HELP! * GREY=local Full HTML for

LOCAL foilset Televirtual Environments -- Technologies and Applications

Given by NPAC Team at SC95 Tutorial on Web Technologies on December 4,95. Foils prepared December 2,95
Abstract * Foil Index for this file

See also color IMAGE
What Is Televirtuality?
  • HyperWorld of New Media
  • Potential Major Players
  • Current Developments in VRML Forum
VAG --- VRML Architecture Group
  • VAG Proposals for Behavior in VRML
  • VRML Behavior Proposal by Mitra, Worlds, Inc.
  • VRML Behavior Proposal by Mitra, Worlds, Inc. (cont)
VRML+ -- A Model for VRML based Collaboratory
  • VRML+ Concepts
  • VRML+ Concepts (cont)
Unifying Role of Agents
  • Variable Grain Size Agents --- Examples
We also describe various new Web approaches including VRML extensions and their implications for WebScript
Integrating Collaboratory and Simulation
Examples of Current R&D at NPAC
  • VRML based Terrain Rendering
  • Thread based HPCC Distributed Simulation
  • JAVA Collaboratory

Table of Contents for full HTML of Televirtual Environments -- Technologies and Applications


1 Tutorial on Current and Future Web(NII) Technologies
-- TeleVirtual Environments

2 Abstract of Televirtual Environments Presentation
3 What Is Televirtuality?
4 HyperWorld of New Media
5 The Hyperworld of New Interactive Media
6 Potential Major Players
7 Current Developments in VRML Forum
8 VAG --- VRML Architecture Group
9 VAG Proposals for Behavior in VRML
10 VRML Behavior Proposal by Mitra, Worlds, Inc
11 VRML Behavior Proposal by Mitra, Worlds, Inc. (cont)
12 VRML+ --- A Model for VRML Based Cyberspace Collaboratory
13 VRML+ Concepts
14 VRML+ Concepts (cont)
15 Unifying Role of Agents
16 Variable Grain Size Agents --- Examples
17 VRML 2.0 Object Extensions, Client Technologies and WebScript
18 Some VRML Extension Candidates
19 Client Side Interpreter Candidates - I
20 Client Side Interpreter Candidates - II
21 Client Side Interpreter Candidates - III
22 Integration or the Tower of Babel of the Many Approaches with WebScript
23 Integrating Collaboratory and Simulation
24 Examples of Current R&D at NPAC
25 Terrain Rendering and Televirtuality -- Introduction
26 Terrain Rendering and Televirtuality -- Level-Of-Detail
27 Terrain Rendering and Televirtuality -- Concept
28 Terrain Rendering and Televirtuality -- Advantages
29 Collaboratory and HPCC Simulations -- I
30 Collaboratory and HPCC Simulations -- II
31 What is TCE ?
32 Interactive WaTor Simulation -- I
33 Interactive WaTor Simulation -- II
34 Java Based Collaboratory System --
What is a Collaboratory System

35 Java Based Collaboratory System -- Operations
36 Java Based Collaboratory System -- Operations' Management
37 Java Based Collaboratory System -- Client Server Structure
38 Java Based Collaboratory System -- Multi-Client Structure
39 Java Based Collaboratory System -- Ongoing Extensions

This table of Contents Abstract



HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 1 Tutorial on Current and Future Web(NII) Technologies
-- TeleVirtual Environments

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Supercomputing 95
Monday December 4,1995
San Diego Convention Center
NPAC
Geoffrey Fox, Wojtek Furmanski, Marek Podgorny with
Gang Cheng, Roman Markowski
Syracuse University
111 College Place
Syracuse
NY 13244-4100

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 2 Abstract of Televirtual Environments Presentation

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
What Is Televirtuality?
  • HyperWorld of New Media
  • Potential Major Players
  • Current Developments in VRML Forum
VAG --- VRML Architecture Group
  • VAG Proposals for Behavior in VRML
  • VRML Behavior Proposal by Mitra, Worlds, Inc.
  • VRML Behavior Proposal by Mitra, Worlds, Inc. (cont)
VRML+ -- A Model for VRML based Collaboratory
  • VRML+ Concepts
  • VRML+ Concepts (cont)
Unifying Role of Agents
  • Variable Grain Size Agents --- Examples
We also describe various new Web approaches including VRML extensions and their implications for WebScript
Integrating Collaboratory and Simulation
Examples of Current R&D at NPAC
  • VRML based Terrain Rendering
  • Thread based HPCC Distributed Simulation
  • JAVA Collaboratory

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 3 What Is Televirtuality?

