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Boodaghian Asl, Arsineh
Publikasjoner (5 av 5) Visa alla publikasjoner
Gokan Khan, M., Taheri, J., Kassler, A. & Boodaghian Asl, A. (2024). Graph Attention Networks and Deep Q-Learning for Service Mesh Optimization: A Digital Twinning Approach. In: Valenti M., Reed D., Torres M. (Ed.), Proceedings- IEEE International Conference on Communications: . Paper presented at IEEE International Conference on Communications (ICC), Denver, USA, June 9-13, 2024. (pp. 2913-2918). Institute of Electrical and Electronics Engineers (IEEE)
Åpne denne publikasjonen i ny fane eller vindu >>Graph Attention Networks and Deep Q-Learning for Service Mesh Optimization: A Digital Twinning Approach
2024 (engelsk)Inngår i: Proceedings- IEEE International Conference on Communications / [ed] Valenti M., Reed D., Torres M., Institute of Electrical and Electronics Engineers (IEEE), 2024, s. 2913-2918Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In the realm of cloud native environments, Ku-bernetes has emerged as the de facto orchestration system for containers, and the service mesh architecture, with its interconnected microservices, has become increasingly prominent. Efficient scheduling and resource allocation for these microservices play a pivotal role in achieving high performance and maintaining system reliability. In this paper, we introduce a novel approach for container scheduling within Kubernetes clusters, leveraging Graph Attention Networks (GATs) for representation learning. Our proposed method captures the intricate dependencies among containers and services by constructing a representation graph. The deep Q-learning algorithm is then employed to optimize scheduling decisions, focusing on container-to-node placements, CPU request-response allocation, and adherence to node affinity and anti-affinity rules. Our experiments demonstrate that our GATs-based method outperforms traditional scheduling strategies, leading to enhanced resource utilization, reduced service latency, and improved overall system throughput. The insights gleaned from this study pave the way for a new frontier in cloud native performance optimization and offer tangible benefits to industries adopting microservice-based architectures.

sted, utgiver, år, opplag, sider
Institute of Electrical and Electronics Engineers (IEEE), 2024
Emneord
component, formatting, insert, style, styling
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:kau:diva-97430 (URN)10.1109/ICC51166.2024.10622616 (DOI)2-s2.0-85202817543 (Scopus ID)978-1-7281-9055-6 (ISBN)978-1-7281-9054-9 (ISBN)
Konferanse
IEEE International Conference on Communications (ICC), Denver, USA, June 9-13, 2024.
Merknad

This article was included as a manuscript in the doctoral thesis entitled "Unchaining Microservice Chains: Machine Learning Driven Optimization in Cloud Native Systems" KUS 2023:35.

Tilgjengelig fra: 2023-11-20 Laget: 2023-11-20 Sist oppdatert: 2024-10-07bibliografisk kontrollert
Zhu, Y., Zhang, M., Peng, Y. & Boodaghian Asl, A. (2021). Detailed wrinkle generation of virtual garments from a single image. Multimedia tools and applications, 80(3), 4053-4071
Åpne denne publikasjonen i ny fane eller vindu >>Detailed wrinkle generation of virtual garments from a single image
2021 (engelsk)Inngår i: Multimedia tools and applications, ISSN 1380-7501, E-ISSN 1573-7721, Vol. 80, nr 3, s. 4053-4071Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

The presence of proper wrinkles is important while modeling realistic virtual garments. Unlike previously used full 3D information methods, our approach achieves detailed garment generation from a single image. First, we retrieve a garment image similar to the initial virtual garment based on content-based image retrieval (CBIR) method. Then, we preprocess the image with a combination of human body reshaping, image segmentation and shape recovery, to obtain the 3D wrinkle details. Finally, the garment height are synthesized into the virtual garment. For better suit the posture of the human body, excess garment energy are released to remove the unmatched wrinkles. We apply our method to various styles of virtual garments, and it enable virtual characters in general pose to be dressed in these garments and complete wrinkle generation. Compared with existing garment modeling methods, the experimental results show that the proposed method could quickly capture the realistic wrinkles of virtual garments with less manual operation and achieve more realistic wrinkles for virtual garments.

sted, utgiver, år, opplag, sider
Springer, 2021
HSV kategori
Forskningsprogram
Elektroteknik
Identifikatorer
urn:nbn:se:kau:diva-80884 (URN)10.1007/s11042-020-09917-z (DOI)000572865900004 ()2-s2.0-85091484508 (Scopus ID)
Tilgjengelig fra: 2020-10-15 Laget: 2020-10-15 Sist oppdatert: 2022-05-23bibliografisk kontrollert
Boodaghian Asl, A. & Gokan Khan, M. (2020). Model-Based Interview Method Selection Approach in Participatory Design. In: Interactivity and the Future of the Human-Computer Interface: (pp. 206-223). IGI Global
Åpne denne publikasjonen i ny fane eller vindu >>Model-Based Interview Method Selection Approach in Participatory Design
2020 (engelsk)Inngår i: Interactivity and the Future of the Human-Computer Interface, IGI Global, 2020, s. 206-223Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

