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1

Li, Kai, and Paul Hudak. "Memory coherence in shared virtual memory systems." ACM Transactions on Computer Systems 7, no. 4 (November 1989): 321–59. http://dx.doi.org/10.1145/75104.75105.

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Sato, Masaya, and Hideo Taniguchi. "OFF2F: A New Object File Format for Virtual Memory Systems to Support Volatile/non-Volatile Memory-Mixed Environment." International Journal of Machine Learning and Computing 9, no. 4 (August 2019): 387–92. http://dx.doi.org/10.18178/ijmlc.2019.9.4.815.

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3

Ji, Seunggu, and Dongkun Shin. "An efficient garbage collection for flash memory-based virtual memory systems." IEEE Transactions on Consumer Electronics 56, no. 4 (November 2010): 2355–63. http://dx.doi.org/10.1109/tce.2010.5681112.

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4

Troscianko, T., N. Mourkoussis, F. Rivera, K. Mania, T. Dixon, and R. Hawkes. "Memory for objects in virtual environments." Journal of Vision 7, no. 9 (March 23, 2010): 763. http://dx.doi.org/10.1167/7.9.763.

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5

Iftode, Liviu, Jaswinder Pal Singh, and Kai Li. "Understanding application performance on shared virtual memory systems." ACM SIGARCH Computer Architecture News 24, no. 2 (May 1996): 122–33. http://dx.doi.org/10.1145/232974.232987.

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6

Duy Le and Haining Wang. "An Effective Memory Optimization for Virtual Machine-Based Systems." IEEE Transactions on Parallel and Distributed Systems 22, no. 10 (October 2011): 1705–13. http://dx.doi.org/10.1109/tpds.2011.37.

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7

Jantz, Michael R., Carl Strickland, Karthik Kumar, Martin Dimitrov, and Kshitij A. Doshi. "A framework for application guidance in virtual memory systems." ACM SIGPLAN Notices 48, no. 7 (August 22, 2013): 155–66. http://dx.doi.org/10.1145/2517326.2451543.

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8

Hartley, S. J. "Compile-time program restructuring in multiprogrammed virtual memory systems." IEEE Transactions on Software Engineering 14, no. 11 (1988): 1640–44. http://dx.doi.org/10.1109/32.9051.

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9

Morin, C., and I. Puaut. "A survey of recoverable distributed shared virtual memory systems." IEEE Transactions on Parallel and Distributed Systems 8, no. 9 (1997): 959–69. http://dx.doi.org/10.1109/71.615441.

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Min, Changwoo, Inhyeok Kim, Taehyoung Kim, and Young Ik Eom. "VMMB: Virtual Machine Memory Balancing for Unmodified Operating Systems." Journal of Grid Computing 10, no. 1 (March 2012): 69–84. http://dx.doi.org/10.1007/s10723-012-9209-4.

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11

Ernstsen, Jørgen, Steven C. Mallam, and Salman Nazir. "Incidental Memory Recall in Virtual Reality: An Empirical Investigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2277–81. http://dx.doi.org/10.1177/1071181319631411.

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Modern virtual reality technologies increase the immersive experience for users. Increased immersivity may affect how users perceive, internalize, and thus, recall information about the virtual environment and experience compared to traditional mediums, such as desktop simulations. One critical aspect of recalling information is incidental memory, which refers to the ability for people to recall information they were unaware was relevant for evaluation. This paper investigates the differences of incidental memory recall between (i) immersive virtual reality and (ii) traditional desktop systems. Fifty-two participants completed a series of tasks within identical virtual environments of the two systems and completed an incidental memory recall questionnaire testing their recall of elements within the virtual world. Results found no significant difference in incidental memory recall between immersive virtual reality and traditional desktop conditions. However, when controlling for gaming experience and gender effects significant differences between groups were found.
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Sköld, Olle. "Documenting virtual world cultures." Journal of Documentation 71, no. 2 (March 9, 2015): 294–316. http://dx.doi.org/10.1108/jd-11-2013-0146.

