user can practise and preview the operations for possible problems that might occur during implementation. This approach enables designers to evaluate and design feasible machining processes in a consistent manner as early as possible during the development process.展开更多
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim...In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.展开更多
Virtual Landslide Disaster environments are important for multilevel simulation,analysis and decision-making about Landslide Disasters.However,in the existing related studies,complex disaster scene objects and relatio...Virtual Landslide Disaster environments are important for multilevel simulation,analysis and decision-making about Landslide Disasters.However,in the existing related studies,complex disaster scene objects and relationships are not deeply analyzed,and the scene contents are fixed,which is not conducive to meeting multilevel visualization task requirements for diverse users.To resolve the above issues,a construction method for Personalized Virtual Landslide Disaster Environments Based on Knowledge Graphs and Deep Neural networks is proposed in this paper.The characteristics of relationships among users,scenes and data were first discussed in detail;then,a knowledge graph of virtual Landslide Disaster environments was established to clarify the complex relationships among disaster scene objects,and a Deep Neural network was introduced to mine the user history information and the relationships among object entities in the knowledge graph.Therefore,a personalized Landslide Disaster scene data recommendation mechanism was proposed.Finally,a prototype system was developed,and an experimental analysis was conducted.The experimental results show that the method can be used to recommend intelligently appropriate disaster information and scene data to diverse users.The recommendation accuracy stabilizes above 80%–a level able to effectively support The Construction of Personalized Virtual Landslide Disaster environments.展开更多
Background Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus.Many students and researchers have already attempted to use computer vision technology to automatically detect human beings...Background Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus.Many students and researchers have already attempted to use computer vision technology to automatically detect human beings in the field of view of a camera and help enforce social distancing.However,because of the present lockdown measures in several countries,the validation of computer vision systems using large-scale datasets is a challenge.Methods In this paper,a new method is proposed for generating customized datasets and validating deep-learning-based computer vision models using virtual reality(VR)technology.Using VR,we modeled a digital twin(DT)of an existing office space and used it to create a dataset of individuals in different postures,dresses,and locations.To test the proposed solution,we implemented a convolutional neural network(CNN)model for detecting people in a limited-sized dataset of real humans and a simulated dataset of humanoid figures.Results We detected the number of persons in both the real and synthetic datasets with more than 90%accuracy,and the actual and measured distances were significantly correlated(r=0.99).Finally,we used intermittent-layer-and heatmap-based data visualization techniques to explain the failure modes of a CNN.Conclusions A new application of DTs is proposed to enhance workplace safety by measuring the social distance between individuals.The use of our proposed pipeline along with a DT of the shared space for visualizing both environmental and human behavior aspects preserves the privacy of individuals and improves the latency of such monitoring systems because only the extracted information is streamed.展开更多
Network functions such as intrusion detection systems (IDS) have been increasingly deployed as virtual network functions or outsourced to cloud service providers so as to achieve the scalability and agility, and reduc...Network functions such as intrusion detection systems (IDS) have been increasingly deployed as virtual network functions or outsourced to cloud service providers so as to achieve the scalability and agility, and reducing equipment costs and operational cost. However, virtual intrusion detection systems (VIDS) face more serious security threats due to running in a shared and virtualized environment instead of proprietary devices. Cloud service providers or malicious tenants may illegally access and tamper with the policies, packet information, and internal processing states of intrusion detection systems, thereby violating the privacy and security of tenant’s networks. To address these challenges, we use Intel Software Guard Extensions (SGX) to build a Trusted Virtual Intrusion Detection System (TVIDS). For TVIDS, to prevent cloud service providers from accessing sensitive information about the users’ network, we build a trusted execution environment for security policy, packets processing, and internal state so that cloud service providers and other malicious tenants can’t access the protected code, policy, processing states, and packets information of the intrusion detection system. We implemented TVIDS on the basis of the Snort which is a famous open-source IDS and evaluated its results on real SGX hardware.The results show that our method can protect the security of the virtual IDS and brings acceptable performance overhead.展开更多
文摘In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object to each other by only haptics and by haptics and vision (including with/ without drawing an arrow to indicate the direction of force applied to the object by the other user). We carry out QoE (Quality of Experience) assessment subjectively and objectively to investigate the influence of network delay on will transmission. As a result, we clarify the effects of vision on the transmissibility of haptic will transmission.
文摘In this paper, the properties of distributed virtual environment (DVE) and the requirements on computer networks is briefly reviewed. A multicast protocol, called sender initiated grouping multicast protocol for DVE (SIGMP), is proposed. This new multicast protocol is based on a novel concept, multicast group (MG), which divides all participants in a DVE system into groups, among which there is a multicast group trustee (MGT) node to manage the group. The protocol provides unreliable/reliable, totally ordered and multiple to multiple multicast transmission service for DVE systems without sacrificing the communication efficiency heavily. At the same time, reliable unicast and one to multiple multicast transmission services are also supported. The performance analysis of the new protocols is also presented. Based on SIGMP, a simple demonstration of DVE system is designed and implemented. This demo system is running on several SGI workstations connected by a FDDI and Ethernet network.
基金This work was supported by the Key Research and Development(R&D)Plan of Heilongjiang Province of China(JD22A001).