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
We refer by this name to Multi-user Interactive Immersive/Sensory Collaboratory On the Internet
Other popular names are:
  • Cyberspace (more general, includes also current Web)
  • Gibson's Matrix (science-fiction ultimate vision of global interconnect)
Term "Televirtuality" coined by the "traditional" Virtual Reality community (Bob Jacobson, Worldesign, Inc.) as the ultimate limit of broadband based network VR.
Not clear if this name is optimal and if it will survive but we like the acronym TVR (as it integrates Television and Virtual Reality).
The popular belief is that Televirtuality represents the ultimate medium for mass communication and active telepresence in virtual environments on the Internet

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 4 HyperWorld of New Media

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Since TVR is expected to be pervasive, there must be an evolution path to it from current Multimedia PCs.
We can identify three critical dimensions for the associated enabling technologies:
  • distributed computing
  • immersive/sensory front-ends
  • high performance servers and broadband communication
The resulting "New Media Cube" (figure following) illustrates possible evolution pathways from multimedia to televirtuality and it indicates intermediate media located in the corners.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 5 The Hyperworld of New Interactive Media

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * Critical Information in IMAGE
Full HTML Index
Three Dimensions of Multimedia Extensions for Interactive Services
  • HPCC with high speed Fiber Optical connections and Superservers
  • Immersion with Spatial Navigation Metaphor
  • Multi-User Shared Distributed (Virtual) Worlds of Information and Simulation

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 6 Potential Major Players

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
As TVR is meant to be the ultimate medium, it isn't obvious who should take the lead in design and implementation. We can identify the following possible major players:
DoD -- successful in the past (SIMNET/DIS), currently impeded in the post-coldwar era.
  • SIMNET/DIS model doesn't scale easily to the whole Cyberspace.
  • Current ARPA/DSI program addresses these issues.
Federal Government -- Global Village term coined and HPCC promoted by Clinton/Gore but --- do we have any government right now?
Telecommunication Industry --- major impetus in the broadband networking deployment plans 2 years ago, now slowed down as ATM complex and interactive markets unclear
World-Wide Web is the most vital force as of today, and within it the VRML forum and its VAG executive has the 'badge' for evolving the current Web towards the true Cyberspace.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 7 Current Developments in VRML Forum

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
VRML Forum / mailing list led/moderated by Marc Pesce -- currently the most promising and dynamic body working on standards towards Televirtuality/Cyberspace.
Current problems after successful deployment of VRML 1.0:
  • 3D design issues are often mixed/confused with more general (and often more complex) distributed real-time collaboratory protocols
  • Forum too open to make executive decisions
Current suggested solution: design work is split into two parallel thrusts:
  • Developing a sequence of VRML 1.x releases with the focus on improving 3D design, better rendering support, sonification, video/dynamic texture streamlining and other new media challenges.
  • Strategic planning for VRML 2.0 (expected by mid '96?)_ that will support multiuser real-time collaboratory.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 8 VAG --- VRML Architecture Group

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
VAG is an "executive task force" formed in summer '95, operating outside the public VRML forum and reporting on current status of design work to the forum.
VAG is led by Marc Pesce and includes ten representatives from large industry, small companies and academia. Current members are:
  • Gavin Bell, SGI
  • Brain Blau, Autodesk
  • Rikk Varey, SGI
  • Jan Hardenbergh, Oki, Inc
  • Jon Marby, Microsoft
  • William Marbens,
  • Rom Meyer, Brown University
  • Mitra, Worlds, Inc.
  • Tony Parisi, Intervista Software, Inc.
  • Marc Pesce

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 9 VAG Proposals for Behavior in VRML

