• 제목/요약/키워드: Virtual task

검색결과 304건 처리시간 0.027초

Multi-factor Evolution for Large-scale Multi-objective Cloud Task Scheduling

  • Tianhao Zhao;Linjie Wu;Di Wu;Jianwei Li;Zhihua Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권4호
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    • pp.1100-1122
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    • 2023
  • Scheduling user-submitted cloud tasks to the appropriate virtual machine (VM) in cloud computing is critical for cloud providers. However, as the demand for cloud resources from user tasks continues to grow, current evolutionary algorithms (EAs) cannot satisfy the optimal solution of large-scale cloud task scheduling problems. In this paper, we first construct a large- scale multi-objective cloud task problem considering the time and cost functions. Second, a multi-objective optimization algorithm based on multi-factor optimization (MFO) is proposed to solve the established problem. This algorithm solves by decomposing the large-scale optimization problem into multiple optimization subproblems. This reduces the computational burden of the algorithm. Later, the introduction of the MFO strategy provides the algorithm with a parallel evolutionary paradigm for multiple subpopulations of implicit knowledge transfer. Finally, simulation experiments and comparisons are performed on a large-scale task scheduling test set on the CloudSim platform. Experimental results show that our algorithm can obtain the best scheduling solution while maintaining good results of the objective function compared with other optimization algorithms.

Exploring the Potential of Modifying Visual Stimuli in Virtual Reality to Reduce Hand Tremor in Micromanipulation Tasks

  • Prada, John;Park, Taiwoo;Jang, Sunjin;Im, Jintaek;Song, Cheol
    • Current Optics and Photonics
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    • 제1권6호
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    • pp.642-648
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    • 2017
  • Involuntary hand tremor has been a serious challenge in micromanipulation tasks and thus draws a significant amount of attention from related fields. To minimize the effect of the hand tremor, a variety of mechanically assistive solutions have been proposed. However, approaches increasing human awareness of their own hand tremor have not been extensively studied. In this paper, a head mount display based virtual reality (VR) system to increase human self-awareness of hand tremor is proposed. It shows a user a virtual image of a handheld device with emphasized hand tremor information. Provided with this emphasized tremor information, we hypothesize that subjects will control their hand tremor more effectively. Two methods of emphasizing hand tremor information are demonstrated: (1) direct amplification of tremor and (2) magnification of virtual object, in comparison to the controlled condition without emphasized tremor information. A human-subject study with twelve trials was conducted, with four healthy participants who performed a task of holding a handheld gripper device in a specific direction. The results showed that the proposed methods achieved a reduced level of hand tremor compared with the control condition.

분산시스템에서 가상 체크포인팅을 이용한 비동기화 체크포인팅 알고리즘 (An Asychronous Checkpointing Algorithm Using Virtual Checkpointing On Distributed Systems)

  • 김도형;박창순;김종
    • 한국정보처리학회논문지
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    • 제6권5호
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    • pp.1203-1211
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    • 1999
  • Checkpointing is the one of fault-tolerant techniques to restore faults and to restart job fast. Checkpointing algorithms in distributed systems have been studied for many years. These algorithms can be classified into synchronous Checkpointing algorithms and asynchronous Checkpoiting algorithms. In this paper, we propose an independent Checkpointing algorithm that has a minimum Checkpointing counts equal to periodic Checkpointing algorithm, and relatively short rollback distance at faulty situation. Checkpointing count is directly related to task completion time in a fault-free situation and short rollback distance is directly related to task completion time in a faulty situation. The proposed algorithm is compared with the previously proposed asynchronous Checkpointing algorithms using simulation. In the simulation, the proposed Checkpointing algorithm produces better results than other algorithms in terms of task completion time in fault-free as well as faulty situations.

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Anslysis of tool grip tasks using a glove-based hand posture measurement system

  • Yun, Myung Hwan;Freivalds, Andris;Lee, Myun W.
    • 대한인간공학회지
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    • 제14권1호
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    • pp.69-81
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    • 1995
  • Few studies on the biomechanical analysis of hand postures and tool handling tasks exist because of the lack of appropriate measurement techniques for hand force. A measurement system for the finger forces and joint angles for the analysis of manual tool handling tasks was developed in this study. The measurement system consists of a force sensing glove made from twelve Force Sensitive Resistors and an angle-measuring glove (Cyberglove$^{TM}$, Virtual technologies) with eighteem joint angle sensors. A biomechanical model of the hand using the data from the measurement system was also developed. Systems of computerized procedures were implemented inte- grating the hand posture measurement system, biomechanical analysis system, and the task analysis system for manual tool handling tasks. The measurement system was useful in providing the hand force data needed for an existing task analysis system used in CTD risk evaluation. It is expected that the hand posture measurement developed in this study will provide an efficient and cost-effective solution to task analysis of manual tool handling tasks.s.

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운동관절 데이터베이스를 이용한 3차원 인체모형의 동작제어 (Motion Control of 3D Human Character Using Motion Database)

  • 김시중;국태용
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 1998년도 춘계학술발표논문집
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    • pp.262-267
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    • 1998
  • A hierarchical motion control system for animation of 3D human character is implemented using the motion database in realtime. The proposed motion control system consists of coordination controller for gait timing and balancing of walking motion, joint servo controller for realistic limb movement, and motion database for goal-directed character animation which makes time-consuming animation relatively easy task. As one example among the various applications of the proposed motion control system. We present a simple virtual reality system in which the motion control system plays a central role in generating realistic motion of virtual human character.

