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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Performance Analysis of Distributed Virtual Environments

Kwok, Kin Fai Michael January 2006 (has links)
A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other. Some of these systems may support a large number of users, e. g. , massive multi-player online games, and these users may be geographically distributed. An important performance measure in a DVE system is the delay for an update of a user's state (e. g. , his position in the virtual environment) to arrive at the workstations of those users who are affected by the update. This update delay often has a stringent requirement (e. g. , less than 100 ms) in order to ensure interactivity among users. <br /><br /> In designing a DVE system, an important issue is how well the system scales as the number of users increases. In terms of scalability, a promising system architecture is a two-level hierarchical architecture. At the lower level, multiple service facilities (or basic systems) are deployed; each basic system interacts with its assigned users. At the higher level, the various basic systems ensure that their copies of the virtual environment are as consistent as possible. Although this architecture is believed to have good properties with respect to scalability, not much is known about its performance characteristics. <br /><br /> This thesis is concerned with the performance characteristics of the two-level hierarchical architecture. We first investigate the issue of scalability. We obtain analytic results on the workload experienced by the various basic systems as a function of the number of users. Our results provide valuable insights into the scalability of the architecture. We also propose a novel technique to achieve weak consistency among copies of the virtual environment at the various basic systems. Simulation results on the consistency/scalability tradeoff are presented. <br /><br /> We next study the update delay in the two-level hierarchical architecture. The update delay has two main components, namely the delay at the basic system (or server delay) and the network delay. For the server delay, we use a network of queues model where each basic system may have one or more processors. We develop an approximation method to obtain results for the distribution of server delay. Comparisons with simulation show that our approximation method yields accurate results. We also measure the time to process an update on an existing online game server. Our approximate results are then used to characterize the 95th-percentile of the server delay, using the measurement data as input. <br /><br /> As to the network delay, we develop a general network model and obtain analytic results for the network delay distribution. Numerical examples are presented to show the conditions under which geographical distribution of basic systems will lead to an improvement in the network delay. We also develop an efficient heuristic algorithm that can be used to determine the best locations for the basic systems in a network.
2

Performance Analysis of Distributed Virtual Environments

Kwok, Kin Fai Michael January 2006 (has links)
A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other. Some of these systems may support a large number of users, e. g. , massive multi-player online games, and these users may be geographically distributed. An important performance measure in a DVE system is the delay for an update of a user's state (e. g. , his position in the virtual environment) to arrive at the workstations of those users who are affected by the update. This update delay often has a stringent requirement (e. g. , less than 100 ms) in order to ensure interactivity among users. <br /><br /> In designing a DVE system, an important issue is how well the system scales as the number of users increases. In terms of scalability, a promising system architecture is a two-level hierarchical architecture. At the lower level, multiple service facilities (or basic systems) are deployed; each basic system interacts with its assigned users. At the higher level, the various basic systems ensure that their copies of the virtual environment are as consistent as possible. Although this architecture is believed to have good properties with respect to scalability, not much is known about its performance characteristics. <br /><br /> This thesis is concerned with the performance characteristics of the two-level hierarchical architecture. We first investigate the issue of scalability. We obtain analytic results on the workload experienced by the various basic systems as a function of the number of users. Our results provide valuable insights into the scalability of the architecture. We also propose a novel technique to achieve weak consistency among copies of the virtual environment at the various basic systems. Simulation results on the consistency/scalability tradeoff are presented. <br /><br /> We next study the update delay in the two-level hierarchical architecture. The update delay has two main components, namely the delay at the basic system (or server delay) and the network delay. For the server delay, we use a network of queues model where each basic system may have one or more processors. We develop an approximation method to obtain results for the distribution of server delay. Comparisons with simulation show that our approximation method yields accurate results. We also measure the time to process an update on an existing online game server. Our approximate results are then used to characterize the 95th-percentile of the server delay, using the measurement data as input. <br /><br /> As to the network delay, we develop a general network model and obtain analytic results for the network delay distribution. Numerical examples are presented to show the conditions under which geographical distribution of basic systems will lead to an improvement in the network delay. We also develop an efficient heuristic algorithm that can be used to determine the best locations for the basic systems in a network.
3

