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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Simulation Framework in Second Life with Evaluation Functionality for Sensor-based Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Boris Brandherm</string-name>
          <email>boris@nii.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastian Ullrich</string-name>
          <email>s.ullrich@ieee.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Helmut Prendinger</string-name>
          <email>helmut@nii.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>National Institute of Informatics</institution>
          ,
          <addr-line>2-1-2 Hitotsubashi, Chiyoda-ku, 101-8430, Tokyo</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Virtual Reality Group, RWTH Aachen University</institution>
          ,
          <addr-line>52074 Aachen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes a simulation framework for sensorbased systems utilizing “Second Life”, a popular virtual three-dimensional multi-user online world. With this platform, the components of a sensor-based system can be mapped to (or, represented by) virtual counterparts. The intuitive user interface of Second Life and its comprehensive visualization support evaluation tasks of ubiquitous computing applications. Developers can directly control and manipulate virtual counterparts of real devices. In this way, different settings of a sensorbased system can be tested. The main contribution of our work consists of a bi-directional interface between sensor-based systems and Second Life.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>Ubiquitous computing environments and sensor-based
systems are highly active fields of research. Many
exciting new devices are being developed and the amount
of powerful and versatile sensors is rapidly increasing
through the advances in embedded systems and
technological evolution.</p>
      <p>The implementation, testing and evaluation of new
ubiquitous systems in a real environment are laborious tasks.
Significant time and effort has to be spent on designing
and testing prototypes and simulators in order to avoid
Copyright is held by the authors. UbiComp ’08 Workshop W2 –
Ubiquitous Systems Evaluation (USE ’08) September 21st,
2008 This position paper is not an official
publication of UbiComp ’08.
unforeseen problems, e. g. , regarding optimization,
before the system is actually installed. While simulators
for specific types of sensors are available, it is still
difficult to evaluate a heterogeneous complex system. Hence
the visualization of all the simulated sensor data is
desirable and an intuitive interaction capability to change
the parameters and spatial position of the devices would
be helpful to optimize the system.</p>
      <p>
        Because of these requirements, we propose a
three-dimensional (3D) virtual environment for the simulation,
testing and evaluation of sensor-based systems. Besides
extensive research in virtual reality, nowadays even game
engines and multi-user online worlds provide
convincing 3D environments. So, instead of creating a new
3D-engine, we decided to use the 3D environment of
Second Life [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ]. In Second Life (SL), 3D content
including buildings and props can be created easily, and
anyone can interact with the environment in the form
of an ‘avatar’ (a human-controlled graphical
representation of the user).
      </p>
      <p>
        The rest of the paper is structured as follows. We start
with a brief review of related work. To motivate the
merit of our simulation framework, we then report on
the experience with an existing sensor-based system.
After that, we explain two different approaches to
simulation. First, we describe a rapid-prototyping approach
for SL, and discuss its benefits and shortcomings.
Second, we describe our own simulator framework [
        <xref ref-type="bibr" rid="ref15 ref3">3, 16</xref>
        ],
and explain its functionality with respect to evaluation
of sensor-based systems. We give an example where
our system is used to evaluate the performance of an
indoor-positioning system. The paper concludes with a
discussion and summary.
      </p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        Currently, the development, testing and evaluation of
new systems is realized in different ways, ranging from
real-world testing and evaluation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and miniature
mockups for prototyping, to software-based simulators [
        <xref ref-type="bibr" rid="ref1 ref10">1,
11</xref>
        ]. Recent testbeds are MoteLab [
        <xref ref-type="bibr" rid="ref16">17</xref>
        ] for wireless
sensors, eHomeSimulator [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] for smart environments, and
ubiBuilding Simulator [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] for large scale context-aware
systems. While these software-based testbeds are far
more practical than physical models, all of them are
limited to testing in two-dimensional space.
(48% ) Niban Bimbogami
(60%) Ichiban Bimbogami
      </p>
      <sec id="sec-2-1">
        <title>SignalStrengt h:</title>
        <p>
          Ubireal [
          <xref ref-type="bibr" rid="ref9">10</xref>
          ] is a 3D simulator for smart environments.
