• 제목/요약/키워드: Distributed Simulation Environment

검색결과 368건 처리시간 0.024초

분산 시뮬레이션을 위한 HLA DEVS-Obj-C 환경 구축 (Devlopment HLA DEVS-Obj-C Environment for Distributed Simulation)

  • 최두진;조대호
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2002년도 추계학술대회 논문집
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    • pp.85-89
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    • 2002
  • Development of distributed simulation environment must be required in order to simulate the distributed models regionally and inter-operate with running simulations individually, Simulation based on DEVS formalism is difficult to simulate the distributed models. DEVS formalism is modeling methodology. To specify model, this formalism separates behavior and structure, therefore it is able to design complex model easily. HLA is standard framework of distribute simulation environment, It is defined to facilitate the interoperability and the reusability. RTI (Run Time Infrastructure) is software that provides common service to simulation systems and implementation of the HLA Interface Specification. Method of implementation is that modules cooperating with RTI are added to simulator on DEVS simulation environment. On the DEVS simulation environment (DEVS-Obj -C) that already developed, Highest class of abstract simulator uses service that RTI provide, then This environment is able to change DEVS model into Federate and run distribute simulation that inter-operates with the RTI. Because this distributed simulation environment includes convenience of modeling that obtains through the DEVS formalism and accompanies HLA standard, this environment make it possible to simulate with_ complex systems and heterogeneous simulations

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이산 사건/이산 시간 혼합형 시뮬레이션 모델 구조 기반 DEVS-HLA 인터페이스를 이용한 잠수함의 잠항 시뮬레이션 (Submarine Diving Simulation Using a DEVS-HLA Interface based on the Combined Discrete Event and Discrete Time Simulation Model Architecture)

  • 차주환;하솔;노명일;이규열
    • 한국CDE학회논문집
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    • 제15권4호
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    • pp.279-288
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    • 2010
  • In this paper, a DEVS(Discrete EVent Systems Specification)-HLA(High Level Architecture) interface was developed in order to perform the simulation using the combined discrete event and discrete time simulation model architecture in a distributed environment. The developed interface connects the combined simulation model with the HLA/RTI(Run-Time Infrastructure) which is an international standard middleware for distributed simulation. The interface consists of an interface model, a model interpreter, and a distributed environment interpreter. The interface model was defined by using the combined simulation architecture in order to easily connect the existing combined simulation model without modification with the HLA/RTI. The model interpreter takes charge of data transmission between the interface model and the combined simulation model. The distributed environment interpreter takes charge of data transmission between the interface model and the HLA/RTI. To evaluate the applicability of the developed interface, it was applied to the diving simulation of a submarine in a distributed environment. The result shows that a simulation result in a distributed environment using the interface is the same to the result in a single computing environment.

Implementation of the submarine diving simulation in a distributed environment

  • Ha, Sol;Cha, Ju-Hwan;Roh, Myung-Il;Lee, Kyu-Yeul
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제4권3호
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    • pp.211-227
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    • 2012
  • To implement a combined discrete event and discrete time simulation such as submarine diving simulation in a distributed environment, e.g., in the High Level Architecture (HLA)/Run-Time Infrastructure (RTI), a HLA interface, which can easily connect combined models with the HLA/RTI, was developed in this study. To verify the function and performance of the HLA interface, it was applied to the submarine dive scenario in a distributed environment, and the distributed simulation shows the same results as the stand-alone simulation. Finally, by adding a visualization model to the simulation and by editing this model, we can confirm that the HLA interface can provide user-friendly functions such as adding new model and editing a model.

Development of a Distributed Road Traffic Simulation System

  • Keawmanee, T.;Seubpradit, K.;Tandayya, P.
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -2
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    • pp.1324-1326
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    • 2002
  • This paper concerns the development of distributed interactive simulation of a road traffic system. The simulation involved models of multiple and distributed road vehicles running on different locations. The simulation system represented a traffic system as if the distributed simulation models were in the same environment. The development of the distributed road traffic simulation was based on High Level Architecture (HLA), a state-of-the-art IEEE standard for the distributed and real-time simulation. Other work concerned modeling and simulating the road vehicles and building the map database for the virtual distributed shared environment. The information used in the simulation system was only in X-axis and Y-axis as the insignificant data in the Z-axis was omitted to simplify the simulation. However, the traffic system has visualized a 3-D coordinate system. The road vehicle models were able to avoid collision. The next direction of a vehicle can be chosen from the provided choices of further paths.

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An Internet-based computing framework for the simulation of multi-scale response of structural systems

  • Chen, Hung-Ming;Lin, Yu-Chih
    • Structural Engineering and Mechanics
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    • 제37권1호
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    • pp.17-37
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    • 2011
  • This paper presents a new Internet-based computational framework for the realistic simulation of multi-scale response of structural systems. Two levels of parallel processing are involved in this frame work: multiple local distributed computing environments connected by the Internet to form a cluster-to-cluster distributed computing environment. To utilize such a computing environment for a realistic simulation, the simulation task of a structural system has been separated into a simulation of a simplified global model in association with several detailed component models using various scales. These related multi-scale simulation tasks are distributed amongst clusters and connected to form a multi-level hierarchy. The Internet is used to coordinate geographically distributed simulation tasks. This paper also presents the development of a software framework that can support the multi-level hierarchical simulation approach, in a cluster-to-cluster distributed computing environment. The architectural design of the program also allows the integration of several multi-scale models to be clients and servers under a single platform. Such integration can combine geographically distributed computing resources to produce realistic simulations of structural systems.