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Purpose – The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past. Design/methodology/approach – Using the notions of documentary practice and memory-making as a framework, a case study of MMORPG City of Heroes’ (CoH) virtual community on Reddit discussion board “/r/cityofheroes” was conducted. The study consists of an interpretative analysis of posts, comments, images, and other materials submitted to /r/cityofheroes during a period of approximately seven months. Findings – The principal finding of the study is that the CoH community, with varying levels of intentionality, documented a range of pasts on /r/cityofheroes, relating to CoH as a game world, a site of personal experience, a product, a nexus of narratives, and a game. The analysis also lays bare the community’s memory-making processes, in which the documented conceptions of CoH’s past were put to work in the present, informing community action and viewpoints. Originality/value – Games and gaming practices are increasingly prevalent in leisure and professional settings. This trend, which makes virtual environments and online media proxies for or augmentations of “real life”, makes it necessary for information scholars to understand how the full range of human information behaviours, including documenting, and memory-making, emerge or are replicated online. Additionally, few studies have examined the interplay between new media affordances, documentary practices, and memory-making in the context of virtual world communities.
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13

Shatdal, Ambuj, and Jeffrey F. Naughton. "Using shared virtual memory for parallel join processing." ACM SIGMOD Record 22, no. 2 (June 1993): 119–28. http://dx.doi.org/10.1145/170036.170062.

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14

Malawski, Filip. "Memory Management in Interactive Medical Teleconsultation Systems." Challenges of Modern Technology 8, no. 1 (March 30, 2017): 3–7. http://dx.doi.org/10.5604/01.3001.0012.1023.

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Medical teleconsultation systems are an important tool in modern medicine, as they enable convenient, real-time collaboration of doctors from remote hospitals, without the need to travel. Due to the large size, efficient handling of medical imaging data in real-time teleconsultations is challenging. Memory management provided by operating systems is based on the virtual memory, which introduces considerable delays. In this paper we propose dedicated methods for memory management, including both memory monitoring and pre-loading of images. Results of the conducted experiments indicate, that the proposed methods can significantly improve the user experience.
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15

Kohn, Harry L. "Transactive memory systems in virtual teams: Opportunities post COVID-19." Industrial and Organizational Psychology 14, no. 1-2 (May 24, 2021): 274–76. http://dx.doi.org/10.1017/iop.2021.61.

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16

Guo, W. H., S. Y. E. Lim, S. C. Fok, and G. Y. C. Chan. "Virtual reality for memory rehabilitation." International Journal of Computer Applications in Technology 21, no. 1/2 (2004): 32. http://dx.doi.org/10.1504/ijcat.2004.005336.

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17

Iverson, Jeremy, and George Karypis. "A virtual memory manager optimized for node-level cooperative multi-tasking in memory constrained systems." International Journal of High Performance Computing Applications 32, no. 5 (February 1, 2017): 744–59. http://dx.doi.org/10.1177/1094342017690975.

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There is a growing need to perform large computations on small systems, as access to large systems is not widely available and cannot keep up with the size of the data that needs to be processed. Recently, a runtime system for programs using a library that implements the Message Passing Interface (MPI), called Big Data MPI (BDMPI), that allows MPI programs whose aggregate amount of memory exceeds the physical amount of memory to be executed efficiently by utilizing node-level cooperative multi-tasking. In this paper we present a virtual memory subsystem which we implemented as part of the BDMPI runtime. Our new virtual memory subsystem, which we call SBMA takes advantage of BDMPI’s node-level cooperative multi-tasking in order to intelligently determine the parts of the virtual address space that need to be loaded to and unloaded from the main memory. Benchmarking using a synthetic application shows that for the use cases relevant to BDMPI, the overhead incurred by the memory protection constructs necessary for the BDMPI-SBMA system is amortized such that it performs as fast as explicit data movement by the application developer. Furthermore, testing SBMA with five different classes of applications showed that with no modification to the original MPI program, speedups from 2×–12× over a standard BDMPI implementation can be achieved for the included applications.
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18

Kimpe, Dries, Stefan Vandewalle, and Stefaan Poedts. "EVector: An Efficient Vector Implementation – Using Virtual Memory for Improving Memory." Scientific Programming 14, no. 2 (2006): 45–59. http://dx.doi.org/10.1155/2006/690694.