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Decisions currently being made by this mix of Internet hackers and Cyberspace visioners will likely have major impact on your children's education
Good news is that this team seems to be making "right" decisions
The first public appearance of this forum was made in August '95 -- VRML forum published minutes of their brainstorming meeting and a set of proposals towards VRML 1.x or/and VRML 2.0.
Marc Pesce's "visionary" white letter proposes a transparent API for interactivity ---
  • it should be enabled in VRML 2.0 but without specifying implementation to leave the door open to experimentation and innovation.
  • Java is mentioned as one of the promising implementation platforms.
Two specific technical proposals towards VRML 2.0 are by
  • Tom Meyer (Brown Univ.) which exposes Java as simulation engine
  • and by Mitra (Worlds, Inc) which presents multi-language strategy.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 10 VRML Behavior Proposal by Mitra, Worlds, Inc

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
A small set of generic communication nodes to be added to VRML. Examples:
  • Sensors (generate events, e.g. PickSensor or RegionSensor),
  • Triggers (couple events with actions),
  • Connections (tie things together via dataflow).
Major extension is the Behavior node which can carry a script in arbitrary interpreted programming language
Behavior node (which we could also call an Agent) results in downloading the requested interpreter (if not yet running at the client side) and executing the code.
Behavioral scripts are called Applets and they may interact with themselves and perform real-time updates of the VRML scene graph
Language(s) selection, multilanguage integration, and concurrency/multithreading among agents/applets/behaviors are not specified in this proposal.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 11 VRML Behavior Proposal by Mitra, Worlds, Inc. (cont)

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
API elements (drafted in C++) include:
  • load and start interpreter for a requested language
  • run an applet
  • stop an applet adding, deleting, modifying nodes in the current scene graph
  • message passing between concurrent applets or between applets and the browser.
  • Nature of communication objects not specified by this proposal.
Areas not covered:
  • naming (URN mechanism needed)
  • prototyping/importing
  • classes
  • collision detection
  • time
  • concurrency

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 12 VRML+ --- A Model for VRML Based Cyberspace Collaboratory

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Multiuser VRML simulation not yet addressed by the current set of VAG proposal
VRML+ by Worlds, Inc. is an implicit candidate model, given Mitra's influence in VAG (and IBM blessing for Worlds, Inc and VRML+ protocol).
VRML+ is a minimal closed televirtuality protocol, focused on networked VRML collaboratory.
VRML+ concepts include:
  • Cooperating Multi-servers (ID Server, Motion Server),
  • Avatars,
  • Locality in Cyberspace,
  • Scalability,
  • New network protocol SRDP (Scalable Reliable Datagram Protocol).

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 13 VRML+ Concepts

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Avatar --- virtual self selected by / assigned to participants that represents them in televirtual spaces.
  • Avatars are scripted in VRML and stored in "ID Servers" where they can be retried upon request by browsers.
ID Server --- handles user identity and manages user appearance.
  • Users register with ID server and bind their identifiers with their avatars.
Motion Server --- Multiuser server receiving motion events from participants and broadcasting the state information (including other avatars) back to users.
Multiserver --- a concept of maintaining several cooperating services in a single node or distributing it over nodes depending on the load and the network capabilities.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 14 VRML+ Concepts (cont)

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Locality --- only a certain neighborhood of a current motion event is broadcast to interested users (no full interconnect as in SIMNET;
  • Cyberspace Rock Concert including thousands of participants is a prospective application)
Scalability -- implemented via growable motion multiservers and the redirection mechanism (if a true service is moved, it is being replaced by an address service pointing to the new location)

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 15 Unifying Role of Agents

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
VRML/VAG/VRML+ current concepts share many aspects with agents technology.
  • We could call VRML 2.0 Behavior node an Agent
  • and we could implement scalable multiservers in terms of a mesh of multithreded servers/interpreters of an agent language such as in the Telescript model.
Eventually, intelligent agents will populate/inhabit Cyberspace and will hopefully be useful and friendly to their human ancestors
In the near term, dumb agents will be crucial for testing TVR environments (as we can't commit and coordinate N>>1 humans to patiently test flaky software).
Variable grain size agents also offer a useful interpolating paradigm that integrates collaboration, information and high performance computing.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 16 Variable Grain Size Agents --- Examples