        </p>
        <p>
          Yet, its focus lies on systematic testing to verify rules
and user-specified programming between different smart
devices and sensors. There is no support for
interactive exploration and testing. Another simulator, called
TATUS [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ], is based on the Half-Life game engine. The
system focuses on human interaction with ubiquitous
computing environments rather than the setup of such
environments.
(36% ) Ichiban Bimbogami
(53%) Niban Bimbogami
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>SignalSt rength:</title>
      </sec>
      <sec id="sec-2-3">
        <title>Pos itioning Sphere</title>
        <sec id="sec-2-3-1">
          <title>Niban Bimbogami</title>
          <p>While all these approaches demonstrate promising
features, they either (1) do not work as testbeds for
simulation, or (2) provide specialized (non-generic) solutions,
or (3) lack 3D interaction with the simulated virtual
environment.</p>
          <p>
            Let us now take a closer look at solutions that feed
realworld data from sensors into SL and/or SL data into the
real world (e. g. to control a device). In [
            <xref ref-type="bibr" rid="ref7">8</xref>
            ] data from
a specialized power-plug based sensor network are fed
into the virtual world by means of a (latency restricted)
SL script-based implementation of a XML-RPC
protocol. The data is used for visualization but there is no
support for interaction with it. [
            <xref ref-type="bibr" rid="ref8">9</xref>
            ] is a work where
sensors embedded in commercial mobile phones are used
to infer real-world activities (whether the user is idle,
walking or running), that in turn are mapped to visual
metaphors in the virtual environment. [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] reports about
a real-world control panel that can both control objects
in the virtual world of SL and in turn be controlled by
them. Changes to the knobs or pushbuttons in the real
world are translated to their virtual counterparts in SL,
and pushing the virtual buttons controls the LEDs on
the real world control panel.
          </p>
          <p>
            Although these approaches demonstrate interesting
results, (1) they are not generic, (2) they don’t provide a
direct bi-directional feedback loop (e. g. if we control a
real device via the virtual counterpart from inside SL
and the status of the real device changes this change is
immediately fed into and represented in SL again and
vice versa.) and (3) they don’t take into account the
context of the devices in the environment (e. g. the
position and the orientation of a sensor can be crucial for
the system behavior like a indoor positioning system).
Because of the lack of interactive and generic solutions,
we have created a bi-directional simulation framework
for SL [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]. This system has been extended from a scripted
simulation within SL to a more flexible interface and
will be described by an example application.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>EXAMPLE APPLICATION</title>
      <p>
        Positioning systems are often used in ubiquitous
computing environments. As a simple motivating example
for our simulation framework, we chose an existing
indoor positioning system [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Sensor placement for such
a system is a non-trivial task as it depends on several
factors such as the infrastructure, the amount and type
of available sensors, and interferences.
      </p>
      <sec id="sec-3-1">
        <title>Vis itorAvatar</title>
        <sec id="sec-3-1-1">
          <title>Ichiban Bimbogami</title>
          <p>
            The system described in [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ] features different kinds of
sensors and emitters: infrared beacons and
radio-frequency identification (RFID) tags. The accuracy of the
positioning system depends on the good placement of
these sensors and emitters in the environment. The
user carries a mobile device, which is equipped with the
corresponding sensors. On this device the position of
the user is computed based on the received sender data
and afterwards displayed on a 2D map on the device.
