Spelling suggestions: "subject:"interactive simulation"" "subject:"lnteractive simulation""
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Dynamic Mission Planning for Unmanned Aerial VehiclesRennu, Samantha R. January 2020 (has links)
No description available.
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Feasibility, Efficiency, and Robustness of Secure ComputationHai H Nguyen (14206922) 02 December 2022 (has links)
<p>Secure computation allows mutually distrusting parties to compute over private data. Such collaborations have widespread applications in social, scientific, commercial, and security domains. However, the overhead of achieving security is a major bottleneck to the adoption of such technologies. In this context, this thesis aims to design the most secure protocol within budgeted computational or network resources by mathematically formulating it as an optimization problem. </p>
<p>With the rise in CPU power and cheap RAM, the offline-online model for secure computation has become the prominent model for real-world security systems. This thesis investigates the above-mentioned optimization problem in the information-theoretic offline-online model. In particular, this thesis presents the following selected sample of our research in greater detail. </p>
<p>Round and Communication Complexity: Chor-Kushilevitz-Beaver characterized the round and communication complexity of secure two-party computation. Since then, the case of functions with randomized output remained unexplored. We proved the decidability of determining these complexities. Next, if such a protocol exists, we construct the optimal protocol; otherwise, we present an obstruction to achieving security. </p>
<p>Rate and Capacity of secure computation: The efficiency of converting the offline samples into secure computation during the online phase is essential. However, investigating this ``production rate'' for general secure computations seems analytically intractable. Towards this objective, we introduce a new model of secure computation -- one without any communication -- that has several practical applications. We lay the mathematical foundations of formulating rate and capacity questions in this framework. Our research identifies the first tight rate and capacity results (a la Shannon) in secure computation. </p>
<p>Reverse multiplication embedding: We identify a new problem in algebraic complexity theory that unifies several efficiency objectives in cryptography. Reverse multiplication embedding seeks to implement as many (base field) multiplications as possible using one extension field multiplication. We present optimal construction using algebraic function fields. This embedding has subsequently led to efficient improvement of secure computation, homomorphic encryption, proof systems, and leakage-resilient cryptography. </p>
<p>Characterizing the robustness to side-channel attacks: Side-channel attacks present a significant threat to the offline phase. We introduce the cryptographic analog of common information to characterize the offline phase's robustness quantitatively. We build a framework for security and attack analysis. In the context of robust threshold cryptography, we present a state-of-the-art attack, threat assessment, and security fix for Shamir's secret-sharing. </p>
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Towards the use of interactive simulation for effective e-learning in university classroom environmentAmeerbakhsh, Omair January 2018 (has links)
In this PhD thesis, the utilisation of interactive simulation in a higher education e-learning classroom environment was explored and its effectiveness was experimentally evaluated by engaging university students in a classroom setting. Two case studies were carried out for the experimental evaluation of the proposed novel interactive simulation e-learning tool. In the first case study, the use of interactive agent-based simulation was demonstrated in teaching complex adaptive system concepts in the area of ecology to university students and its effectiveness was measured in a classroom environment. In a lab intervention using a novel interactive agent-based simulation (built in NetLogo). For the purpose of teaching complex adaptive systems such as the concept of spatially-explicit predator prey interaction to undergraduate and postgraduate students in the University of Stirling. The effectiveness of using the interactive simulation was investigated by using the NetLogo software and compared with non-interactive simulation built using R programming language. The experimental evaluation was carried out using a total of 38 students. Results of this case study demonstrates that the students found interactive agent-based simulation to be more engaging, effective and user friendly as compare to the non-interactive simulation. In the second case study, a novel interactive simulation game was developed (in NetLogo) and its effectiveness in teaching and learning of complex concepts in the field of marine ecology was demonstrated. This case study makes a twofold contribution. Firstly, the presentation of a novel interactive simulation game, developed specifically for use in undergraduate and postgraduate courses in the area of marine ecology. This novel interactive simulation game is designed to help learners to explore a mathematical model of fishery population growth and understand the principles for sustainable fisheries. Secondly, the comparison of two different methods of using the interactive simulation game within the classroom was investigated: learning from active exploration of the interactive simulation game compared with learning from an expert demonstration of the interactive simulation game. The case study demonstrated the effectiveness of learning from passive viewing of an expert demonstration of the interactive simulation game over learning from active exploration of the interactive simulation game without expert guidance, for teaching complex concepts sustainable fishery management. A mixed methods study design was used, using both quantitative and qualitative methods to compare the learning effectiveness of the two approaches, and the students’ preferences. The investigation was carried out by running interventions with a mixture of undergraduate and postgraduate students from the University of Stirling in a classroom environment. A total of 74 participants were recruited from undergraduate and postgraduate level for both case studies. This thesis demonstrated through two case studies effectiveness of the proposed novel interactive simulation in university e-learning classroom environment.