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Human Avatar as in VRML+ is an example of a coarse grain complex mobile agent with unpredictable real-time dynamics
A cell of a regular CFD simulation is a fine grain size agent with simple static behavior. We wouldn't view it at all as 'an agent' if not that ...
  • a cell of an irregular (hence real world) CFD simulation e.g. in a turbulence region is a variable size agent (due to adaptive mesh)
  • with potential mobility (due to load balancing) and complex behavior (in a heterogenous distributed environment).
Another example is a mobile agent that controls a LOD node in a dynamic terrain simulation/navigation.
Finally, models such as Telescript address the information retrieval in terms of mobile variable size agents that can spread, gather and spawn copies to optimize search in distributed infobases.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 17 VRML 2.0 Object Extensions, Client Technologies and WebScript

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
VAG Proposals for object behavior in VRML 2.0 tend to offer transparent API, supporting multitude of dynamic programming languages. Following are 3D design with behavior support are being evaluated in this proposal and design activities.
Most promising candidates for client-side interpreters, interacting withe the VRML scene graph, are what W3 Organization calls mobile languages --- object-oriented scripts with some code propagation autonomy. Following are candidates for mobile computing and listed and evaluated by W3 Org:
The whole lot are the middleware mishmash we call WebScript!

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 18 Some VRML Extension Candidates

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Open Inventor (SGI) --- Superset of VRML, includes support for sensors and engines. Extensible by user provided dynamically loaded C++ clasees)
TBAG (Sun Microsystems) --- functional 3D graphics language with parametric support for time-varying and user-controllable geometries.
UGA (Brown University) --- object-oriented interpreted 3D language for rapid prototyping interactive 3D graphics applications.
Alice (Univ. of Virginia) --- based on Python, supports rapid prototyping for 3D graphics.
ANIM3D (Digital) --- based on Obliq, used for algorithm visualization.
Worlds (Worlds, Inc.) --- commercial product for multimedia collaboratory.
VRML+ (World, Inc.) --- collaboratory protocol with API support for dynamic modification of the VRML scene graph.
BE System (BE Software Company) --- Pascal-like language to specify behavior for Inventor nodes.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 19 Client Side Interpreter Candidates - I

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Candle Web extension language to support real-time interactivity and fast graphics and animation. Norway.
GROW (GNU Remote Operations Web) - a multi-language scripted architecture, supporting interoperability and wrappers for several popular Web languages Perl, Tcl, Scheme, C, C++, Python). Also supports Web based software upgrade. Distributed by Cygnus Corporation (GNU consulting).
Guile Interpreted language supporting multilanguage integration and acting as implementation platform for GROW
Java object-oriented programming language with C++ based syntax and some elements of Smalltalk and Objective-C. Abstract virtual machine opcodes used as distribution protocol
LiveScript - a macro language for Netscape2 with Java-like syntax and similar client site execution model. LiveScript can be embedded in HTML via custom tag and it does not require server side precompilation to binary opcodes as in Java.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 20 Client Side Interpreter Candidates - II

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Obliq Interpreted object-oriented language for distributed computing. Developed by Digital.
OREXX --- Object-oriented REXX. IBM.
Perl --- pattern matching and text processing language, by Larry Wall,. popular in the UNIX community.
Phantom Inspired by Obliq, under development by Anthony Courtney (Dublin/Berkeley undergrad).
Python Object-oriented in the spirit of Modula-3, developed by CWI. Useful both for embedded hypermedia and for text processing.
Safe-Tcl An agent version/extension of Tcl with support for "enabled mail"
Scheme48 Bytecode compiler and VM for Scheme. Supports mobility in a similar way as Telescript (ultra-portable virtual assembler)

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 21 Client Side Interpreter Candidates - III

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
ScriptX Multimedia language by Kaleida Labs. Some aspects similar to Macromind Director. Set-top box alliance with Scientific Atlanta. by Scientific Atlanta.
Self Object oriented language for exploratory programming. Mixes structual and functional aspects. Used in MOOs.
Telescript Agent language with aspects of C++ , translates to interpretable virtual assembler (Low Telescript). Developed by General Magic and partners. Recently published.
Tycoon - polymorphic persistent programming environment supporting ineroperability between various database vendors (Hamburg, Germany)
Winterp interactive object-oriented language for rapid prototyping. Includes object-oriented interface to OSF Motif. Developed by Enterprise Integration Technologies. Lisp based implementation.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 22 Integration or the Tower of Babel of the Many Approaches with WebScript

