Publications

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Smart Routing A Novel Application of Collaborative Pathfinding to Smart Parking PDF 149Kb

Callum Rhodes, William Blewitt, Craig Sharp, Gary Ushaw and Graham Morgan: Smart Routing: A Novel Application of Collaborative Path-finding to Smart Parking Systems. In IEEE Conference on Business Informatics (CBI 2014), July 2014, Geneva Switzerland.

We utilise collaborative path-finding to improve efficiency of smart parking systems and therefore reduce traffic congestion in metropolitan environments, while increasing efficiency and profitability of parking garages. A significant portion of traffic in urban areas is accounted for by drivers searching for an available parking space. Many cities have adopted a parking guidance and information system to try to alleviate this traffic congestion. Typically these systems entail informing the driver of the whereabouts of an available space, reserving that space for the specific driver, and providing directions to reach the destination. Little or no account is taken of how much congestion will be caused by multiple drivers being directed to the same car-park concurrently. We introduce the concept of collaborative pathfinding to the problem. We simulate a smart parking system for an urban environment, and show that a novel approach to collaboratively planning paths for multiple agents can lead to reduced traffic congestion on routes toward busy parking areas, while reducing the amount of time when parking spaces are vacant, thereby increasing the revenue earned.

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Statistical modelling of Upper Limb Functional Ability using Motion Data PDF 286Kb

Javier Serradilla, Jian Shi, Yafeng Cheng, Graham Morgan, Charlotte Lambden and Janet Eyre: Statistical modelling of Upper Limb Functional Ability using Motion Data: Validity Study. In IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH 2014), May 2014, Rio de JAneiro Brazil, Winner of Best Paper Award.

The objective of this study is to estimate the crosssectional and longitudinal validity (sensitivity to change) of a novel algorithm as a new measure to assess upper-limb functional ability in stroke survivors. This algorithm models functional ability by mapping an array of kinematic variables extracted from the analysis of movements made by patients while playing bespoke, professionally-written action video games to the CAHAI- 10 (Chedoke Arm and Hand Activity Inventory). A second aim of the research is to determine how the output from the model compares with existing measures of functional ability to distinguish change in patients in the acute/chronic stages of their recovery.

 

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Adopting Commercially Inspired Practices within an Academic Teaching Course PDF 83Kb

Gary Ushaw, William Blewitt and Graham Morgan: Adopting Commercially Inspired Practices within an Academic Teaching Course: A Case Study of a Computer Games Engineering Degree. In 6th International Conference on Computer Supported Education (CSEDU 2014), April 2014, Barcelona Spain.

A case study of a computer games engineering course is presented. The course has been designed with close input from industry and is achieving a high rate of success in the number of graduates being recruited by the target industry. The organisers of the course have extensive experience in both the software engineering industry, and in delivering academic teaching. These experiences are combined so that commercial software development practices, technologies and philosophies are adopted throughout the delivery of the academic course. The paper discusses the specifics of how and why this was achieved, and uses the Game Engineering course as an exemplar for encouraging the adoption of commercially inspired techniques within the teaching of software engineering and computer science more generally.

 

 

 

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Bespoke Video Games Provide Early Response Markers PDF 543Kb

S Graziadio, R Davison, K Shalabi, K Sahota, G Ushaw, G Morgan, J Eyre: Bespoke Video Games to Provide Early Response Markers to Identify the Optimal Strategies for Maximizing Rehabilitation. In 29th Symposium On Applied Computing (ACM SAC 2014), March 2014, Gyeongju South Korea. Winner of Best Paper Award

Monitoring recovery during illness informs future intervention strategies and so is pivotal in determining patient outcomes. Markers are commonly used in such a process, with such markers usually derived via laboratory based biological sampling. However, some conditions rely solely on markers derived from physical observation. Recovery from stroke is a condition where monitoring is carried out via a therapist observing a patient’s motor learning skills. This is time consuming and costly due to the requirement of a therapist and the patient to meet throughout the recovery lifecycle. In addition, error is introduced as different therapists may interpret motor learning differently. In this paper, we attempt to alleviate these issues by employing a bespoke video game to derive markers to identify strategies for rehabilitation without therapist intervention. Although video games (or any encouraged physical activity) have been shown to aid in rehabilitation, this is the first time the evaluation of early response markers has been derived in this manner.