When the system was installed in the environment,
initial trials to improve accuracy by adding additional
emitters failed. Furthermore, in boundary regions of
the emitter field some unexplainable artifacts appeared
in the position calculation. These open issues could be
resolved easily in our SL based simulation system, as
described in the following sections.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>RAPID PROTOTYPING IN SECOND LIFE</title>
      <p>Our first approach was to investigate the simulation
capabilities of SL. Therefore we used the official API of SL
that is called “Linden Scripting Language” (LSL). This
programming language allows one to assign scripts to
in-world objects. With over 300 library functions and
different data and message types, scripts can control
the behavior of virtual objects and communicate with
other objects and avatars (users of SL). Limitations of
LSL include time delays for movement of objects (0.2
sec) and memory constraints for scripts (16 KB). These
constraints have a high impact on the achievable
simulation accuracy, response times, and achievable
simulation complexity within SL.</p>
      <p>To simulate the previously discussed positioning system
we created virtual objects in SL that represent RFID
tags and can be positioned within the virtual
environment interactively (see Fig. 1). Visitors who wish to be</p>
      <p>Signal Strength
Virtual
Emitter</p>
      <p>Signal Strength</p>
      <p>Estimated</p>
      <p>Position
S econd e Lif
ual (3D Virt Wo rld)
of Selected Data</p>
      <sec id="sec-4-1">
        <title>Second fe and</title>
        <p>SensorͲ BasLeidSystem
r Med ia to
Twin Ͳ Wo rld
s &amp; Sensor
Devices</p>
      </sec>
      <sec id="sec-4-2">
        <title>Simulators</title>
        <p>positioned by the system in SL have their avatar take a
copy of a PDA object. The virtual PDA embeds a LSL
script that is the core of the simulated positioning
system and performs the calculation of the position. The
PDA communicates with the virtual emitters and takes
the signal strength to estimate the position, just as the
real system (see Fig. 2). In the real world application,
the result is shown on a 2D map on the PDA. In SL the
calculated position is visualized in three dimensions, as
a floating sphere in the virtual environment (see Fig. 1).
If a user logs in to SL as a “visitor avatar”, he or she
can experience and interactively test and evaluate the
sensor-based system. As a “developer avatar” the user
can additionally adjust the virtual sensors and devices
in the virtual environment.</p>
        <p>The artifacts in the example application could be
experienced in the simulation in SL. In both cases the signal
range of the RFID tags has been too high compared to
the distance of each RFID tag to another. This
explanation was found after interactive testing (repositioning
the sensors and adjusting their sender range).
Consequently, the best results were achieved with just a small
overlapping of the RFID signals.</p>
        <p>Benefits of this approach include the ability of rapid
prototyping of coarse simulations with reduced
complexity and no need for additional software or servers:
the scripts in SL reside within the objects.
Shortcomings of this approach are the aforementioned limitations
of the scripting language. Additionally, it can be very
tedious or even impossible to map the functionality of
an existing system into LSL. A better solution is to
provide an interface to reuse existing systems, this
approach is described in the following section.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>SIMULATION FRAMEWORK WITH TWIN-WORLD MEDIATOR</title>
      <p>Our architecture (Fig. 3) consists of three components:
(1) the Twin-World Mediator, (2) a sensor-based
system, and (3) the SL 3D environment. The main task of
the Simulation Framework is to provide an interface to
existing systems, sensors and simulators and to
mediate the exchange of data with SL for visualization and
interaction.</p>
      <p>In the following we first describe the architecture in
more detail. To illustrate the usage of the system, we
show how we embedded our example application.</p>
    </sec>
    <sec id="sec-6">
      <title>Components of the Architecture</title>
      <p>The Twin-World Mediator (1) consists of the Mediator,
the Message Proxy, the Interface and a database. The
key component of the simulation framework is the
Mediator which handles the data exchange between
Message Proxy, Interface and the database of the simulation
framework. It ensures the data exchange of the
components of the sensor-based system with their virtual
counterparts in SL.</p>
      <p>A sensor-based system(2) typically consists of software
systems and sensors &amp; devices. Simulators are used
for unavailable sensors and devices. The components
of the sensor-based system register as listeners through
the interface for the desired data.</p>
      <p>The Message Proxy connects to Second Life(3) and
gathers data about the components in SL and sends them to
the Mediator. We are especially interested in the state