그리드 환경에서의 효율적인 자원 관리를 위한 공급-조정 전략 모델 (Supply-Driven Strategies Model for Resource Management in Grid Environment)

  • 마용범;이종식
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2005년도 추계학술대회 및 정기총회
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    • pp.65-70
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    • 2005
  • Recently, Grid is embossed as a new issue according to the need of cooperation related to distributed resources, data sharing, Interaction and so on. It focuses on sharing of large scale resources, high-performance, applications of new paradigms, which improved more than established distributed computing. Because of the environmental specificity distributed geographically and dynamic, the most important problem in grid environment is to share and to allocate distributed grid resources. This paper proposes supply-driven strategies model that is applicable for resource management in grid environment and presents a optimal resource allocation algorithm based on resource demands. Supply-driven strategies model can offer efficient resource management by transaction allocation based on user demand and provider strategy. This paper implements the supply-driven strategies model on the DEVS modeling and simulation environment and shows the efficiency and excellency of this model by comparing with established models.

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웹을 이용한 가상 실시간 상호작용 분산 시뮬레이션 환경엣 클라이언트-서버 모델의 설계 및 구현 (Design and Implementation of Client-Server Model on Virtual Real-time Interactive Distributed Simulation Environment Using Web)

  • 정진립;우영제;정창성
    • 한국정보처리학회논문지
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    • 제6권1호
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    • pp.57-65
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    • 1999
  • 규모가 크고 복잡하며, 사용자와 상호 작용하는 시뮬레이션은 처리되는 메시지 수가 매우 많으므로 메시지의 순차적 시뮬레이션이 더 효율적이라 생각할 수 있다. 또한 사용자가 많은 훈련용 시뮬레이션은 지역적으로 분산되고 사용자의 추가 요구 사항의 증가로 시스템의 운용 및 유지보수 비용이 많이 든다. 따라서 시뮬레이션에 웹 기술의 적용은 이러한 문제를 해결할 수 있는 하나의 방법이 될 수 있다. 하지만 웹의 동적인 환경은 분산 처리되는 사건들의 인과성 오류를 유발 할 수 있다. 따라서 본 논문에서는 분산 처리되는 시뮬레이션 서버와 웹 브라우저의 클라이언트 사이에 상호작용을 위한 클라이언트-서버 모델을 제시하고 구현하였으며, 구현에는 웹 기술에 적합한 자바와 자바 분산 객체 모델을 사용하였다. 제시된 모델에 의한 실험결과 인터넷의 동적인 환경에 분산 시뮬레이션이 정확하게 수행되었음을 확인할 수 있었다.

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분산 환경하에서의 웹기반 시뮬레이션에 관한 연구 (Web-Based Simulation under Distributed Environment)

  • 이영해
    • 한국시뮬레이션학회논문지
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    • 제7권2호
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    • pp.79-90
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    • 1998
  • This paper introduces the concept of web-based simulation and suggests the structure of web-based simulation which reduces the simulation run time and performs simulations in efficient way under distributed environments. Since its introducing in 1996, web-based simulation has been studied only with a tool of applet, but in this paper a method of server applications for client applets will be used. In server application, server transfers objects requested by clients such as simulation engines, reports, files. After each client connects to web-server, and then server allocates simulation modules to connected clients. These work magnify the transferring applets from server and simulation models which were made by clients. This paper also processes a structure for managing efficiently web-based simulation under distributed environment and steps in which clients connect, model, simulate with distributed structure, and programs of proposed structure.

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DEVS 모델의 낙관적 분산 시뮬레이션을 위한 사건 정렬 방법 (Events Ordering in Optimistic Distributed Simulation of DEVS Models)

  • 김기형
    • 한국시뮬레이션학회논문지
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    • 제5권1호
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    • pp.81-90
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    • 1996
  • In this paper, we propose a new events ordering mechanism for the optimistic distributed simulation of DEVS models. To simulate DEVS models in a distributed environment, a synchronization protocol is required for correct simulation. Time Warp is the most well-known optimistic synchronization protocol for distributed simulation. However, employing the Time Warp protocol in distributed simulation of DEVS models incurs events ordering problem due to the semantic difference between Time Warp and DEVS, Thus, to resolve such semantic difference, we devise the time-and-priority-stamp and $\varepsilon$ -delay schemes. The proposed schemes can order simultaneous events correctly in Time Warp-based distributed simulation of DEVS models.Time Warp and DEVS, Thus, to resolve such semantic difference, we devise the time-and-priority-stamp and $\varepsilon$ -delay schemes. The proposed schemes can order simultaneous events correctly in Time Warp-based distributed simulation of DEVS models.

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웹상에 분산되어 있는 시뮬레이션 객체들의 통합에 의한 시뮬레이션 모델링 방법론 (A Simulation Modeling Methodology by Integrating Distributed Simulation Objects on the Web)

  • 심원보;이영해
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1999년도 추계학술대회 논문집
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    • pp.325-330
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    • 1999
  • Web-based simulation is one of the most interesting field of simulation research today. Among many research area of web-based simulation, we concern about what a effective way of building simulation model is since creating comprehensive simulation models can be expensive and time consuming. So this paper discusses how to integrate distributed simulation sub-models as objects for constructing the required simulation model which is more large and complex. We introduce two web-oriented methodologies (such as JIDL, CORBA) and the concepts of agent for assisting modelers to integrate simulation models scattered over the web. SINDBAD, which we designed, is a simulation environment which makes it possible constructing a simulation model with distributed model objects on the web and performing the parallel simulation in a distributed way. It is organized according to design patterns in the object oriented concept. Actually we are on the premise that all the distributed objects are originally composed in a CORBA-compatible way to start with our prototype of SINDBAD.

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