Participatory design is a technique which is being used by system designers to involve the end users and product owners throughout the design process. Even though utilizing this approach brings customers to the design process, implementing it requires a budget, a place, time, and other resources. This chapter demonstrates a model-based approach to facilitate the selection of interviews for each design phase such as listing elements for the interface, choosing location for components, making decision for the general look of the component, finally making the component interactable. Interface designers can use the model to choose different type of interview method for different design phases such as interface components, sketching, lo-fi prototyping and hi-fi prototyping, according to their resources. The research focus is on four different participatory design interview method, which are GUI-ii face-to-face, GUI-ii screen-sharing, GUI-ii Ozlab, and traditional face-to-face interview.

sted, utgiver, år, opplag, sider
IGI Global, 2020
Emneord
Ozlab: A web application developed by Karlstad University for mainly running usability tests. Hi-Fi Prototyping: High Fidelity Prototyping. Lo-Fi Prototyping: Low Fidelity Prototyping. GUI-ii: Graphical User Interface Interaction Interview.
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:kau:diva-77191 (URN)10.4018/978-1-7998-2637-8.ch011 (DOI)
Tilgjengelig fra: 2020-03-09 Laget: 2020-03-09 Sist oppdatert: 2020-09-07bibliografisk kontrollert
Boodaghian Asl, A. & Gokan Khan, M. (2019). An Empirical Study On GUI-ii Interview Methods In Participatory Design. In: Katherine Blashki and Yingcai Xiao (Ed.), IADIS (International association for developement of the information society) digital library: . Paper presented at MCCSIS 2019, 13th Multi Conference on Computer Science and Information Systems 16 – 19 July 2019, Porto, Portugal (pp. 3-10). IADIS Press
Åpne denne publikasjonen i ny fane eller vindu >>An Empirical Study On GUI-ii Interview Methods In Participatory Design
2019 (engelsk)Inngår i: IADIS (International association for developement of the information society) digital library / [ed] Katherine Blashki and Yingcai Xiao, IADIS Press , 2019, s. 3-10Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Graphical user interface interaction interview (GUI-ii), is a recently purposed method in which designers can remotely co-design and review GUI prototypes by eliminating the need for physical presence of co-designers. However, there are some concerns regarding the accuracy of such remote interview methods, as users do not have any physical interaction with the designers during their interview. In this work, for the first time, we compare GUI-ii methods with the traditional face-to-face interview processes to study their effectiveness in various design phases. The result shows that GUI-ii method is most effective when used in Ozlab.    

sted, utgiver, år, opplag, sider
IADIS Press, 2019
Emneord
Human-Computer Interaction, Participatory Design, Interview Methods, Graphical User Interface, Prototype
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:kau:diva-74859 (URN)978-989-8533-91-3 (ISBN)
Konferanse
MCCSIS 2019, 13th Multi Conference on Computer Science and Information Systems 16 – 19 July 2019, Porto, Portugal
Tilgjengelig fra: 2019-09-26 Laget: 2019-09-26 Sist oppdatert: 2020-09-07bibliografisk kontrollert
Boodaghian Asl, A. & Gokan Khan, M. (2019). Studying the effect of online medical applications on patients healing time and doctors utilization using discrete event simulation. In: 2019 E-Health and Bioengineering Conference (EHB): . Paper presented at 7th IEEE International Conference on E-Health and Bioengineering, EHB 2019, 21 November 2019 through 23 November 2019. IEEE
Åpne denne publikasjonen i ny fane eller vindu >>Studying the effect of online medical applications on patients healing time and doctors utilization using discrete event simulation
2019 (engelsk)Inngår i: 2019 E-Health and Bioengineering Conference (EHB), IEEE, 2019Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Online Medical Applications (OMA) has evolved dramatically in the last few years, and, consequently, the number of patients using it has also grown exponentially. Patients who are seeking non-emergency but immediate medical services or consultant may save time and money by approaching online doctors through OMAs instead of visiting them physically in healthcare centers. Additionally, medical doctors quantity contributing to OMAs growth, which can affect patients average waiting time and the queue size in healthcare centers. In this paper, We have developed a Discrete Event Simulation (DES) model to study the effects of using OMA on the patients healing time and doctors utilization by comparing it with the same process in healthcare centers. Additionaly, we compared patients average queue size, maximum number of patients in the queue, and total number of healed patients in our study. The results of this simulation showed that the healing process in OMA could serve the same number of patients in ~46% shorter time compared to healthcare centers with ~5.7% less doctors' utilization.

sted, utgiver, år, opplag, sider
IEEE, 2019
Emneord
Discrete event simulation, Ehealth, Modeling, Queuing theory, Telemedicine, Health care, Medical applications, Models, Queueing theory, Average waiting-time, Healing process, Healing time, Medical doctors, Medical services, Queue size
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:kau:diva-77592 (URN)10.1109/EHB47216.2019.8970080 (DOI)000558648300209 ()2-s2.0-85079346812 (Scopus ID)9781728126036 (ISBN)9781728126043 (ISBN)
Konferanse
7th IEEE International Conference on E-Health and Bioengineering, EHB 2019, 21 November 2019 through 23 November 2019
Tilgjengelig fra: 2020-04-24 Laget: 2020-04-24 Sist oppdatert: 2023-03-23bibliografisk kontrollert
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