of the avatars, the virtual sensors &amp; devices, and the
virtual environment because they represent the virtual
counterparts of the sensor-based system which is to be
tested based on their data. Obstacles in the virtual
environment such as walls and other objects can influence
the simulation.</p>
    </sec>
    <sec id="sec-7">
      <title>System Setup</title>
      <p>In the following we explain how to integrate an existing
system to our architecture. As an initial step the
simulation framework has to be prepared for the specific
simulation task. The developer has to register the
existing sensor-based system with its hard- and software,
in order to inform the simulation framework which data
(from SL or other components) are required for the
simulation task. This is done by registration as listener
through the interface for the desired data.</p>
      <p>In our example the sensor-based system consists of the
PDA positioning software, and a simulator for the
behavior of the RFID tags. The required data from SL
comprises the coordinates and the orientation of the
emitters, sensors, and avatars.</p>
      <p>The Twin-World Mediator configures the message proxy
according to the registered listeners. Then, the
message proxy connects to SL and continuously listens (in
SL) for the requested data and communicates it to the
database of the Twin-World Mediator. Some objects
are static and their data will be gathered only in the
initial step (e. g. parts of the virtual environment like
walls), whereas other objects are potentially moving; so
they have to report about their changes (e. g., avatars,
virtual sensors and devices). In those objects we have
embedded specific LSL scripts to send the updates to
the message proxy (see below).</p>
    </sec>
    <sec id="sec-8">
      <title>Update Scripts for Virtual Objects</title>
      <p>The example LSL script (shown in Fig. 4) continuously
sends updates about position changes and/or rotation
with a predefined refresh rate (here 20 times per
second). During each refresh cycle first the rotation and
the position of the object are determined by the
functions llGetRot and llGetPos. The new values are then
compared with the previous values in order to
determine whether the rotation and/or the position of the
object has changed. Only the changes are transmitted
(function llSay) to keep the traffic low. It depends on
the object which refresh rate is necessary and which
object’s changes (e. g. rotation, position, size or color) has
to be transmitted. For example, for a RFID tag only
the position is important and a refresh rate of 4 times
per second is sufficient. The scripts are rather easy to
understand and therefore quite easy to adapt for their
specific task.</p>
      <p>One of the most important differences to previous and
related work is that the message proxy uses
communication methods of both the scripting language LSL,
and the libsecondlife API [7]. (Libsecondlife is an
unofficial API that interfaces SL as a client and enables
access to data of the virtual environment.) Thus the
performance can be improved, technical limitations like
the time limitations of the XML-RPC method of the
LSL are circumvented, and SL can be interfaced more
effectively.</p>
    </sec>
    <sec id="sec-9">
      <title>Simulation Update</title>
      <p>After the system has been initialized, the Twin-World
Mediator synchronizes the update loops of the
sensorbased system and of SL to allow for development and
testing with 3D interaction and visualization. As said
before, the static data is collected only once (to save
bandwidth) and sent to the database of the Twin-World
Mediator.</p>
      <p>In the second step the message proxy continuously
collects (in an infinite loop) all the subscribed dynamic
data and sends it to the mediator. The Twin-World
Mediator notifies data changes to the listeners of the
components of the sensor-based system. Then the
components process this data and send the results back to
the Twin-World Mediator. Data which is meant to be
visualized in SL is sent via the message proxy to SL.
In the case of our example (the indoor positioning
system), the coordinates of the virtual RFID tags in SL are
sent to the RFID-simulator. The coordinates and
orientations of avatars are also sent to the simulator. The
simulator computes the results and sends them back to
the Twin-World Mediator, which in turn delivers the
data to the positioning system. In our case the PDA
positioning system has been slightly modified in order
Developer Avatar
Niban Bimbogami
to be able (i) to receive the simulated sensor data of the
virtual RFID tags, and (ii) to provide the estimated user
position for the Twin-World Mediator.</p>
      <p>
        The positioning system sends its results (the estimated
position of the avatar) to the Twin-World Mediator.
The message proxy takes this data and visualizes it in
SL. We use a sphere to indicate the estimated position of
the avatar in SL. In this way, the developer can inspect
the results of the positioning system in SL (see Fig. 1).
In the following section we show how this can be
extended for the evaluation of a sensor-based system.