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Optimistic Concurrency Control for Energy Effciency in the Wireless Environment PDF 358Kb

Kamal Solaiman, Matthew Brook, Gary Ushaw, Graham Morgan: Optimistic Concurrency Control for Energy Efficiency in the Wireless Environment. In: 13th International Conference on Algorithms and Architectures for Parallel Processing (ICA3PP-2013), December 2013 Sorrento Peninsula, Italy. Winner of Best Paper Award

The ubiquity of smart portable devices has led to concurrency control for the mobile network becoming an area of growing concern. Conventional optimistic concurrency control techniques require retries of failed or disputed transactions, which place additional drain on the energy consumption of both the network and the smart device. We present a Distributed Later Validation Earlier Write Optimistic Concurrency
Control (DLVEW) algorithm to eciently handle transactions running on the server side without disturbing transactions running on clients. Our simulation shows an increase in throughput and reduction in both the response time and the number of missed deadlines of transactions. The corresponding reduction in contentious transactions needing to be restarted leads to a lower power cost for the network as a whole.

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Applicability of GPGPU Computing to Real-Time AI Solutions in Games PDF 293Kb

William Blewitt, Gary Ushaw, Graham Morgan. Applicability of GPGPU Computing to Real-Time AI Solutions in Games. IEEE Transactions on Computational Intelligence and AI in Games Vol 5 Issue 3. pp265-275, September 2013

This work reviews developments in General Purpose Computing on Graphics Processor Units (GPGPU Computing) from the perspective of video game related artificial intelligence. We present an overview of the field, beginning with early shader language solutions and continuing to discuss three accessible platforms for GPGPU development: CUDA, OpenCL and DirectCompute. Consideration is given to the commercial and practical realities which hinder the adoption of GPGPU solutions within video game AI and developments in GPGPU computing directly relevant to common AI practises within the video games industry are reviewed in depth.

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Volatility Management of High Frequency Trading Environments PDF 399Kb

Matthew Brook, Craig Sharp, Gary Ushaw, William Blewitt, Graham Morgan, "Volatility Management of High Frequency Trading Environments", 15th IEEE Conference on Business Informatics (CBI 2013), Vienna, Austria, July 16th-18th 2013.

High frequency trading (HFT) environments provide technologies that enable algorithmic trading within automated marketplaces. The most prominent example of an HFT environment is within equity trading, where many millions of trades are achieved at a high volume to gain a reasonable cumulative profit. Such environments rely on low latency/high performance technologies to allow trades to react in a timely manner to market volatility. However, sometimes the volatility of the market goes beyond what supporting infrastructure can allow, resulting in erroneous behaviour of the marketplace. In this paper we tackle the problem of managing market volatility to limit erroneous market behaviour. Our approach is unique in that it is non-dependent on the trading environment itself and self-regulates based only on trading frequency and contention. We demonstrate our results and show that by managing trade injection rates and contention of shared state the volatility of HFT environments can be managed appropriately and in an automated manner.

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Read-Write-Validate Approach to OCC of Resource-Constrained Systems PDF 563Kb

Kamal Solaiman, Matthew Brook, Gary Ushaw, Graham Morgan, "A Read-Write-Validate Approach to Optimistic Concurrency Control for Energy Efficiency of Resource-Constrained Systems",  9th IEEE International Wireless Communications and Mobile Computing Conference (IWCMC 2013), Calgiari, Italy, July 1st-5th 2013

Modern smartphones feature multiple applica-tions which access shared data on the solid state storage within the device. As applications become more complex, contention over this memory resource is becoming an issue. This leads to increased battery drain as the applications are forced to touch the solid state device repeatedly after failing to retrieve or store data due to contention from other applications. We describe an optimistic concurrency control algorithm, combining a novel Read-Write-Validate phase sequence with virtual execution. The protocol is suitable for governing transactions operating on databases residing on resource-constrained devices. Increas-ing energy efficiency and reducing latency are primary goals for our algorithm. We show that this is achieved by reducing persistent store access, and satisfy real-time requirements via transaction scheduling that affords greater determinism.

