6704782
A uniform meta-model for mediating formal electronic conferences
Formal electronic conferences (FEC) refers to online meetings for a geographically distributed group of people that are regulated by a rigorous set of rules. FEC technologies enable organizations to replace face-to-face business meetings with trustworthy virtual online meetings. In This work we present a Robert's rules of order (RRO)-compatible, motion-driven discussion-thread-centered meta-model, which is capable of uniformly modeling formal electronic conference activities. A tailored computerized mechanism, the collaboration description language (CODL) and its runtime environment, is also developed to formalize the model. The CODL virtual machine adds a layer of encapsulation that decouples FEC applications from underlying platforms: therefore, the development of FEC applications will become more reliable, efficient, and secure. Our preliminary experience with this meta-model is also reported.
9710130
A specification language for real-time distributed systems
The authors introduce a design specification method, extended modified Petri nets (EMPN), and its description language (EMPNDL). The specification is based on a stochastic Petri-net model and is suitable for modeling real-time distributed systems. The syntax of the language is formally described in BNF grammar while the semantics is based on that for stochastic Petric nets. In addition to the modeling capability of EMPN and EMPNDL, methods for verification and validation of such systems are also discussed. EMPN and EMPNDL have been extensively used to the specification of a prototype switching system, UICPBX. Based on the presented formulation, verification and validation of UICPBX can be automated to a great extent.<<ETX>>
30575380
Modeling a real-time multitasking system in a timed PQ net
A system is described that integrates timed Petri nets and queueing networks to model complex, real-time systems. It includes a graphical modeling tool, called TPQN, a textual specification language, called TPQL, and a simulator, called TPQS. TPQN's capabilities are illustrated by a performance analysis of a real-time, multitasking scheduler that had been previously implemented on top of SunOS on a Sun-3 workstation. A simulation package has been developed for TPQN that allows the behavior of various complicated systems under a designated queueing network topology to be studied before the system is implemented.<<ETX>>
2457108
An object-oriented real-time distributed simulation of cellular phone switching system
The cellular phone network is a distributed system which is composed of three kinds of subsystems, a mobile phone unit, a base site station and a MSC (mobile switching center). A class of cellular phone switching systems, was chosen as the system to be studied. SUN workstations and the UNIX operating system with X windows have been employed as the core of the development environment. The object-oriented (OO) paradigm and C++ were chosen to develop the simulation. UICCELL was developed as an object-oriented system for cellular phone switching real-time multitasking simulation. UICCELL has been fully implemented and is currently running on an Ethernet LAN. A central monitor is created on the screen to manipulate and monitor the simulator. The graphical user interface displays the configuration of UICCELL and the status of processors, channels, etc. The current implementation contains 60 classes and about 20,000 lines of C++ code.<<ETX>>
35042753
A Binary Single-Key-Lock System for Access Control
A binary coding method was invented and has been applied to the single-key-lock (SKL) system which achieves access control by associating with each accesser only one key and with each resource only one lock. The new system is called the binary single-key-lock (BSKL) system. In both the SKL and BSKL systems, through operations on the single-key-lock pair, the control information can be revealed. On the basis of the new binary coding method, and because binary operations are much faster, better performance for such an access control system can be achieved. The increased extensibility of the modification is also discussed. >
9167410
Computing curricula 2001 how will it work for you?
In the fall of 1998, the ACM Education Board and the Educational Activities Board of the IEEE Computer Society appointed representatives to a joint task force to prepare Computing Curricula 2001 (CC2001), the next installment in a series of reports on the undergraduate computer science curriculum that began in 1968 and was then updated in 1978 and 1991. Interim reports on the initial planning of the curriculum were presented at the SIGCSE symposium and the IEEE Frontiers in Education Conference in both 1999 and 2000. The CC2001 Task Force released its first draft report at the 2000 SIGCSE conference and plans to release its penultimate draft at SIGCSE 2001. The purpose of this session is to describe how we expect the recommendations of the report to apply in practice. The panelists represent a range of institutions and can therefore speak to the questions that audience members from similar institutions might have.
10317156
A research on Collaboration Net
We present research on computer-supported cooperative work by introducing an approach to the multimedia based net-centric conference environment-Collaboration Net. Some basic definitions of the distributed Web-based meeting are provided, and the properties of this kind of collaboration are given. We explain problems associated with the well-known yet old-fashioned parliamentary procedure, Robert's Rules of Order, which must be formally modeled and adapted to the modern net-centric virtual conference where time synchronism is hard to enforce. A prototype of our Web-browser based approach to developing the Collaboration Net is also briefly presented. Finally, research challenges in this area are highlighted.
18329174
Enhancing 3D Graphics on Mobile Devices by Image-Based Rendering
Compared to a personal computer, mobile devices typically have weaker processing power, less memory capacity, and lower resolution of display. While the former two factors are clearly disadvantages for 3D graphics applications running on mobile devices, the display factor could be turned into an advantage instead. However the traditional 3D graphics pipeline cannot take advantage of the smaller display because its run time depends mostly on the number of polygons to be rendered. In contrast, the run time of image-based rendering methods depends mainly on the display resolution. Therefore it is well suited for mobile devices. Furthermore, we may use the network connection to build a client-server framework, which allows us to integrate with nonimage-based rendering programs. We present our system framework and the experiment results on PocketPC® based devices in this work.
34152454
Self-organizing topological tree
The self-organizing maps (SOM) introduced by Kohonen implemented two important operations: vector quantization (VQ) and a topology-preserving mapping. In this paper, a tree structured SOM algorithm named self-organizing topological tree (SOTT) is proposed. Unlike the conventional tree structured SOMs as stated in T. Kohonen (2001), P. Koikkalainnen and E. Oja (1990) and P. Koikkalainnen (1994), every layer of the proposed SOTT is organized simultaneously instead of layer by layer. A reduction of computational complexity from O(N) to O(logN) is achieved by the tree structured search in both the training phase and the test phase. Furthermore, such topological tree that maintains both intra-layer and inter-layer topologies during and after learning can be seen as endowing the SOM topological map with the progressive decoding and multi-resolution capabilities.
8941164
Supporting agent-based distributed software development through modeling and simulation
In today's software engineering environment, it is becoming increasingly commonplace for team members and stakeholders to be distributed in multiple locations and time zones. Under these circumstances, the coordination of software development activities becomes increasingly more complex. One solution uses mobile agent-based tools to support collaborative software engineering tasks, such as requirements management. Despite the fact that development and validation of such tools would be facilitated by the use of modeling and simulation, very little work relating formal methods to agent-based system development has been performed. This paper therefore presents a hierarchical colored Petri Net (CPN) model as a formal framework for agent-based distributed software development, and demonstrates its usefulness by applying the framework to the development of a requirements management system.
15018569
Categorical data visualization and clustering using subjective factors
A common issue in cluster analysis is that there is no single correct answer to the number of clusters, since cluster analysis involves human subjective judgement. Interactive visualization is one of the methods where users can decide a proper clustering parameters. In this paper, a new clustering approach called CDCS (Categorical Data Clustering with Subjective factors) is introduced, where a visualization tool for clustered categorical data is developed such that the result of adjusting parameters is instantly reflected. The experiment shows that CDCS generates high quality clusters compared to other typical algorithms.