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Every modern operating system provides some form of virtual memory to its applications. Usually, a hardware memory management unit (MMU) exists to efficiently support this. Although most operating systems allow user programs to indirectly control the MMU, few programs or programming languages actually make use of this facility. This article explores how the MMU can be used to enhance memory handling for resizable arrays. A reference implementation in C++ demonstrates its usability and superiority compared to the standard C++ vector class, and how to combine the scheme with an object-oriented environment. A number of other improvements, based on newly emerged insights in C++ are also presented.
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19

Chin, A., and W. F. Mccoll. "Virtual Shared Memory: Algorithms and Complexity." Information and Computation 113, no. 2 (September 1994): 199–219. http://dx.doi.org/10.1006/inco.1994.1069.

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20

MONGENET, CATHERINE. "DATA COMPILING FOR SYSTEMS OF UNIFORM RECURRENCE EQUATIONS." Parallel Processing Letters 04, no. 03 (September 1994): 245–57. http://dx.doi.org/10.1142/s0129626494000247.

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This paper presents techniques to compile systems of recurrence equations into parallel programs defined by a set of virtual processors connected via a regular network and by the communications between these processors. These techniques are founded on a dependency analysis. The data dependencies are automatically compiled either in local memory management or in communications between the virtual processors through send/receive channels.
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21

Kim, Junghoon, Taehun Kim, Changwoo Min, Hyung Kook Jun, Soo Hyung Lee, Won-Tae Kim, and Young Ik Eom. "Symbiotic Dynamic Memory Balancing for Virtual Machines in Smart TV Systems." ETRI Journal 36, no. 5 (October 1, 2014): 741–51. http://dx.doi.org/10.4218/etrij.14.2214.0038.

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22

Zhou, Xiangrong, and Peter Petrov. "Direct address translation for virtual memory in energy-efficient embedded systems." ACM Transactions on Embedded Computing Systems 8, no. 1 (December 2008): 1–31. http://dx.doi.org/10.1145/1457246.1457251.

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23

Yoo, Youngjin, and Prasert Kanawattanachai. "DEVELOPMENTS OF TRANSACTIVE MEMORY SYSTEMS AND COLLECTIVE MIND IN VIRTUAL TEAMS." International Journal of Organizational Analysis 9, no. 2 (February 2001): 187–208. http://dx.doi.org/10.1108/eb028933.

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24

Graves, Kathryn N., Brynn E. Sherman, and Nicholas B. Turk-Browne. "Closer than it appeared: Distorted spatial memory during virtual navigation." Journal of Vision 20, no. 11 (October 20, 2020): 1056. http://dx.doi.org/10.1167/jov.20.11.1056.

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25

Gangadhar, Pvss, Ashok Kumar Hota, Mandapati Venkateswara Rao, and Vedula Venkateswara Rao. "Performance of Memory Virtualization Using Global Memory Resource Balancing." International Journal of Cloud Applications and Computing 9, no. 1 (January 2019): 16–32. http://dx.doi.org/10.4018/ijcac.2019010102.

