Abstract: This article illustrates a model selection management approach for virtual prototypes in interactive simulations. In those numerical simulations, the virtual prototype and its environment are modelled as a multiagent system, where every entity (prototype,human, etc.) is modelled as an agent. In particular, virtual prototyp ingagents that provide mathematical models of mechanical behaviour inform of computational methods are considered. This work argues that selection of an appropriate model in a changing environment,supported by models? characteristics, can be managed by the deter-mination a priori of specific exploitation and performance measures of virtual prototype models. As different models exist to represent a single phenomenon, it is not always possible to select the best one under all possible circumstances of the environment. Instead the most appropriate shall be selecting according to the use case. The proposed approach consists in identifying relevant metrics or indicators for each group of models (e.g. entity models, global model), formulate their qualification, analyse the performance, and apply the qualification criteria. Then, a model can be selected based on the performance prediction obtained from its qualification. The authors hope that this approach will not only help to inform engineers and researchers about another approach for selecting virtual prototype models, but also assist virtual prototype engineers in the systematic or automatic model selection.
Abstract: In this paper, we employ the approach of linear
programming to propose a new interactive broadcast method. In our
method, a film S is divided into n equal parts and broadcast via k
channels. The user simultaneously downloads these segments from k
channels into the user-s set-top-box (STB) and plays them in order.
Our method assumes that the initial p segments will not have
fast-forwarding capabilities. Every time the user wants to initiate d
times fast-forwarding, according to our broadcasting strategy, the
necessary segments already saved in the user-s STB or are just
download on time for playing. The proposed broadcasting strategy not
only allows the user to pause and rewind, but also to fast-forward.
Abstract: One of the essential requirements in order to have a
realistic surgical simulator is real-time interaction by means of a
haptic interface is. In fact, reproducing haptic sensations increases
the realism of the simulation. However, the interaction need to be
performed in real-time, since a delay between the user action and the
system reaction reduces the user immersion. In this paper, we present
a prototype of the coronary stent implant simulator developed in the
HERMES Project; this system allows real-time interactions with a
artery by means of a specific haptic device; thus the user can
interactively navigate in a reconstructed artery and force feedback is
produced when contact occurs between the artery walls and the
medical instruments