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Semantically Aware Contention Management for Distributed Applications PDF 616Kb

Matthew Brook, Craig Sharp, and Graham Morgan. "Semantically Aware Contention Management for Distributed Applications." In Distributed Applications and Interoperable Systems (DAIS 2013), pp. 1-14. Springer Berlin Heidelberg, Florence, Italy, June 3-5, 2013.
Distributed applications that allow replicated state to deviate in fa-vour of increasing throughput still need to ensure such state achieves consis-tency at some point. This is achieved via compensating conflicting updates or undoing some updates to resolve conflicts. When causal relationships exist across updates that must be maintained then conflicts may result in previous updates also needing to be undone or compensated for. Therefore, an ability to manage contention across the distributed domain to pre-emptively lower con-flicts as a result of causal infringements without hindering the throughput achieved from weaker consistency is desirable. In this paper we present such a system. We exploit the causality inherent in the application domain to improve overall system performance. We demonstrate the effectiveness of our approach with simulated benchmarked performance results.

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Efficient Application of Gesture Recognition for Rehabilitation PDF 92Kb

An Efficient Application of Gesture Recognition from a 2D Camera for Rehabilitation of Patients with Impaired Dexterity, Gary Ushaw, Efthymios Ziogas, Janet Eyre, Graham Morgan, 6th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2013), Barcelona, Spain, February 11-14 2013

An efficient method for utilising a 2D camera to recognise hand gestures in 3D space is described. The work is presented within the context of a recuperation aid for younger children with impaired movement of the upper limbs on a standard Android tablet device. The hand movement recognition is achieved through attaching brightly coloured models to the child's fingers, providing easily trackable elements of the image. The application promotes repeated use of specific hand skills identified by the medical profession to stimulate and assess rehabilitation of patients with impaired upper limb dexterity

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A Framework That Utilizes Causality to Schedule Contention Management PDF 881Kb

Abushnagh Y, Brook M, Sharp C, Ushaw G, Morgan G. Liana: A Framework That Utilizes Causality to Schedule Contention Management across Networked Systems.In: On the Move to Meaningful Internet Systems (OTM). ODBASE 2012, volume 7566 of Lecture Notes in Computer Science, page 871-878. Springer, Rome, Italy,  (2012).

In this paper we tackle the problem of improving overall throughput for shared data access across networked systems. We are concerned with those systems that must maintain the causal ordering of events across participating nodes in a network. By utilising the causality inherent within such systems we create a scheduler that can inform contention management schemes in such a way as to reduce the rollback associated to conflicting access of shared data.

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Real-Time Ambient Occlusion on the Playstation3 PDF 138Kb

Real-Time Ambient Occlusion on the Playstation3, Dominic Goulding, Richard Smith, Lee Clark, Gary Ushaw and Graham Morgan, 7th International Joint Conference on Computer Vision, Imaging and Computer Graphic Theory and Application (VISIGRAPP 2012), Rome, Italy, February 24-26 2012

This paper describes how to implement ambient occlusion effects on the Playstation3 (PS3) while alleviating processing demands on the GPU. The solutions proposed here are implementations that utilize the parallel processing available on the PS3’s synergistic processing units (SPUs). Two well-known ambient occlusion techniques are evaluated as candidate solutions for PS3 SPU implementations.

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Concurrency Control for Resource-Constrained Systems with Real-Time Properties PDF 175Kb

Concurrency Control for Resource-Constrained Systems with Real-Time Properties, Solaiman, K., and Morgan, G., 4th International Workshop onDependable Network Computing andMobile Systems (DNCMS 2011) held in conjunction with SRDS 2011, Madrid. Spain, October 4, 2011

We describe an algorithm for optimistic concurrency control suitable for governing transactions operating on databases residing on resource constraint devices. We are concerned with real-time applications that utilize such devices in a computationally demanding manner (e.g., gaming). Therefore, increasing energy efficiency and reducing latency are primary goals for our algorithm to afford higher overall performance and longevity of battery life. We attempt to improve energy efficiency by reducing persistent store access and satisfy real-time requirements via transaction scheduling that affords greater determinism.

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Dynamic Balancing and Walking for Real-time 3D Characters PDF 1,263Kb

Dynamic Balancing and Walking for Real-time 3D Characters, Kenwright, B., Davisons, R., Morgan, G., The Fourth International Conference on Motion in Games 2011 Edinburgh, UK, November 13-15 2011

This paper describes the real-time modeling of 3D skeletal motion with balancing properties. Our goal is to mimic human responsiveness when external forces are applied to the model. To achieve this we use an inverted pendulum as a basis for achieving a self-balancing model. We demonstrate responsiveness in stepping and posture control via a simplified biped skeletal model using our technique.