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Virtualization has become a universal generalization layer in contemporary data centers. By multiplexing hardware resources into multiple virtual machines and facilitating several operating systems to run on the same physical platform at the same time, it can effectively decrease power consumption and building size or improve security by isolating virtual machines. In a virtualized system, memory resource supervision acts as a decisive task in achieving high resource employment and performance. Insufficient memory allocation to a virtual machine will degrade its performance drastically. On the contrasting, over allocation reasons ravage of memory resources. In the meantime, a virtual machine's memory stipulates may differ drastically. As a consequence, effective memory resource management calls for a dynamic memory balancer, which, preferably, can alter memory allocation in a timely mode for each virtual machine-based on their present memory stipulate and therefore realize the preeminent memory utilization and the best possible overall performance. Migrating operating system instances across discrete physical hosts is a helpful tool for administrators of data centers and clusters: It permits a clean separation among hardware and software, and make easy fault management. In order to approximate the memory, the stipulate of each virtual machine and to adjudicate probable memory resource disagreement, an extensively planned approach is to build an Least Recently Used based miss ratio curve which provides not only the current working set size but also the correlation between performance and the target memory allocation size. In this paper, the authors initially present a low overhead LRU-based memory demand tracking scheme, which includes three orthogonal optimizations: AVL based Least Recently Used association, dynamic hot set sizing. This assessment outcome confirms that, for the complete SPEC CPU 2006 benchmark set, subsequent to pertaining the 3 optimizing techniques, the mean overhead of MRC construction are lowered from 173% to only 2%. Based on current WSS, the authors then predict its trend in the near future and take different tactics for different forecast results. When there is an adequate amount of physical memory on the host, it locally balances its memory resource for the VMs. Once the local memory resource is insufficient and the memory pressure is predicted to sustain for a sufficiently long time, VM live migration, is used to move one or more VMs from the hot host to other host(s). Finally, for transient memory pressure, a remote cache is used to alleviate the temporary performance penalty. These experimental results show that this design achieves 49% center-wide speedup.
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26

Tuena, Cosimo, Silvia Serino, Léo Dutriaux, Giuseppe Riva, and Pascale Piolino. "Virtual Enactment Effect on Memory in Young and Aged Populations: A Systematic Review." Journal of Clinical Medicine 8, no. 5 (May 7, 2019): 620. http://dx.doi.org/10.3390/jcm8050620.

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Background: Spatial cognition is a critical aspect of episodic memory, as it provides the scaffold for events and enables successful retrieval. Virtual enactment (sensorimotor and cognitive interaction) by means of input devices within virtual environments provides an excellent opportunity to enhance encoding and to support memory retrieval with useful traces in the brain compared to passive observation. Methods: We conducted a systematic review with Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) guidelines concerning the virtual enactment effect on spatial and episodic memory in young and aged populations. We aim at giving guidelines for virtual enactment studies, especially in the context of aging, where spatial and episodic memory decline. Results: Our findings reveal a positive effect on spatial and episodic memory in the young population and promising outcomes in aging. Several cognitive factors (e.g., executive function, decision-making, and visual components) mediate memory performances. Findings should be taken into account for future interventions in aging. Conclusions: The present review sheds light on the key role of the sensorimotor and cognitive systems for memory rehabilitation by means of a more ecological tool such as virtual reality and stresses the importance of the body for cognition, endorsing the view of an embodied mind.
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27

Lioen, Walter M., and Dik T. Winter. "Solving large dense systems of linear equations on systems with virtual memory and with cache." Applied Numerical Mathematics 10, no. 1 (June 1992): 73–85. http://dx.doi.org/10.1016/0168-9274(92)90056-j.

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28

Lee, Hyejeong, Hyokyung Bahn, and Kang G. Shin. "Page Replacement for Write References in NAND Flash Based Virtual Memory Systems." Journal of Computing Science and Engineering 8, no. 3 (September 30, 2014): 157–72. http://dx.doi.org/10.5626/jcse.2014.8.3.157.

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29

Gan, B. P., and S. J. Turner. "An Asynchronous Protocol for Virtual Factory Simulation on Shared Memory Multiprocessor Systems." Journal of the Operational Research Society 51, no. 4 (April 2000): 413. http://dx.doi.org/10.2307/254168.

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30

Shi, Liang, Jianhua Li, Chun Jason Xue, and Xuehai Zhou. "Cooperating Virtual Memory and Write Buffer Management for Flash-Based Storage Systems." IEEE Transactions on Very Large Scale Integration (VLSI) Systems 21, no. 4 (April 2013): 706–19. http://dx.doi.org/10.1109/tvlsi.2012.2193909.

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31

Gan, B.-P., and S. J. Turner. "An asynchronous protocol for virtual factory simulation on shared memory multiprocessor systems." Journal of the Operational Research Society 51, no. 4 (April 2000): 413–22. http://dx.doi.org/10.1057/palgrave.jors.2600914.