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Approche formelle pour la simulation interactive de modèles mixtes / A formal approach for the interactive simulation of mixed modelsFaure, Xavier 29 September 2014 (has links)
La simulation interactive du corps humain est un problème crucial en informatique médicale. Les approches sont multiples pour arriver à cet objectif. Diminuer le temps de calcul est le leitmotiv d'un grand nombre de travaux ces dernières années. Pour les recherches qui utilisent des modèles physiques inspirés de la Mécanique des Milieux Continus pour la simulation des objets déformables, ce sont principalement les forces internes et leurs dérivées qui font l'objet d'études pour l'amélioration des performances au niveau du temps de calcul. Nous avons choisi de développer la Méthode des Masses-Tenseurs, modèle physique souvent utilisé pour son bon compromis temps de calcul — précision. Notre première contribution est l'utilisation du calcul formel pour la génération des équations des forces internes et de leurs dérivées. Notre deuxième contribution est la parallélisation de ce modèle physique en calculant les équations générées sur le GPU. Notre troisième contribution est l'extension de ce modèle physique à d'autres types d'éléments : triangle, quadrangle, hexaèdre, prisme et pyramide. Tenir compte des déformations pour utiliser la loi de comportement la plus efficace en temps de calcul lorsque c'est possible, est une stratégie que nous avons mis en place. Dans la même idée, nous prenons en compte la géométrie du modèle à simuler pour utiliser des éléments plus complexes mais en nombre réduit. Pour utiliser ces stratégies, nous avons développé et utilisé des modèles mixtes en loi de comportement et en type d'éléments. Nos travaux se placent dans le contexte du projet ETOILE pour le développement d'un modèle biomécanique du système respiratoire / Interactive simulation of the human body is a crucial issue in medical computer sciences. There are many approaches to reach this goal. Reducing the computation time is the leitmotiv of a large number of efforts in recent years. For researches which use physical models derived from continuum mechanics for the simulation of deformable objects, it is primarily the internal forces and their derivatives which are the subject of study for improving computation time. We chose to develop the Tensor Mass Method, a physical model often used for its good computation time vs accuracy trade-off. Our first contribution is the use of computer algebra to generate the internal forces and their derivatives. Our second contribution is the parallelization of this physical model by computing the generated equations on the GPU. Our third contribution is an extension of this physical model to other elements : triangle, quandrangle , hexahedron, prism and pyramid. Considering deformations to use the most effective constitutive law in terms of computation time whenever possible is a good strategy that we started developing. In the same idea, we take the geometry of the simulated model into account to introduce more complex elements, albeit in reduced numbers. To use these strategies, we have developed mixed models in constitutive laws and elements. Our research was performed in the framework of the ETOILE project, to develop a biomechanical model of the respiratory system
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NPS AUV workbench: collaborative environment for autonomous underwater vehicles (AUV) mission planning and 3D visualizationLee, Chin Siong 03 1900 (has links)
Approved for public release, distribution is unlimited / alities. The extensible Markup Language (XML) is used for data storage and message exchange, Extensible 3D (X3D) Graphics for visualization and XML Schema-based Binary Compression (XSBC) for data compression. The AUV Workbench provides an intuitive cross-platform-capable tool with extensibility to provide for future enhancements such as agent-based control, asynchronous reporting and communication, loss-free message compression and built-in support for mission data archiving. This thesis also investigates the Jabber instant messaging protocol, showing its suitability for text and file messaging in a tactical environment. Exemplars show that the XML backbone of this open-source technology can be leveraged to enable both human and agent messaging with improvements over current systems. Integrated Jabber instant messaging support makes the NPS AUV Workbench the first custom application supporting XML Tactical Chat (XTC). Results demonstrate that the AUV Workbench provides a capable testbed for diverse AUV technologies, assisting in the development of traditional single-vehicle operations and agent-based multiple-vehicle methodologies. The flexible design of the Workbench further encourages integration of new extensions to serve operational needs. Exemplars demonstrate how in-mission and post-mission event monitoring by human operators can be achieved via simple web page, standard clients or custom instant messaging client. Finally, the AUV Workbench's potential as a tool in the development of multiple-AUV tactics and doctrine is discussed. / Civilian, Singapore Defence Science and Technology Agency