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가상머신 드라이브를 이용한 윈도우즈 환경에서의 실시간 제어기법 (The Real-Time Control Technique Over the Environment of Windows Using Virtual Machine Driver)

  • 장성욱;이진걸
    • 제어로봇시스템학회논문지
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    • 제8권1호
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    • pp.1-4
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    • 2002
  • We studied the technique which can control the real system without additional hardware drivers using virtual machine driver operated on the windows operating system. We showed the feasibility of the proposed scheme under the error and the delay of a sampling time on the multi task processing through the load test of the experiment using graphic user interface.

햅틱인터페이스를 이용한 나노스케일 가상표면에서의 나노리소그래피 (Nanolithography Using Haptic Interface in a Nanoscale Virtual Surface)

  • 김성관
    • 한국표면공학회지
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    • 제39권2호
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    • pp.64-69
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    • 2006
  • Nanoscale task such as nanolithography and nanoindenting is a challenging work that is beyond the capabilities of human sensing and precision. Since surface forces and intermolecular forces dominate over gravitational and other more intuitive forces of the macro world at the nanoscale, a user is not familiar with these novel nanoforce effects. In order to overcome this scaling barrier, haptic interfaces that consist of visual and force feedback at the macro world have been used with an Atomic Force Microscope (AFM) as a manipulator at the nanoscale. In this paper, a nanoscale virtual coupling (NSVC) concept is introduced and the relationship between performance and impedance scaling factors of velocity (or position) and force are explicitly represented. Experiments have been performed for nanoindenting and nanolithography with different materials in the nanoscale virtual surface. The interaction forces (non contact and contact nanoforces) between the AFM tip and the nano sample are transmitted to the operator through the haptic interface.

A Design Procedure for Safety Simulation System Using Virtual Reality

  • Jae-seug Ki
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 1999년도 추계학술대회
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    • pp.381-389
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    • 1999
  • One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators). Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps: Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.

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A Load-Balancing Approach Using an Improved Simulated Annealing Algorithm

  • Hanine, Mohamed;Benlahmar, El-Habib
    • Journal of Information Processing Systems
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    • 제16권1호
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    • pp.132-144
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    • 2020
  • Cloud computing is an emerging technology based on the concept of enabling data access from anywhere, at any time, from any platform. The exponential growth of cloud users has resulted in the emergence of multiple issues, such as the workload imbalance between the virtual machines (VMs) of data centers in a cloud environment greatly impacting its overall performance. Our axis of research is the load balancing of a data center's VMs. It aims at reducing the degree of a load's imbalance between those VMs so that a better resource utilization will be provided, thus ensuring a greater quality of service. Our article focuses on two phases to balance the workload between the VMs. The first step will be the determination of the threshold of each VM before it can be considered overloaded. The second step will be a task allocation to the VMs by relying on an improved and faster version of the meta-heuristic "simulated annealing (SA)". We mainly focused on the acceptance probability of the SA, as, by modifying the content of the acceptance probability, we could ensure that the SA was able to offer a smart task distribution between the VMs in fewer loops than a classical usage of the SA.

가상현실 프로그램과 현실화된 과제 지향 프로그램이 노인의 균형에 미치는 효과 비교 (Comparison of the Effects of Virtual Reality and Task-Oriented Programs of Balance for the Elderly)

  • 김진주;신선정;안슬기;이은별;조한울;백영림;차정진;이향숙;노종수
    • 대한지역사회작업치료학회지
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    • 제3권2호
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    • pp.33-46
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    • 2013
  • 목적 : 가상현실 프로그램과 현실화된 과제 지향 프로그램이 노인의 균형에 어떠한 영향을 미치는지 그 효과를 비교해 보고자 한다. 연구방법 : 12명의 건강한 노인을 대상으로 가상현실 프로그램과 현실화된 과제 지향 프로그램을 각각 6주간 주 2회씩 실시하였다. 균형 능력 변화를 위해 버그 균형 척도(Berg Balance Scale: BBS), 이동 능력검사(Timed Up and Go: TUG), 한 발 서기 검사(One-Legged Stance Test: OLST), 5회 반복 앉았다 일어서기 검사(5-Repetition Sit-To-Stand Test: 5R-STS Test)를 사용하였다. 결과 : 분석결과 프로그램 전 후에서는 통계적으로 유의한 결과를 얻지 못하였다. 하지만 세 집단 간 비교에서는 버그 균형 척도, 한 발 서기 검사 중 눈 뜨고 좌, 우에서 통계적으로 유의한 결과를 얻었으며 사후 검정결과 눈 뜨고 검사 - 좌에서 가상현실 프로그램과 현실화된 과제 지향 프로그램 간에 유의한 결과를 얻었다. 결론 : 현실화된 과제 지향 프로그램은 노인의 균형 능력 향상에 좀 더 긍정적이었으며 임상 및 지역사회에서 좀 더 쉽게 수행할 수 있는 프로그램으로 유용하게 사용될 수 있을 것이라 생각된다.

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