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32

Zhou, Xiangrong, and Peter Petrov. "Heterogeneously tagged caches for low-power embedded systems with virtual memory support." ACM Transactions on Design Automation of Electronic Systems 13, no. 2 (April 2, 2008): 1–24. http://dx.doi.org/10.1145/1344418.1344428.

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33

Karlsson, Magnus, and Per Stenström. "Effectiveness of Dynamic Prefetching in Multiple-Writer Distributed Virtual Shared-Memory Systems." Journal of Parallel and Distributed Computing 43, no. 2 (June 1997): 79–93. http://dx.doi.org/10.1006/jpdc.1997.1333.

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34

Muhammad, Huda S., and Assim Sagahyroon. "Virtual Prototyping and Performance Analysis of Two Memory Architectures." EURASIP Journal on Embedded Systems 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/984891.

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35

Marsh, William E., Jonathan W. Kelly, Veronica J. Dark, and James H. Oliver. "Cognitive Demands of Semi-Natural Virtual Locomotion." Presence: Teleoperators and Virtual Environments 22, no. 3 (August 1, 2013): 216–34. http://dx.doi.org/10.1162/pres_a_00152.

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There is currently no fully natural, general-purpose locomotion interface. Instead, interfaces such as gamepads or treadmills are required to explore large virtual environments (VEs). Furthermore, sensory feedback that would normally be used in real-world movement is often restricted in VR due to constraints such as reduced field of view (FOV). Accommodating these limitations with locomotion interfaces afforded by most virtual reality (VR) systems may induce cognitive demands on the user that are unrelated to the primary task to be performed in the VE. Users of VR systems often have many competing task demands, and additional cognitive demands during locomotion must compete for finite resources. Two studies were previously reported investigating the working memory demands imposed by semi-natural locomotion interfaces (Study 1) and reduced sensory feedback (Study 2). This paper expands on the previously reported results and adds discussion linking the two studies. The results indicated that locomotion with a less natural interface increases spatial working memory demands, and that locomotion with a lower FOV increases general attentional demands. These findings are discussed in terms of their practical implications for selection of locomotion interfaces when designing VEs.
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36

Ramachandran, Mahendra, and Mukesh Singhal. "Decentralized semaphore support in a virtual shared-memory system." Journal of Supercomputing 9, no. 1-2 (March 1995): 51–70. http://dx.doi.org/10.1007/bf01245397.

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37

Tripathy, Minakshi, and C. R. Tripathy. "A Comparative Analysis of Performance of Shared Memory Cluster Computing Interconnection Systems." Journal of Computer Networks and Communications 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/128438.

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In recent past, many types of shared memory cluster computing interconnection systems have been proposed. Each of these systems has its own advantages and limitations. With the increase in system size of the cluster interconnection systems, the comparative analysis of their various performance measures becomes quite inevitable. The cluster architecture, load balancing, and fault tolerance are some of the important aspects, which need to be addressed. The comparison needs to be made in order to choose the best one for a particular application. In this paper, a detailed comparative study on four important and different classes of shared memory cluster architectures has been made. The systems taken up for the purpose of the study are shared memory clusters, hierarchical shared memory clusters, distributed shared memory clusters, and the virtual distributed shared memory clusters. These clusters are analyzed and compared on the basis of the architecture, load balancing, and fault tolerance aspects. The results of comparison are reported.
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38

Mynick, Anna, Caroline Robertson, and Nancy Kanwisher. "Active Exploration Benefits Memory for 360º Scenes Experienced with Headmounted Virtual Reality." Journal of Vision 17, no. 10 (August 31, 2017): 1090. http://dx.doi.org/10.1167/17.10.1090.

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39

Davis, E. T., K. Scott, K. W. Hailston, J. Pair, and L. Hodges. "Ambient sounds can enhance visual perception and memory performance in virtual environments." Journal of Vision 6, no. 6 (March 18, 2010): 170. http://dx.doi.org/10.1167/6.6.170.

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40

Weisberg, Pinchas, and Yair Wiseman. "Virtual Memory Systems Should Use Larger Pages rather than the Traditional 4KB Pages." International Journal of Hybrid Information Technology 8, no. 8 (August 31, 2015): 57–68. http://dx.doi.org/10.14257/ijhit.2015.8.8.05.

