4,088 research outputs found
Performance Evaluation of Distributed Computing Environments with Hadoop and Spark Frameworks
Recently, due to rapid development of information and communication
technologies, the data are created and consumed in the avalanche way.
Distributed computing create preconditions for analyzing and processing such
Big Data by distributing the computations among a number of compute nodes. In
this work, performance of distributed computing environments on the basis of
Hadoop and Spark frameworks is estimated for real and virtual versions of
clusters. As a test task, we chose the classic use case of word counting in
texts of various sizes. It was found that the running times grow very fast with
the dataset size and faster than a power function even. As to the real and
virtual versions of cluster implementations, this tendency is the similar for
both Hadoop and Spark frameworks. Moreover, speedup values decrease
significantly with the growth of dataset size, especially for virtual version
of cluster configuration. The problem of growing data generated by IoT and
multimodal (visual, sound, tactile, neuro and brain-computing, muscle and eye
tracking, etc.) interaction channels is presented. In the context of this
problem, the current observations as to the running times and speedup on Hadoop
and Spark frameworks in real and virtual cluster configurations can be very
useful for the proper scaling-up and efficient job management, especially for
machine learning and Deep Learning applications, where Big Data are widely
present.Comment: 5 pages, 1 table, 2017 IEEE International Young Scientists Forum on
Applied Physics and Engineering (YSF-2017) (Lviv, Ukraine
3D Time-Based Aural Data Representation Using D4 Library’s Layer Based Amplitude Panning Algorithm
Presented at the 22nd International Conference on Auditory Display (ICAD-2016)The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D4 library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D4 ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial
data audification and sonification, as well as transportable and scalable spatial media creation and production
Multilinear Wavelets: A Statistical Shape Space for Human Faces
We present a statistical model for D human faces in varying expression,
which decomposes the surface of the face using a wavelet transform, and learns
many localized, decorrelated multilinear models on the resulting coefficients.
Using this model we are able to reconstruct faces from noisy and occluded D
face scans, and facial motion sequences. Accurate reconstruction of face shape
is important for applications such as tele-presence and gaming. The localized
and multi-scale nature of our model allows for recovery of fine-scale detail
while retaining robustness to severe noise and occlusion, and is
computationally efficient and scalable. We validate these properties
experimentally on challenging data in the form of static scans and motion
sequences. We show that in comparison to a global multilinear model, our model
better preserves fine detail and is computationally faster, while in comparison
to a localized PCA model, our model better handles variation in expression, is
faster, and allows us to fix identity parameters for a given subject.Comment: 10 pages, 7 figures; accepted to ECCV 201
Customizable vector acceleration in extreme-edge computing. A risc-v software/hardware architecture study on VGG-16 implementation
Computing in the cloud-edge continuum, as opposed to cloud computing, relies on high performance processing on the extreme edge of the Internet of Things (IoT) hierarchy. Hardware acceleration is a mandatory solution to achieve the performance requirements, yet it can be tightly tied to particular computation kernels, even within the same application. Vector-oriented hardware acceleration has gained renewed interest to support artificial intelligence (AI) applications like convolutional networks or classification algorithms. We present a comprehensive investigation of the performance and power efficiency achievable by configurable vector acceleration subsystems, obtaining evidence of both the high potential of the proposed microarchitecture and the advantage of hardware customization in total transparency to the software program
EbbRT: a customizable operating system for cloud applications
Efficient use of hardware requires operating system components be customized to the application workload. Our general purpose operating systems are ill-suited for this task. We present Genesis, a new operating system that enables per-application customizations for cloud applications. Genesis achieves this through a novel heterogeneous distributed structure, a partitioned object model, and an event-driven execution environment. This paper describes the design and prototype implementation of Genesis, and evaluates its ability to improve the performance of common cloud applications. The evaluation of the Genesis prototype demonstrates memcached, run within a VM, can outperform memcached run on an unvirtualized Linux. The prototype evaluation also demonstrates an 14% performance improvement of a V8 JavaScript engine benchmark, and a node.js webserver that achieves a 50% reduction in 99th percentile latency compared to it run on Linux
Kintinuous: Spatially Extended KinectFusion
In this paper we present an extension to the KinectFusion algorithm that permits dense mesh-based mapping of extended scale environments in real-time. This is achieved through (i) altering the original algorithm such that the region of space being mapped by the KinectFusion algorithm can vary dynamically, (ii) extracting a dense point cloud from the regions that leave the KinectFusion volume due to this variation, and, (iii) incrementally adding the resulting points to a triangular mesh representation of the environment. The system is implemented as a set of hierarchical multi-threaded components which are capable of operating in real-time. The architecture facilitates the creation and integration of new modules with minimal impact on the performance on the dense volume tracking and surface reconstruction modules. We provide experimental results demonstrating the system's ability to map areas considerably beyond the scale of the original KinectFusion algorithm including a two story apartment and an extended sequence taken from a car at night. In order to overcome failure of the iterative closest point (ICP) based odometry in areas of low geometric features we have evaluated the Fast Odometry from Vision (FOVIS) system as an alternative. We provide a comparison between the two approaches where we show a trade off between the reduced drift of the visual odometry approach and the higher local mesh quality of the ICP-based approach. Finally we present ongoing work on incorporating full simultaneous localisation and mapping (SLAM) pose-graph optimisation
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