Monitoramento de Ambientes Virtuais Distribuídos com suporte a clientes sob projeção única e multiprojeção

Penteado, Maurício Giacomini 12 September 2012 (has links)
Made available in DSpace on 2016-06-02T19:06:00Z (GMT). No. of bitstreams: 1 4732.pdf: 3415662 bytes, checksum: 0b118a8a41e64b0a67c7b0956df6d970 (MD5) Previous issue date: 2012-09-12 / Universidade Federal de Sao Carlos / Immersive, interactive, and collaborative distributed applications, due to their real time and multi-platform characteristics, require a monitoring structure of their functionalities during the development period, which is not fully available in the current monitoring systems, which are usually specific of the languages and platforms in which they are made available. Monitoring systems that require synchronism of distributed objects during the processing is a complex task. Especially in distributed systems from multi-projection where timing is critical to its operation. It is often difficult to check the correct execution of the system. It might be useful for developers and users of such systems to have the ability of identifying, for example, if the reason for the system delay is due to the abusive use of a resource or due to programming mistakes; the identification of which object has crashed, compromising the system as a whole. Distributed object systems, also known as SOA (Service Oriented Architecture), generally use middleware of the broker type in their infrastructure and can have a dynamic number of connected clients or servers when running. There are, in the literature, several tools for the monitoring of performance, resources, debugging, and support, among others, of such systems. Nevertheless, the tools available in the literature are limited to programming languages or platforms that are able to process the monitoring agents related to them. In this work, a tool for the monitoring of distributed object systems is proposed, based on communication described in XML documents, which allows language and platform independence in the such systems development. A structure for the design of tools for the monitoring of distributed object systems is proposed, based on communication described in XML documents, which allows language and platform independence in the such systems development. In addition to the structure that is theoretically founded, the conception of a tool is structured in the manner described and proven in monitoring data from a case study. / Aplicações Distribuídas Imersivas, Interativas e Colaborativas, dadas suas características de tempo real e multiplataformas, demandam uma estrutura de monitoramento de suas funcionalidades, não plenamente disponíveis nos sistemas atuais de monitoramento, em geral específicos das linguagens e plataformas em que são disponibilizadas. Monitorar sistemas que necessitam de sincronismo no processamento de objetos distribuídos é uma tarefa complexa. Principalmente em sistemas distribuídos e de multiprojeção, onde o sincronismo é fundamental para seu funcionamento. Muitas vezes, é difícil apurar o correto funcionamento dos mesmos. Pode ser útil a desenvolvedores e usuários de tais sistemas a capacidade de se identificar, por exemplo, se a lentidão do sistema está sendo ocasionada por: uso abusivo de um recurso; por um erro na programação de um objeto ou; a identificação de qual objeto travou, comprometendo o sistema como um todo. Sistemas de objetos distribuídos, também conhecidos como SOA (Service Oriented Archtecture), geralmente utilizam mediadores do tipo broker em sua infraestrutura e podem ter um número dinâmico de clientes ou servidores conectados quando estão em execução. Existem na literatura diversas ferramentas destinadas ao monitoramento de performance, recursos, depuração, auxílio, manutenção de tais sistemas, etc. Porém, as ferramentas encontradas na literatura são restritas a linguagens ou plataformas que possam processar os agentes de monitoramento vinculados às mesmas. Neste trabalho, é proposta uma estrutura para a concepção de ferramentas para o monitoramento de sistemas de objetos distribuídos baseados em comunicações descritas em documentos XML, o que permite independência de linguagem ou plataforma na concepção de tais sistemas. Além da estrutura que é teoricamente fundamentada, a concepção de uma ferramenta nos moldes estruturados é descrita e provada no monitoramento de um estudo de caso.

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