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Ghosts and machines : regularized variational methods for interactive simulations of multibodies with dry frictional contactsLacoursière, Claude January 2007 (has links)
<p>A time-discrete formulation of the variational principle of mechanics is used to provide a consistent theoretical framework for the construction and analysis of low order integration methods. These are applied to mechanical systems subject to mixed constraints and dry frictional contacts and impacts---machines. The framework includes physics motivated constraint regularization and stabilization schemes. This is done by adding potential energy and Rayleigh dissipation terms in the Lagrangian formulation used throughout. These terms explicitly depend on the value of the Lagrange multipliers enforcing constraints. Having finite energy, the multipliers are thus massless ghost particles. The main numerical stepping method produced with the framework is called SPOOK.</p><p>Variational integrators preserve physical invariants globally, exactly in some cases, approximately but within fixed global bounds for others. This allows to product realistic physical trajectories even with the low order methods. These are needed in the solution of nonsmooth problems such as dry frictional contacts and in addition, they are computationally inexpensive. The combination of strong stability, low order, and the global preservation of invariants allows for large integration time steps, but without loosing accuracy on the important and visible physical quantities. SPOOK is thus well-suited for interactive simulations, such as those commonly used in virtual environment applications, because it is fast, stable, and faithful to the physics.</p><p>New results include a stable discretization of highly oscillatory terms of constraint regularization; a linearly stable constraint stabilization scheme based on ghost potential and Rayleigh dissipation terms; a single-step, strictly dissipative, approximate impact model; a quasi-linear complementarity formulation of dry friction that is isotropic and solvable for any nonnegative value of friction coefficients; an analysis of a splitting scheme to solve frictional contact complementarity problems; a stable, quaternion-based rigid body stepping scheme and a stable linear approximation thereof. SPOOK includes all these elements. It is linearly implicit and linearly stable, it requires the solution of either one linear system of equations of one mixed linear complementarity problem per regular time step, and two of the same when an impact condition is detected. The changes in energy caused by constraints, impacts, and dry friction, are all shown to be strictly dissipative in comparison with the free system. Since all regularization and stabilization parameters are introduced in the physics, they map directly onto physical properties and thus allow modeling of a variety of phenomena, such as constraint compliance, for instance.</p><p>Tutorial material is included for continuous and discrete-time analytic mechanics, quaternion algebra, complementarity problems, rigid body dynamics, constraint kinematics, and special topics in numerical linear algebra needed in the solution of the stepping equations of SPOOK.</p><p>The qualitative and quantitative aspects of SPOOK are demonstrated by comparison with a variety of standard techniques on well known test cases which are analyzed in details. SPOOK compares favorably for all these examples. In particular, it handles ill-posed and degenerate problems seamlessly and systematically. An implementation suitable for large scale performance and accuracy testing is left for future work.</p>
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Ghosts and machines : regularized variational methods for interactive simulations of multibodies with dry frictional contactsLacoursière, Claude January 2007 (has links)