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
The emergent Cyberspace will be most likely multi-lingual, with agents employed both to propagate scripted information and to offer language translation services.
We refer to such a multilanguage as to WebScript.
It is yet to be seen if any new common language standard will be established in this process, or rather the televirtual environment software will take the form of a language soup.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 23 Integrating Collaboratory and Simulation

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Eventually, TVR will simulate laws of physics by embedding human agents in an interactive simulation medium
Uniform framework for such environments can be provided in terms of variable size mobile interacting agents, ranging from coarse grain complex human avatars to fine grain atomic elements of the physical or information medium
In our current R&D efforts at NPAC, we approach such TVR environments from three complementary perspectives:
  • multithreaded (Java based) collaboratory
  • multithreaded (TCE based) HPCC simulation
  • dynamic world generation (VRML based terrain rendering) coupled with the object-oriented databases (Illustra)

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 24 Examples of Current R&D at NPAC

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Multithreaded (Java based) collaboratory (Vishal Mehra) conforms to the VAG/VRML+ concepts
  • both client side interpreters and motion/collaboratory servers implemented in Java
  • current focus is on collaboratory protocol and network dynamics --- "avatars" are represented by simple 1D (text/chat) or 2D (tic-tac-toe-like graphics) visual elements
Multithreaded (TCE=Thread Communication Environment based) simulation (Janusz Niemiec)
  • TCE -- a multithreaded distributed server development environment offering a port-channel based abstraction of location transparent communicating threads
  • current application address artificial life simulation (sharks contra fish) with simulation patches represented by TCE threads
Dynamic (VRML based) terrain rendering/world generation (Chris Walczak)

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 25 Terrain Rendering and Televirtuality -- Introduction

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
In terrain rendering systems the partial data delivery is a prerequisite.
Currently it is achieved by dividing the whole surface into smaller parts that are modeled and delivered to the user separately.
In addition, in order to be able to cover a reasonably big area, the different levels of detail have to be used. The parts that are farther from the camera viewpoint (that cover much bigger area) can be modeled using lower resolution.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 26 Terrain Rendering and Televirtuality -- Level-Of-Detail

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * Critical Information in IMAGE
Full HTML Index
Currently different detail levels are achieved by creating two separate VRML files for each part of the surface using different resolutions (see pics).
Because of the overhead of VRML file syntax, in case of terrain rendering, even low resolution files are bigger than the volume of high-resolution, original Ôpure' terrain data.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 27 Terrain Rendering and Televirtuality -- Concept

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
The convergence of database technology on the server site with a specialized agent on client site gives possibility of dynamic surface creation.
An agent - a specialized program running on client site can generate the VRML file during the simulation - when the observation point moves above the terrain surface.
At high resolution this saves a factor of 10 in communication load host <--> client

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 28 Terrain Rendering and Televirtuality -- Advantages

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Generating VRML on the client rather than the host increases the load of client computer but has several advantages:
Less data need to be sent over the network,
Only the data that is really needed is sent,
The world is smooth - is not cut into parts,
The movement is smooth - data is loaded and processed constantly,
The rendering resolution can vary depending on different factors such as:
  • - the speed of the user computer,
  • - speed of movement,
  • - user request.
The number of resolution levels is not limited.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 29 Collaboratory and HPCC Simulations -- I

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Simulations of real-life phenomena require in general, powerful computational engines. Therefore, an appropriate HPCC support is essential.
Simulations carried out in a collaborative mode can provide new, educational, scientific and purely practical, insights.
An important challenge in the software domain is to provide an environment which is capable of balancing the simulation loads dynamically across computing nodes. Essential for distributed memory HPC architectures.
The collaborative, multi-user aspect makes the challenge even more demanding, as user interactions have to be performed concurrently, safely and promptly.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 30 Collaboratory and HPCC Simulations -- II

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Multithreaded systems seems to be a natural platform for linking simulations with collaboration --- threads --- which can on one hand represent fine grain simulation particles and on the other hand, course grain user agents.
An efficient multihreaded environment is able to deliver the assumed computational efficiency. The essential load balancing can be achieved by thread migration and different users, represented as additional threads, will interact with the simulation threads via fast inter-thread communication channels.
As an example of a HPCC Collaborative Simulation we have developed an artificial shark and fish simulation (WaTor), using the TCE environment as the implementation framework.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 31 What is TCE ?