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41

Petrov, Peter, and Alex Orailoglu. "Dynamic Tag Reduction for Low-Power Caches in Embedded Systems with Virtual Memory." International Journal of Parallel Programming 35, no. 2 (February 3, 2007): 157–77. http://dx.doi.org/10.1007/s10766-006-0030-1.

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42

Doeller, Christian F., Caswell Barry, and Neil Burgess. "From Cells to Systems." Neuroscientist 18, no. 6 (September 29, 2011): 556–66. http://dx.doi.org/10.1177/1073858411422115.

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How do we know where we are? Orientation in space is key to our daily existence as we follow familiar routes, navigate to a previous location, or just try to get home as quickly as possible. As well as being interesting in its own right, spatial cognition is also a useful model system in which to understand the neural bases of cognition and memory formation more generally. Spatial behavior offers potentially straightforward correlates of neuronal activity that can be studied similarly in adults and infants of both human and non-human animals. The neural mechanisms of spatial behavior can be realistically investigated in a well-controlled way with the aid of virtual reality technologies in humans and rodents. Virtual reality can thus help to bridge the gap between electrophysiological studies in rodents and brain imaging studies using functional magnetic resonance imaging in humans. Within this framework, this article aims to translate findings from the single cell level in rodents to understand the neural and systems level mechanisms of spatial cognition in the human brain.
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43

Yu, Z., Y. Zuo, and W. C. Xiong. "Concurrency Bug Avoiding Based on Optimized Software Transactional Memory." Scientific Programming 2019 (February 3, 2019): 1–19. http://dx.doi.org/10.1155/2019/9404323.

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Software transactional memory is an effective mechanism to avoid concurrency bugs in multithreaded programs. However, two problems hinder the adoption of such traditional systems in the wild world: high human cost for equipping programs with transaction functionality and low compatibility with I/O calls and conditional variables. This paper presents Convoider to solve these problems. By intercepting interthread operations and designating code among them as transactions in each thread, Convoider automatically transactionalizes target programs without any source code modification and recompiling. By saving/restoring stack frames and CPU registers on beginning/aborting a transaction, Convoider makes execution flow revocable. By turning threads into processes, leveraging virtual memory protection and customizing memory allocation/deallocation, Convoider makes memory manipulations revocable. By maintaining virtual file systems and redirecting I/O operations onto them, Convoider makes I/O effects revocable. By converting lock/unlock operations to no-ops, customizing signal/wait operations on condition variables, and committing memory changes transactionally, Convoider makes deadlocks, data races, and atomicity violations impossible. Experimental results show that Convoider succeeds in transparently transactionalizing twelve real-world applications with averagely incurring only 28% runtime overhead and perfectly avoid 94% of thirty-one concurrency bugs used in our experiments. This study can help efficiently transactionalize legacy multithreaded applications and effectively improve the runtime reliability of them.
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Pei, Ouya, Zhanhuai Li, Hongtao Du, Wenjie Liu, and Jintao Gao. "Dependence-Cognizant Locking Improvement for the Main Memory Database Systems." Mathematical Problems in Engineering 2021 (February 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/6654461.

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The traditional lock manager (LM) seriously limits the transaction throughput of the main memory database systems (MMDB). In this paper, we introduce dependence-cognizant locking (DCLP), an efficient improvement to the traditional LM, which dramatically reduces the locking space while offering efficiency. With DCLP, one transaction and its direct successors are collocated in its context. Whenever a transaction is committed, it wakes up its direct successors immediately avoiding the expensive operations, such as lock detection and latch contention. We also propose virtual transaction which has better time and space complexity by compressing continuous read-only transactions/operations. We implement DCLP in Calvin and carry out experiments in both multicore and shared-nothing distributed databases. Experiments demonstrate that, in contrast with existing algorithms, DCLP can achieve better performance in many workloads, especially high-contention workloads.
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45

Roussy, Megan, Rogelio Luna, Lena Palaniyappan, and Julio C. Martinez-Trujillo. "Encoding of spatial working memory in virtual reality in the primate prefrontal cortex." Journal of Vision 19, no. 10 (September 6, 2019): 204b. http://dx.doi.org/10.1167/19.10.204b.