EXAMPLE EVALUATION OF SENSOR-BASED SYSTEM
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] reports about the evaluation of the accuracy of a
installed tag-based location system (Ubisense [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ]) and
the influence of the human body on it based on the
fact that many tag-based systems use communication
frequencies that cannot pass easily through the human
body. To measure the accuracy of the system, they use
a combination of definitions suggested by [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
As a simple example how our approach could be used
for the evaluation of a sensor-based system we compare
the accuracy with different system settings. To
measure the accuracy of the estimated position the
deviation is computed by calculating the distance between
the real position of the avatar and the estimated
position. The measured deviation of the estimated position
is displayed on the top of the positioning sphere (see
Fig. 5). Obviously, the evaluation of a sensor-based
system with our approach heavily depends on the
quality of the used simulators. If the simulator takes into
account obstacles for the sensors (like walls or human
bodies) then our approach would facilitate the
evaluation of a sensor-based system and it even would enable
to compare two different sensor-based systems with the
same data under different conditions.
      </p>
      <p>In Fig. 5, the aforementioned indoor positioning
system is tested with two different sensor ranges of the
RFID sensor. RFID tags are placed on a uniform grid
with 6 meter spacing. The Positioning Sphere I
indicates the estimated position for a RFID sensor with
a sensor range of 5 meters and shows a deviation of
0.4041 meters. Positioning Sphere II, which indicates
the estimated position for a RFID sensor with a sensor
range of 6.5 meters, shows a better accuracy (deviation
0.0246 meters) than Positioning Sphere I. Thus the
issues that have been encountered with the real system
(as mentioned before in Example Application), could be
evaluated in a virtual setup and lead to the conclusion
that the best results are achieved with a small
overlapping of the RFID signals. With the current RFID
tag placement in the environment Positioning Sphere II
matches this condition better than Positioning Sphere I.
So far, we compared the system behavior of the same
indoor positioning system with different sensor ranges
and placements of the RFID tags in the environment.
But obviously, modified versions of the current
underlying algorithm or completely distinct algorithms could be
compared with each other (using their best sensor range
and RFID tag placement in the environment). For the
evaluation of systems other metrics than the deviation
could be desirable. The values of these parameters can
be fed into the system via the Twin-World Mediator and
displayed on the top of the positioning sphere as well
(by a short LSL script). In addition to text-display,
color-coding and resizing can also be realized with LSL.</p>
    </sec>
    <sec id="sec-10">
      <title>DISCUSSION AND CONCLUSIONS</title>
      <p>The paper proposes a novel simulation framework based
on the 3D virtual environment of SL, which can be used
as an evaluation testbed for sensor-based systems. A
core feature of our approach is the bi-directional
interaction with our Twin-World Mediator. Events from
the real world are reflected to the virtual world and vice
versa.</p>
      <p>With the example of a positioning system we have
illustrated how our simulation framework can be used and
how the virtual environment can be utilized for
evaluation and optimization purposes.</p>
      <p>Furthermore, the architecture is flexible and extensible
and thus ensures that new sensor types, such as
temperature sensors, accelerometers, or light sensors, can
be included. Spatial characteristics of devices can be
modeled and visualized to easily identify problems and
interferences, e. g. when walls or other objects in the
virtual environment influence the characteristics of the
devices. Sophisticated simulators can also be adapted
and connected to the system. Metrics for evaluation
purposes can be updated via the Twin-World Mediator
and visualized in SL.</p>
      <p>The 3D interaction capability of SL combined with the
embedded simulators offers many advantages and
opportunities. Virtual sensors and devices can be moved
intuitively by ‘direct’ (avatar-mediated) manipulation
(Fig. 1) and their parameters can also be changed easily
by editing the object properties through the user
interface of SL. Most importantly, these changes can also be
fed back in real-time via the Twin-World Mediator and
affect the connected system.</p>
      <p>
        In our future work, we plan to implement a user-friendly
interface and toolbox for developers of ubiquitous
computing systems. To reach a broader audience and
ensure higher flexibility, the Twin-World Mediator will be
adapted to the emerging and open-source virtual worlds
system OpenSimulator [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ]. Furthermore, we intend
to use the simulation framework for running
systematic experiments of sensor-based systems. Specifically,
computer-controlled agents, i.e. SL “bots”, will
populate the environment, and the behavior of the
sensorbased system will be evaluated in the multi-agent
setting.
7. libsecondlife. http://www.libsecondlife.org.
      </p>
    </sec>
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