7 research outputs found

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

    Get PDF
    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    An Autonomic Cross-Platform Operating Environment for On-Demand Internet Computing

    Get PDF
    The Internet has evolved into a global and ubiquitous communication medium interconnecting powerful application servers, diverse desktop computers and mobile notebooks. Along with recent developments in computer technology, such as the convergence of computing and communication devices, the way how people use computers and the Internet has changed people´s working habits and has led to new application scenarios. On the one hand, pervasive computing, ubiquitous computing and nomadic computing become more and more important since different computing devices like PDAs and notebooks may be used concurrently and alternately, e.g. while the user is on the move. On the other hand, the ubiquitous availability and pervasive interconnection of computing systems have fostered various trends towards the dynamic utilization and spontaneous collaboration of available remote computing resources, which are addressed by approaches like utility computing, grid computing, cloud computing and public computing. From a general point of view, the common objective of this development is the use of Internet applications on demand, i.e. applications that are not installed in advance by a platform administrator but are dynamically deployed and run as they are requested by the application user. The heterogeneous and unmanaged nature of the Internet represents a major challenge for the on demand use of custom Internet applications across heterogeneous hardware platforms, operating systems and network environments. Promising remedies are autonomic computing systems that are supposed to maintain themselves without particular user or application intervention. In this thesis, an Autonomic Cross-Platform Operating Environment (ACOE) is presented that supports On Demand Internet Computing (ODIC), such as dynamic application composition and ad hoc execution migration. The approach is based on an integration middleware called crossware that does not replace existing middleware but operates as a self-managing mediator between diverse application requirements and heterogeneous platform configurations. A Java implementation of the Crossware Development Kit (XDK) is presented, followed by the description of the On Demand Internet Computing System (ODIX). The feasibility of the approach is shown by the implementation of an Internet Application Workbench, an Internet Application Factory and an Internet Peer Federation. They illustrate the use of ODIX to support local, remote and distributed ODIC, respectively. Finally, the suitability of the approach is discussed with respect to the support of ODIC

    Mobile three-dimensional city maps

    Get PDF
    Maps are visual representations of environments and the objects within, depicting their spatial relations. They are mainly used in navigation, where they act as external information sources, supporting observation and decision making processes. Map design, or the art-science of cartography, has led to simplification of the environment, where the naturally three-dimensional environment has been abstracted to a two-dimensional representation, populated with simple geometrical shapes and symbols. However, abstract representation requires a map reading ability. Modern technology has reached the level where maps can be expressed in digital form, having selectable, scalable, browsable and updatable content. Maps may no longer even be limited to two dimensions, nor to an abstract form. When a real world based virtual environment is created, a 3D map is born. Given a realistic representation, would the user no longer need to interpret the map, and be able to navigate in an inherently intuitive manner? To answer this question, one needs a mobile test platform. But can a 3D map, a resource hungry real virtual environment, exist on such resource limited devices? This dissertation approaches the technical challenges posed by mobile 3D maps in a constructive manner, identifying the problems, developing solutions and providing answers by creating a functional system. The case focuses on urban environments. First, optimization methods for rendering large, static 3D city models are researched and a solution provided by combining visibility culling, level-of-detail management and out-of-core rendering, suited for mobile 3D maps. Then, the potential of mobile networking is addressed, developing efficient and scalable methods for progressive content downloading and dynamic entity management. Finally, a 3D navigation interface is developed for mobile devices, and the research validated with measurements and field experiments. It is found that near realistic mobile 3D city maps can exist in current mobile phones, and the rendering rates are excellent in 3D hardware enabled devices. Such 3D maps can also be transferred and rendered on-the-fly sufficiently fast for navigation use over cellular networks. Real world entities such as pedestrians or public transportation can be tracked and presented in a scalable manner. Mobile 3D maps are useful for navigation, but their usability depends highly on interaction methods - the potentially intuitive representation does not imply, for example, faster navigation than with a professional 2D street map. In addition, the physical interface limits the usability

    Development of Low Power Image Compression Techniques

    Get PDF
    Digital camera is the main medium for digital photography. The basic operation performed by a simple digital camera is, to convert the light energy to electrical energy, then the energy is converted to digital format and a compression algorithm is used to reduce memory requirement for storing the image. This compression algorithm is frequently called for capturing and storing the images. This leads us to develop an efficient compression algorithm which will give the same result as that of the existing algorithms with low power consumption. As a result the new algorithm implemented camera can be used for capturing more images then the previous one. 1) Discrete Cosine Transform (DCT) based JPEG is an accepted standard for lossy compression of still image. Quantisation is mainly responsible for the amount loss in the image quality in the process of lossy compression. A new Energy Quantisation (EQ) method proposed for speeding up the coding and decoding procedure while preserving image qu..

    Low Power Digital Filter Implementation in FPGA

    Get PDF
    Digital filters suitable for hearing aid application on low power perspective have been developed and implemented in FPGA in this dissertation. Hearing aids are primarily meant for improving hearing and speech comprehensions. Digital hearing aids score over their analog counterparts. This happens as digital hearing aids provide flexible gain besides facilitating feedback reduction and noise elimination. Recent advances in DSP and Microelectronics have led to the development of superior digital hearing aids. Many researchers have investigated several algorithms suitable for hearing aid application that demands low noise, feedback cancellation, echo cancellation, etc., however the toughest challenge is the implementation. Furthermore, the additional constraints are power and area. The device must consume as minimum power as possible to support extended battery life and should be as small as possible for increased portability. In this thesis we have made an attempt to investigate possible digital filter algorithms those are hardware configurable on low power view point. Suitability of decimation filter for hearing aid application is investigated. In this dissertation decimation filter is implemented using ‘Distributed Arithmetic’ approach.While designing this filter, it is observed that, comb-half band FIR-FIR filter design uses less hardware compared to the comb-FIR-FIR filter design. The power consumption is also less in case of comb-half band FIR-FIR filter design compared to the comb-FIR-FIR filter. This filter is implemented in Virtex-II pro board from Xilinx and the resource estimator from the system generator is used to estimate the resources. However ‘Distributed Arithmetic’ is highly serial in nature and its latency is high; power consumption found is not very low in this type of filter implementation. So we have proceeded for ‘Adaptive Hearing Aid’ using Booth-Wallace tree multiplier. This algorithm is also implemented in FPGA and power calculation of the whole system is done using Xilinx Xpower analyser. It is observed that power consumed by the hearing aid with Booth-Wallace tree multiplier is less than the hearing aid using Booth multiplier (about 25%). So we can conclude that the hearing aid using Booth-Wallace tree multiplier consumes less power comparatively. The above two approached are purely algorithmic approach. Next we proceed to combine circuit level VLSI design and with algorithmic approach for further possible reduction in power. A MAC based FDF-FIR filter (algorithm) that uses dual edge triggered latch (DET) (circuit) is used for hearing aid device. It is observed that DET based MAC FIR filter consumes less power than the traditional (single edge triggered, SET) one (about 41%). The proposed low power latch provides a power saving upto 65% in the FIR filter. This technique consumes less power compared to previous approaches that uses low power technique only at algorithmic abstraction level. The DET based MAC FIR filter is tested for real-time validation and it is observed that it works perfectly for various signals (speech, music, voice with music). The gain of the filter is tested and is found to be 27 dB (maximum) that matches with most of the hearing aid (manufacturer’s) specifications. Hence it can be concluded that FDF FIR digital filter in conjunction with low power latch is a strong candidate for hearing aid application
    corecore