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46

Zhang, Yansong, Xuan Zhou, Ying Zhang, Yu Zhang, Mingchuan Su, and Shan Wang. "Virtual Denormalization via Array Index Reference for Main Memory OLAP." IEEE Transactions on Knowledge and Data Engineering 28, no. 4 (April 1, 2016): 1061–74. http://dx.doi.org/10.1109/tkde.2015.2499199.

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47

Wilkinson, Michael, Zachary H. Pugh, Aaron Crowson, Jing Feng, Christopher B. Mayhorn, and Douglas J. Gillan. "Seeing in Slow Motion: Manipulating Arousal in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1649–53. http://dx.doi.org/10.1177/1071181319631512.

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The only evidence that seeing in slow-motion exists comes from retrospective interviews. An ongoing debate is whether this phenomenon exists as a figment of memory or a true function of visual perception. Testing these speculations is difficult given slow-motion experience is often associated with intense, stressful, and even threatening situations that dramatically heighten arousal. Virtual reality systems might provide an opportunity to study the experience online, thus offering insights into the speculated mechanisms. This study explores the feasibility to induce heightened arousal and its possible implications on perceptual encoding of information. Participants were exposed to various situations designed to influence arousal as measured by heart rate, and an implicit memory task was used for each situation to test perceptual processing. This study did not reveal performance gains associated with increased physiological arousal.
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48

Sridevi, Gutta, and Midhunchakkravarthy. "A Hybrid Multi-level Statistical Load Balancer-Based Parameters Estimation Model in Realtime Cloud Computing Environment." Ingénierie des systèmes d information 25, no. 6 (December 31, 2020): 771–82. http://dx.doi.org/10.18280/isi.250607.

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As the size of the cloud-based applications and its tasks are increasing exponentially, it is necessary to estimate the load balancing metrics in the real-time cloud computing environments. Hybrid load balancing framework play a vital role in the cloud-based applications and tasks monitoring and resource allocation. Most of the conventional load balancing metrics are dependent on limited number of cloud metrics and type of virtual machines. Also, these models require high computational memory and time on large number of tasks. In this paper, an advanced multi-level statistical load balancer-based parameters estimation model is designed and implemented on the real-time cloud computing environment. In this model, a novel statistical load balancing data collector is used to find the best metrics for the load balance computation. In this model, different types of tasks are simulated under different virtual machine types such as small, medium and large instances. Experimental results show that the proposed multi-level based statistical load balancing collector has better efficiency than the conventional models in terms of memory utilization, CPU utilization, runtime and reliability are concerned.
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Bilas, Angelos, Cheng Liao, and Jaswinder Pal Singh. "Using network interface support to avoid asynchronous protocol processing in shared virtual memory systems." ACM SIGARCH Computer Architecture News 27, no. 2 (May 1999): 282–93. http://dx.doi.org/10.1145/307338.301003.

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50

Zhang, Lin, Xianhua Zheng, Shang Feng, and Lingling Su. "A Noncommunicative Memory-Pushing Fuzzy Control Strategy for Sensorless Multirobot Systems." Complexity 2020 (August 24, 2020): 1–15. http://dx.doi.org/10.1155/2020/7256427.

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Considering the characteristics of equipment on underground fully mechanized coal mining face, a multirobot system, which takes heavy-duty mobile support robot (HMSR) as the pushing robot and middle trough (MT) as the manipulated object, is established. To overcome the problem of unstable communication and potential pressure loss, a memory-pushing fuzzy control strategy is proposed to achieve better practical performance without human-guided operations. The pushing dynamics without communication is derived to proof the convergence of the dynamic system, and the time-based memory-pushing fuzzy model is built for compensating the potential pressure loss. Finally, the proposed control strategy is simulated in virtual environment, which integrates our pushing dynamics, and an industrial experiment is demonstrated as well. Both the simulation and industrial experiments show the efficiency and feasibility of the proposed method.
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