• Title/Summary/Keyword: hierarchical scheduling system

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Bounding Space Management for Real-time Visual Simulation of GK-DEVS (GK-DEVS의 실시간 시각 시뮬레이션을 위한 외곽공간의 관리)

  • 황문호
    • Journal of the Korea Society for Simulation
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    • v.11 no.4
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    • pp.1-14
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    • 2002
  • This paper presents bounding space(BS) management for real-time visual simulation when using GK-DEVS models. Since GK-DEVS, extended from DEVS formalism, has information of 3D geometry and 3D hierarchical structure, we employs three types of bounding spaces: BS of its own shape, BS of its children GK-DEVS, and total BS. In addition to next-event scheduling functionality of previous GK-Simulator, its abstract simulation algorithms is extended to manage the three types of BSs so that BSs can be utilized in the rendering process of a renderer, so called GK-Renderer, We have implemented the method and evaluated it with an automated manufacturing system. In the case study, the proposed BSs management method showed about 2 times improvement in terms of rendering process speed.

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Robust Wireless Sensor and Actuator Network for Critical Control System (크리티컬한 제어 시스템용 고강건 무선 센서 액추에이터 네트워크)

  • Park, Pangun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1477-1483
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    • 2020
  • The stability guarantee of wireless network based control systems is still challenging due to the lossy links and node failures. This paper proposes a hierarchical cluster-based network protocol called robust wireless sensor and actuator network (R-WSAN) by combining time, channel, and space resource diversity. R-WSAN includes a scheduling algorithm to support the network resource allocation and a control task sharing scheme to maintain the control stability of multiple plants. R-WSAN was implemented on a real test-bed using Zolertia RE-Mote embedded hardware platform running the Contiki-NG operating system. Our experimental results demonstrate that R-WSAN provides highly reliable and robust performance against lossy links and node failures. Furthermore, the proposed scheduling algorithm and the task sharing scheme meet the stability requirement of control systems, even if the controller fails to support the control task.

Topology of High Speed System Emulator and Its Software (초고속 시스템 에뮬레이터의 구조와 이를 위한 소프트웨어)

  • Kim, Nam-Do;Yang, Se-Yang
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.479-488
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    • 2001
  • As the SoC designs complexity constantly increases, the simulation that uses their software models simply takes too much time. To solve this problem, FPGA-based logic emulators have been developed and commonly used in the industry. However, FPGA-based logic emulators are facing with the problems of which not only very low FPGA resource usage rate due to the very limited number of pins in FPGAs, but also the emulation speed getting slow drastically as the complexity of designs increases. In this paper, we proposed a new innovative emulation architecture and its software that has high FPGA resource usage rate and makes the emulation extremely fast. The proposed emulation system has merits to overcome the FPGA pin limitation by pipelined ring which transfers multiple logic signal through a single physical pin, and it also makes possible to use a high speed system clock through the intelligent ring topology. In this topology, not only all signal transfer channels among EPGAs are totally separated from user logic so that a high speed system clock can be used, but also the depth of combinational paths is kept swallow as much as possible. Both of these are contributed to achieve high speed emulation. For pipelined singnals transfer among FPGAs we adopt a few heuristic scheduling having low computation complexity. Experimental result with a 12 bit microcontroller has shown that high speed emulation possible even with these simple heuristic scheduling algorithms.

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Development of a Virtual Simulator for Agile Manufacturing System

  • C., Sangmin;C., Younghee;B., Jongil;L., Manhyung
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.103-103
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    • 2000
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the agility to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed unit simulator can construct a proper virtual manufacturing line along with the required process of products using several kinds of operator and work cell. A user with the simulator can utilize an interface that makes one to manage the separate task process for each manu(acturing module, change operator components and work cells, and easily teach tasks of each task module. The developed simulator was made for users convenience by Microsoft Visual C++ 6.0 that can develop a program supplying graphic user interface environment and by OpenGL of the Silicon Graphics as a graphic library to embody 3D graphic environment. Also, we show that the simulator can be used efficiently for the agile manufacturing by the communication among the factories being linked by TCP/IP and a hybrid database system made by a hierarchical model and a relational model being developed to standardize the data information.

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Knowledge Structures to Simulate the Spatial Behavior of Intelligent Virtual Humans (지능형 가상인간의 공간적 행동을 모사하기 위한 지식구조)

  • Hong, Seung-Wan;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.230-240
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    • 2020
  • To develop a virtual world-based immersive tutoring system, we would like to develop a simulation in the spatial aspect to maximize the diversity and realism of the situation. This implementation requires the modeling of virtual space as well as the knowledge and intelligent thinking functions of virtual humans. First, information structures are needed to simulate the hierarchical and multifaceted composition of space and the corresponding knowledge of virtual humans. Specifically, four structures for 2.5D spatial distribution expression, complex spatial relationship expression, object expression, and temporal and spatial representation of events are developed respectively. It then uses these expressed knowledge to develop the spatial thinking function of virtual humans needed to make spatial movement. In general, events have a chain effect on adjacent or connected objects through force, resulting in a variety of situations and reflected in the planning of the next action by the virtual humans involved. For this purpose, the development of events according to historical trends is recorded on the representation structure of time and space. It embodies typical events to demonstrate the feasibility of independent behavior in complex spaces among virtual people.

Design and Implementation of Transmission Scheduler for Terrestrial UHD Contents (지상파 UHD 콘텐츠 전송 스케줄러 설계 및 구현)

  • Paik, Jong-Ho;Seo, Minjae;Yu, Kyung-A
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.118-131
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    • 2019
  • In order to provide 8K UHD contents of terrestrial broadcasting with a large capacity, the terrestrial broadcasting system has various problems such as limited bandwidth and so on. To solve these problems, UHD contents transmission technology has been actively studied, and an 8K UHD broadcasting system using terrestrial broadcasting network and communication network has been proposed. The proposed technique is to solve the limited bandwidth problem of terrestrial broadcasting network by segmenting 8K UHD contents and transmitting them to heterogeneous networks through hierarchical separation. Through the terrestrial broadcasting network, the base layer corresponding to FHD and the additional enhancement layer data for 4K UHD are transmitted, and the additional enhancement layer data corresponding to 8K UHD is transmitted through the communication network. When 8K UHD contents are provided in such a way, user can receive up to 4K UHD broadcasting by terrestrial channels, and also can receive up to 8K UHD additional communication networks. However, in order to transmit the 4K UHD contents within the allocated bit rate of the domestic terrestrial UHD broadcasting, the compression rate is increased, so a certain level of image deterioration occurs inevitably. Due to the nature of UHD contents, video quality should be considered as a top priority over other factors, so that video quality should be guaranteed even within a limited bit rate. This requires packet scheduling of content generators in the broadcasting system. Since the multiplexer sends out the packets received from the content generator in order, it is very important to make the transmission time and the transmission rate of the process from the content generator to the multiplexer constant and accurate. Therefore, we propose a variable transmission scheduler between the content generator and the multiplexer to guarantee the image quality of a certain level of UHD contents in this paper.