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Real-Time Deformable Soft-Body Simulation using Distributed Mass-Spring App PDF 683Kb

Real-Time Deformable Soft-Body Simulation using Distributed Mass-Spring Approximations, Kenwright B, Davison R, Morgan G, The Third International Conference on Creative Content Technologies, CONTENT 2011, September 25-30, 2011 - Rome, Italy.

This paper investigates several methodologies for simulating soft-body objects using a mass-spring approach. The mechanisms are then expanded to include deformation information that can produce results suitable for use in realtime applications where visual impact rather than accuracy is desired, such as video games. Many methods use complex and esoteric methods to achieve physically accurate simulations; we target the mass-spring model  because of its simplicity, using creative modifications for diverse visual outcomes.

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Highly Interactive Scalable Online Worlds PDF 436Kb

Highly Interactive Scalable Online Worlds, Morgan, G., Advances in Computers (2009), Elsevier

A book chapter from Elsevier's long running "Advances in Computers Series". The version here is slightly different, and it fixes an error in the load balancing diagram. An interesting overview of the work on networked virtual environments in general and how they relate to distributed systems research.

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Engineering Distributed Shared Memory Middleware for Java PDF 366Kb

Engineering Distributed Shared Memory Middleware for Java Mazzucco, M., Morgan, G., Panzieri, F., Sharp C., The 11th International Symposium on Distributed Objects, Middleware, and Applications (DOA'09), Vilamoura, Algarve-Portugal, Nov 02 - 04, 2009


A paper that provides a description of a java implementation for shared memory. The underlying mechanism is clearly described and can be replicated quite easily (with technical ability). Not overly novel, but a practical engineering paper with test results.

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E-Commerce with Rich Clients and Flexible Transactions PDF 164Kb

E-Commerce with Rich Clients and Flexible Transactions, Clarke, D., Morgan, G., First International Workshop on Software Technologies for Future Dependable Distributed Systems (STFSSD 2009), co-located with 12th IEEE International Symposium on Object/component/service-oriented Real-time distributed Computing (ISORC 2009), Japan

More an engineering work describing our experiences than any real advance on theory. Dylan (who built the system) did a great job and produced far more than the paper describes (we only concentrate on the transactional elements in the paper).

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Challenges of Online Game Development: A Review PDF 502Kb

Challenges of Online Game Development: A Review, Morgan, G., Simulation & Gaming, Sage Publications

The focus of this article is to determine how the engineering practices common in online game development may be approached differently to promote more diverse online gaming scenarios. The technical difficulties in providing online gaming are not trivial, requiring substantially larger budgets compared with their non-online counterparts: Commercial failure of an online game could be costly. Therefore, when considering alternate engineering approaches, those that appear tried and tested in other domains, and hence may be lower-cost solutions, are considered.

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Runtime Evolution for Online Gaming: A Case Study using JBoss and Drools PDF 226Kb

Runtime Evolution for Online Gaming: A Case Study using JBoss and Drools, Zhu, L., Morgan, G., GDTW 2008, Sixth International Conference in Game Design and Technology, Liverpool, UK, November 

Managing content and evolving game play is such a tough problem in online gaming (e.g., World of Warcraft) we decided to take a radical approach. This approach is described here. Julian did a good job with the demo and really showed that e-commerce solutions can benefit the online gaming business model.

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Enhancing an Application Server to Support Available Components PDF 509Kb

Enhancing an Application Server to Support Available Components., Kistijantoro, A. I., Morgan, G., Shrivastava, S. K., and Little, M. C., IEEE Trans. Softw. Eng. 34, 4 (Jul. 2008), 531-545

Based on earlier works, this journal paper really bookends the work on application servers well. Two earlier papers really put in place the basic foundations for this paper. The work originated from initial implementations spanning back to the SRDS paper from 2003 (which is in this list).