文摘With the continuous development of network func-tions virtualization(NFV)and software-defined networking(SDN)technologies and the explosive growth of network traffic,the requirement for computing resources in the network has risen sharply.Due to the high cost of edge computing resources,coordinating the cloud and edge computing resources to improve the utilization efficiency of edge computing resources is still a considerable challenge.In this paper,we focus on optimiz-ing the placement of network services in cloud-edge environ-ments to maximize the efficiency.It is first proved that,in cloud-edge environments,placing one service function chain(SFC)integrally in the cloud or at the edge can improve the utilization efficiency of edge resources.Then a virtual network function(VNF)performance-resource(P-R)function is proposed to repre-sent the relationship between the VNF instance computing per-formance and the allocated computing resource.To select the SFCs that are most suitable to deploy at the edge,a VNF place-ment and resource allocation model is built to configure each VNF with its particular P-R function.Moreover,a heuristic recur-sive algorithm is designed called the recursive algorithm for max edge throughput(RMET)to solve the model.Through simula-tions on two scenarios,it is verified that RMET can improve the utilization efficiency of edge computing resources.
文摘Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.
文摘Virtual manufacturing is fast becoming an affordable technology with wide-ranging applications in modern manufacturing. Its advantages over existing technology are primarily that users can visualize, feel involvement and interact with virtual representations of real world activities in real time. In this paper, a virtual cutting system is built which can simulate turning process, estimate tool wear and cutting force using artificial neural network etc. Using the simulated machining environment in virtual reality (VR), the user can practise and preview the operations for possible problems that might occur during implementation. This approach enables designers to evaluate and design feasible machining processes in a consistent manner as early as possible during the development process.
文摘In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.
基金supported by the National Key Research and Development Program of China[grant number 2016YFC0803105]the National Natural Science Foundation of China[grant numbers 41801297,41801301 and 41941019].
文摘Virtual Landslide Disaster environments are important for multilevel simulation,analysis and decision-making about Landslide Disasters.However,in the existing related studies,complex disaster scene objects and relationships are not deeply analyzed,and the scene contents are fixed,which is not conducive to meeting multilevel visualization task requirements for diverse users.To resolve the above issues,a construction method for Personalized Virtual Landslide Disaster Environments Based on Knowledge Graphs and Deep Neural networks is proposed in this paper.The characteristics of relationships among users,scenes and data were first discussed in detail;then,a knowledge graph of virtual Landslide Disaster environments was established to clarify the complex relationships among disaster scene objects,and a Deep Neural network was introduced to mine the user history information and the relationships among object entities in the knowledge graph.Therefore,a personalized Landslide Disaster scene data recommendation mechanism was proposed.Finally,a prototype system was developed,and an experimental analysis was conducted.The experimental results show that the method can be used to recommend intelligently appropriate disaster information and scene data to diverse users.The recommendation accuracy stabilizes above 80%–a level able to effectively support The Construction of Personalized Virtual Landslide Disaster environments.
文摘Background Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus.Many students and researchers have already attempted to use computer vision technology to automatically detect human beings in the field of view of a camera and help enforce social distancing.However,because of the present lockdown measures in several countries,the validation of computer vision systems using large-scale datasets is a challenge.Methods In this paper,a new method is proposed for generating customized datasets and validating deep-learning-based computer vision models using virtual reality(VR)technology.Using VR,we modeled a digital twin(DT)of an existing office space and used it to create a dataset of individuals in different postures,dresses,and locations.To test the proposed solution,we implemented a convolutional neural network(CNN)model for detecting people in a limited-sized dataset of real humans and a simulated dataset of humanoid figures.Results We detected the number of persons in both the real and synthetic datasets with more than 90%accuracy,and the actual and measured distances were significantly correlated(r=0.99).Finally,we used intermittent-layer-and heatmap-based data visualization techniques to explain the failure modes of a CNN.Conclusions A new application of DTs is proposed to enhance workplace safety by measuring the social distance between individuals.The use of our proposed pipeline along with a DT of the shared space for visualizing both environmental and human behavior aspects preserves the privacy of individuals and improves the latency of such monitoring systems because only the extracted information is streamed.
基金sponsored by the National Natural Science Foundation of China granted No.61872430, 61402342, 61772384the National Basic Research Program of China 973 Program granted No.2014CB340601Foundation of Science and Technology on Information Assurance Laboratory (No. KJ-17-103)
文摘Network functions such as intrusion detection systems (IDS) have been increasingly deployed as virtual network functions or outsourced to cloud service providers so as to achieve the scalability and agility, and reducing equipment costs and operational cost. However, virtual intrusion detection systems (VIDS) face more serious security threats due to running in a shared and virtualized environment instead of proprietary devices. Cloud service providers or malicious tenants may illegally access and tamper with the policies, packet information, and internal processing states of intrusion detection systems, thereby violating the privacy and security of tenant’s networks. To address these challenges, we use Intel Software Guard Extensions (SGX) to build a Trusted Virtual Intrusion Detection System (TVIDS). For TVIDS, to prevent cloud service providers from accessing sensitive information about the users’ network, we build a trusted execution environment for security policy, packets processing, and internal state so that cloud service providers and other malicious tenants can’t access the protected code, policy, processing states, and packets information of the intrusion detection system. We implemented TVIDS on the basis of the Snort which is a famous open-source IDS and evaluated its results on real SGX hardware.The results show that our method can protect the security of the virtual IDS and brings acceptable performance overhead.