A time-discrete formulation of the variational principle of mechanics is used to provide a consistent theoretical framework for the construction and analysis of low order integration methods. These are applied to mechanical systems subject to mixed constraints and dry frictional contacts and impacts---machines. The framework includes physics motivated constraint regularization and stabilization schemes. This is done by adding potential energy and Rayleigh dissipation terms in the Lagrangian formulation used throughout. These terms explicitly depend on the value of the Lagrange multipliers enforcing constraints. Having finite energy, the multipliers are thus massless ghost particles. The main numerical stepping method produced with the framework is called SPOOK. Variational integrators preserve physical invariants globally, exactly in some cases, approximately but within fixed global bounds for others. This allows to product realistic physical trajectories even with the low order methods. These are needed in the solution of nonsmooth problems such as dry frictional contacts and in addition, they are computationally inexpensive. The combination of strong stability, low order, and the global preservation of invariants allows for large integration time steps, but without loosing accuracy on the important and visible physical quantities. SPOOK is thus well-suited for interactive simulations, such as those commonly used in virtual environment applications, because it is fast, stable, and faithful to the physics. New results include a stable discretization of highly oscillatory terms of constraint regularization; a linearly stable constraint stabilization scheme based on ghost potential and Rayleigh dissipation terms; a single-step, strictly dissipative, approximate impact model; a quasi-linear complementarity formulation of dry friction that is isotropic and solvable for any nonnegative value of friction coefficients; an analysis of a splitting scheme to solve frictional contact complementarity problems; a stable, quaternion-based rigid body stepping scheme and a stable linear approximation thereof. SPOOK includes all these elements. It is linearly implicit and linearly stable, it requires the solution of either one linear system of equations of one mixed linear complementarity problem per regular time step, and two of the same when an impact condition is detected. The changes in energy caused by constraints, impacts, and dry friction, are all shown to be strictly dissipative in comparison with the free system. Since all regularization and stabilization parameters are introduced in the physics, they map directly onto physical properties and thus allow modeling of a variety of phenomena, such as constraint compliance, for instance. Tutorial material is included for continuous and discrete-time analytic mechanics, quaternion algebra, complementarity problems, rigid body dynamics, constraint kinematics, and special topics in numerical linear algebra needed in the solution of the stepping equations of SPOOK. The qualitative and quantitative aspects of SPOOK are demonstrated by comparison with a variety of standard techniques on well known test cases which are analyzed in details. SPOOK compares favorably for all these examples. In particular, it handles ill-posed and degenerate problems seamlessly and systematically. An implementation suitable for large scale performance and accuracy testing is left for future work.
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TELEMETRY IN THEATER MISSILE DEFENSE DEVELOPMENTToole, Michael T. 10 1900 (has links)
International Telemetering Conference Proceedings / October 17-20, 1994 / Town & Country Hotel and Conference Center, San Diego, California / Since the Gulf War, there has been significant interest in Theater Missile Defense
(TMD) resulting in funding growth from tens of millions of dollars at the time of the
Gulf War to $1.7 Billion in 1994. The Ballistic Missile Defense Organization
(BMDO) has developed a Theater Missile Defense test and evaluation program that
will assess technological feasibility and the degree to which system functionality and
performance meet technical and operational requirements. The complexity of the
TMD program necessitates a comprehensive test program which includes flight
testing, ground testing, and modeling and simulation. This article will provide and
overview the requirements and capabilities needed to satisfy these requirements. The
data processing, and telemetry communities will play a major role in providing the
expertise to support the development of the nation’s future Theater Missile Defense
capabilities.
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