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Efficient Resource Management for Game Server Hostin PDF 310Kb

Efficient Resource Management for Game Server Hosting, Martin, D., Moorsel, A. v., and Morgan, G., In Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing (Isorc) - Volume 00 (May 05 - 07, 2008). ISORC. IEEE Computer Society, Washington, DC, 593-596

Is it possible to increase scalability in game servers using low level linux call interception? Do we need fancy protocols and the like? Quick, cheap fix for scalable game servers....

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Evolutionary Optimization of Parameters for Distributed Virtual Environment PDF 220Kb

Evolutionary Optimization of Parameters for Distributed Virtual Environments , Parkin, SE, Andras, P, & Morgan, G, IEEE Congress on Evolutionary Computation (CEC), Singapore, September

An interesting experiement (done for fun really) to determine if evolutionary approaches can help determine when, and how frequently, messages should be exchanged in a virtual world.

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A Message Oriented Middleware Solution Enabling Non-repudiation Evidence Ge PDF 150Kb

A Message Oriented Middleware Solution Enabling Non-repudiation Evidence Generation for Reliable Web Services, Parkin, S., Ingham, D., Morgan, G., 4th International Service Availability Symposium, ISAS 2007, Durham, NH, USA, May

Simon (before he did his PhD with me) built this system for his masters degree. We finally got round to publishing it (and people liked it!). The title says it all really.

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Transaction Manager Failover: A Case Study Using JBOSS Application Server PDF 183Kb

Transaction Manager Failover: A Case Study Using JBOSS Application Server, A. I. Kistijantoro, G. Morgan, S. K. Shrivastava, International Workshop on Reliability in Decentralized Distributed systems (RDDS 2006), Montpellier, France, Oct 30, 2006

This paper describes, for the case of Enterprise Java Bean components and JBoss application server, how replication for availability can be supported to tolerate application server/transaction manager failures. The paper discusses the techical issues involved and shows how a solution can be engineered.

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Managing Missed Interactions in Distributed Virtual Environments PDF 275Kb

Managing Missed Interactions in Distributed Virtual Environments, Parkin, S. E., Andras, P., Morgan, G., Proceedings of the 12th Eurographics Symposium on Virtual Environments, Lisbon, Portugal, 8th - 10th, ACM Eurographics, pp. 27 - 34, May

A number of parameters under the control of a DVE developer may influence the possibility of missed interactions occurring (e.g., object velocities, area of in-fluence). We present in this paper a tool which simulates a DVE and provides developers with an indication of the appropriate values for parameters when balancing missed interactions against scalability.

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Load Balancing for Massively Multiplayer Online Games PDF 255Kb

Load Balancing for Massively Multiplayer Online Games – Lu, F., Parkin, S. E., Morgan, G., In the Proceedings of NETGAMES 2006, ACM SIGCOMM, Singapore, October

Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction.

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Scalable Collision Detection for Massively Multiplayer Online Games PDF 95Kb

Scalable Collision Detection for Massively Multiplayer Online Games, Morgan, G. and Storey, K., In Proceedings of the IEEE 19th International Conference on Advanced Information Networking and Applications (AINA '05), March 25-30, 2005, Taipei, Taiwan Volume 1 pp. 873-878 IEEE Computer Society

We describe approaches for satisfying the real-time collision detection requirements of distributed virtual environments. We assume a distributed virtual environment is deployed using client/server architecture typical of commercial massive multiplayer online games. We exploit the scalability provided by the clustering of servers in the development of a real-time collision detection service that may scale to satisfy the requirements of virtual environments that are constructed of many thousands of objects.

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Monitoring Middleware for Service Level Agreements in Heterogeneous Environ PDF 105Kb

Monitoring Middleware for Service Level Agreements in Heterogeneous Environments, Morgan, G., Parkin, S., Molina-Jimenez, C., Skene, J., In the proceedings of the fifth IFIP conference on e-Commerce, e-Business, and e-Government (I3E 2005), Poznan, Poland, October 26-28, IFIP Volume 189 pp. 79-93

In this paper we describe an SLA monitoring implementation that can generate metric data gathering software directly from machine readable SLAs. Assuming that an organisation specialising in SLA monitoring and evaluation may not wish to be tied to any one particular middleware platform and/or SLA language, we aim to provide generic monitoring services that may be suitable for use in heterogeneous environments.