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
TCE stands for Thread-based Communication Environment. It has been developed at NPAC, to provide a system level support for data- and functional-parallel applications with client-server capabilities.
The most characteristic features of the environment are: User-level, portable multithreading, with prioritized, preemptive scheduling.
Message passing communication based on abstract communication objects - Ports and Channels.
Channels construction involves two Ports. They exclusively link two peers, providing a variety of different communication modes, including support for communication between heterogenous architectures.
Ports and Channels can be accessed by all threads within a process, and they can be freely passed between different TCE processes. Various system descriptors can be mapped onto TCE ports, therefore polymorphic operations on channels can refer to sockets, files, keyboard or other system devices.
The environment is currently operational on SunOS, Ultrix, OSF/1 and CM-5 architectures.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 32 Interactive WaTor Simulation -- I

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
The Interactive WaTor simulation is an Ecological Simulation that can be controlled and altered by multiple users.
The rules of the simulation are as follows: two populations of sharks and fish are randomly scattered across a wrapped-around rectangular ocean in each simulation step a fish tries to move at random into one of not occupied neighboring ocean cells a shark looks for a fish in the 4 adjacent cells, and eats at random one if one or more of the cells are occupied both populations produce offsprings at the rates set by simulation parameters sharks can survive without eating a fish for a period defined by another parameter, fish don't eat anything
The multithreaded, parallel implementation uniformly distributes regions of the ocean between different processors. These regions are then further divided between processors' threads. Each thread runs a region, and exchanges boundaries with neighboring threads via channels.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 33 Interactive WaTor Simulation -- II

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
There is a control thread, one per a processor, which compares the local node load with the loads of neighboring processors.
In the case of a significant load imbalance, the overloaded processors send some of their regions to others. Sending regions involves creating a new thread at the destination processor, which then receives the state of the region together with four channels to continue the communication with the neighbors.
The set of simulation processes form a parallel server, to which different users can connect to interact with the shared simulation (changing parameters) or to run their independent simulations.
For each connected user, there is an independently run thread, which sends to a user process the simulation image, and receives from it the simulation parameters.

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 34 Java Based Collaboratory System --
What is a Collaboratory System

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
What is a Collaboratory System?
These are result's from Master's project by Vishal Mehra at NPAC
A Collaboratory is an environment which allows multiple dispersed users to connect and exchange multi-media information among themselves
Multiple virtual channels are created dyanamically as the users connect to collaboration server(s) during run-time
Users exchange information using these virtual channels

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 35 Java Based Collaboratory System -- Operations

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
User logs on to the Collaboratory server(s), providing his/her username and password
Information of the user is recorded at the server side, and is made available to every other user currently logged on
Each user has a set of environment variables which can be configured to meet his/her requirements
These set of variables can be changed at run-time or can be loaded from the users' default configuration files

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 36 Java Based Collaboratory System -- Operations' Management

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
All the information is packed as Java objects
Only objects are sent across the Network
Objects can fall into the following two categories
  • Data Objects - consisting of multimedia information
  • Control Objects - consisting of command and control information
Control objects have a higher priority over Data objects

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 37 Java Based Collaboratory System -- Client Server Structure

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * Critical Information in IMAGE
Full HTML Index

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 38 Java Based Collaboratory System -- Multi-Client Structure

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * Critical Information in IMAGE
Full HTML Index

HELP! * GREY=local HTML version of LOCAL Foils prepared December 2,95

Foil 39 Java Based Collaboratory System -- Ongoing Extensions

From Televirtual Environments -- Technologies and Application SC95 Tutorial on Web Technologies -- December 4,95. * See also color IMAGE
Full HTML Index
Current Work Involves creating a Virtual Mall where channels are created dynamically
Each room is a channel
Clients present in that room are members of that channel
By moving from room to room, client leaves one channel and joins another

Northeast Parallel Architectures Center, Syracuse University, npac@npac.syr.edu

If you have any comments about this server, send e-mail to webmaster@npac.syr.edu.

Page produced by wwwfoil on Mon Feb 17 1997