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Interest Management Middleware for Networked Games PDF 279Kb

Interest Management Middleware for Networked Games, Morgan, G., Lu, F. and Storey, K., In Proceedings of the I3D 2005. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Washington, DC, April 3-6, 2005 pp. 57-63 ACM SIGGRAPH

In this paper we present an approach to interest management based on the predicted movement of objects. Our approach determines the frequency of message exchange between objects on the likelihood that such objects will influence each other in the near future. We then demonstrate, via implementation and experimentation, how existing middleware standards provide a suitable platform for the deployment of our interest management scheme.

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Expanding Spheres: A Collision Detection Algorithm for Interest Management PDF 83Kb

Expanding Spheres: A Collision Detection Algorithm for Interest Management in Networked Games, Morgan, G., Storey, K., Lu, F., In Proceedings of the Entertainment Computing – ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3 Rauterberg, M. (ed) Lecture Notes in Computer Science Volume 3166 pp. 435 - 440, Springer-Verlag

We present a collision detection algorithm (Expanding Spheres) for interest management in networked games. The aim of all interest management schemes is to identify when objects that inhabit a virtual world should be interacting and to enable such interaction via message passing while preventing objects that should not be interacting from exchanging messages.

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Determining Collisions between Moving Spheres for Distributed Virtual Envir PDF 321Kb

Determining Collisions between Moving Spheres for Distributed Virtual Environments, Storey, K., Lu, F., Morgan, G., Computer Graphics International (CGI'04), Crete, June 16 - 19, 2004, pp. 140-147, IEEE Computer Society Press

We present an approach to collision detection that is appropriate for satisfying the requirements of interest management schemes used in distributed virtual environments. The aim of an interest management scheme is to identify when objects that populate a simulation supported by a distributed virtual environment (objects could be hosted on different nodes) should be interacting via message exchange while preventing objects that should not be interacting from exchanging messages.

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Predictive Interest Management: An Approach to Managing Message Disseminati PDF 185Kb

Predictive Interest Management: An Approach to Managing Message Dissemination for Distributed Virtual Environments, Morgan, G., Lu, F., In Proceedings of the First International Workshop on Interactive Rich Media Content Production: Architectures, Technologies, Applications, Tools (Richmedia2003)

In this paper we present an approach to interest management based on the predicted movement of objects. Our approach determines the frequency of message exchange between objects on the likelihood that such objects will influence each other in the near future. Via this mechanism we aim to ensure a scalable DVE that may satisfy message exchange requirements of briefly interacting objects irrelevant of the speed such objects may traverse a virtual world.

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Portal Replication for Web Application Availability Via SOAP PDF 208Kb

Portal Replication for Web Application Availability Via SOAP, Woodman, S.J., Morgan, G. and Parkin, S., In Proceedings of the 8th IEEE International Workshop on Object-Oriented Real-time Dependable Systems (WORDS 2003), Guadalajara, Mexico, 15-17 January 2003 pp. 122-130, IEEE Computer Society Press

The provision of fault-tolerant portals may be viewed as essential by an organisation. This paper describes a portal suitable for exhibiting web applications as SOAP based services and presents an approach for replicating portals to overcome the problem of a portal representing a single point of failure.

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Component Replication in Distributed Systems: a Case study using Enterprise PDF 316Kb

Component Replication in Distributed Systems: a Case study using Enterprise Java Beans, Kistijantoro A. I., Morgan G. , Shrivastava S. K., Little M. C., In Proceedings of the 22nd International Symposium On Reliable Distributed Systems (SRDS), Florence, Italy pp. 89-98, IEEE Computer Society Press

A recent trend has seen the extension of object-oriented middleware to component-oriented middleware. A major advantage components offer over objects is that only the business logic of an application needs to be addressed by a programmer with support services required incorporated into the application at deployment time. This is achieved via components (business logic of an application), containers that host components and are responsible for providing the underlying middleware services required by components and application servers that host containers. 

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Measuring the Cost of Scalability and Reliability for Internet-Based, Serve PDF 122Kb

Measuring the Cost of Scalability and Reliability for Internet-Based, Server-Centered Applications, Ezhilchelvan, P.D., Khayyambashi, M.R., Morgan, G. and Palmer, D., In Proceedings of the 6th IEEE International Workshop on Object-Oriented Real-Time Dependable Systems (WORDS 2001), Rome, Italy, 8-10 January 2001 pp. 59-68, IEEE Computer Society Press

With large numbers of geographically dispersed clients, a centralized approach to Internet-based application development is not scalable and also not dependable. This paper presents a decentralized approach to dependable Internet based application development, consisting of a logical structuring of collaborating subsystems of geographically-apart replicated servers. Two implementations of an Internet auction, one using a centralized approach and the other using our decentralized approach, are described.

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A Dependable Distributed Auction System: Architecture and an Implementation PDF 129Kb

A Dependable Distributed Auction System: Architecture and an Implementation Framework, Ezhilchelvan, P.D. and Morgan, G., In Proceedings of the 5th International Symposium on Autonomous Decentralized Systems (ISADS 2001), Dallas, Texas, USA, 26-28 March 2001 pp. 3-10, IEEE Computer Society Press

The work presented here develops a distributed systems architecture and propose an implementation framework for conducting dependable Internet based on-line auctions, meeting the requirements of scalability and service integrity.

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Policies for Using Replica Groups and their Effectiveness over the Internet PDF 360Kb

Policies for Using Replica Groups and their Effectiveness over the Internet, Morgan, G. and Ezhilchelvan, P.D., In Proceedings of the 2nd International Workshop on Networked Group Communication (NGC 2000), Stanford University, Palo Alto, California, USA, 8-10 November 2000 pp. 119-129, ACM Press, New York

Replication is known to offer high availability in the presence of failures. This paper considers the case of a client making invocations on a group of replicated servers. It identifies attributes that typically characterise group invocation and replica management, and the options generally available for each attribute. A combination of options on these attributes constitutes a policy.

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Issues in designing group invocation and management policies for using repl PDF 168Kb

Issues in designing group invocation and management policies for using replica groups over the Internet, Morgan, G. and Ezhilchelvan, P.D., In Proceedings of the International SRDS Workshop on Dependable System Middleware and Group Communication (DSMGC 2000). Held as part of the 19th IEEE Symposium on Reliable Distributed Systems (SRDS '00), Nürnberg, Germany, 16-18 October 2000, IEEE Computer Society

Replication is known to offer high availability in the presence of failures. This paper considers the case of a client making invocations on a group of replicated servers. It identifies attributes that typically characterise group invocation and replica management, and the options generally available for each attribute. A combination of options on these attributes constitutes a policy.

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Implementing Flexible Object Group Invocation in Networked Systems PDF 393Kb

Implementing Flexible Object Group Invocation in Networked Systems, Morgan, G. and Shrivastava, S.K., In Proceedings of the 2000 International Conference on Dependable Systems and Networks (DSN 2000) (formerly FTCS-30 and DCCA-8), New York, USA, 25-28 June

This paper describes the design and implementation of a flexible CORBA object group service that supports interactions and enables application specific customisation. Performance figures collected over low latency LAN and high latency WAN are presented to support the case for flexibility.

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Shortcuts to chaos: complex behaviour from simple dynamics PDF 485Kb

Shortcuts to chaos: complex behavior from simple dynamics. Gary Ushaw & Gordon Bell, 2000 AAAI Spring Symposium, Technical Report SS-00-02

An exploratory paper discussing ideas on applying some aspects of chaos theory to crowd control in a video game (which later became State of Emergency, published by Rockstar games on Playstation2)

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Design and Implementation of a CORBA Fault-Tolerant Object Group Service PDF 90Kb

Design and Implementation of a CORBA Fault-Tolerant Object Group Service, Morgan, G., Shrivastava, S.K., Ezhilchelvan, P.D. and Little, M.C., In Proceedings of the 2nd IFIP TC 6 WG 6.1 International Working Conference on Distributed Applications and Interoperable Systems (DAIS 1999), Helsinki, Finland, 28 June - 1 July 1999 Kutvonen, L., Koenig, H. and Tienari, M. (eds.), IFIP Conference Proceedings Volume 143 pp. 361-374, Kluwer Academic, Publishers

Many fault-tolerant distributed applications can be structured as one or more groups of objects that cooperate by multicasting invocations on member objects. The building of group based applications is considerably simplified if the members of a group can multicast reliably and have a mutually consistent view of the order in which events (such as invocations, host machine failures) have taken place. With this observation in mind, this paper describes the design and implementation of a CORBA middleware service for managing object groups.