2,206 research outputs found

    Embedding Multi-Task Address-Event- Representation Computation

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    Address-Event-Representation, AER, is a communication protocol that is intended to transfer neuronal spikes between bioinspired chips. There are several AER tools to help to develop and test AER based systems, which may consist of a hierarchical structure with several chips that transmit spikes among them in real-time, while performing some processing. Although these tools reach very high bandwidth at the AER communication level, they require the use of a personal computer to allow the higher level processing of the event information. We propose the use of an embedded platform based on a multi-task operating system to allow both, the AER communication and processing without the requirement of either a laptop or a computer. In this paper, we present and study the performance of an embedded multi-task AER tool, connecting and programming it for processing Address-Event information from a spiking generator.Ministerio de Ciencia e Innovación TEC2006-11730-C03-0

    Standardization Framework for Sustainability from Circular Economy 4.0

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    The circular economy (CE) is widely known as a way to implement and achieve sustainability, mainly due to its contribution towards the separation of biological and technical nutrients under cyclic industrial metabolism. The incorporation of the principles of the CE in the links of the value chain of the various sectors of the economy strives to ensure circularity, safety, and efficiency. The framework proposed is aligned with the goals of the 2030 Agenda for Sustainable Development regarding the orientation towards the mitigation and regeneration of the metabolic rift by considering a double perspective. Firstly, it strives to conceptualize the CE as a paradigm of sustainability. Its principles are established, and its techniques and tools are organized into two frameworks oriented towards causes (cradle to cradle) and effects (life cycle assessment), and these are structured under the three pillars of sustainability, for their projection within the proposed framework. Secondly, a framework is established to facilitate the implementation of the CE with the use of standards, which constitute the requirements, tools, and indicators to control each life cycle phase, and of key enabling technologies (KETs) that add circular value 4.0 to the socio-ecological transition

    'Ephemerality’ in game development: opportunitiees and challenges

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    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applying ephemeral computation to the products of the videogame industry. Therefore, as a preliminary work, it attempts to serve as the inspiration for other researchers or videogame developers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Adaptive cancelation of self-generated sensory signals in a whisking robot

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    Sensory signals are often caused by one's own active movements. This raises a problem of discriminating between self-generated sensory signals and signals generated by the external world. Such discrimination is of general importance for robotic systems, where operational robustness is dependent on the correct interpretation of sensory signals. Here, we investigate this problem in the context of a whiskered robot. The whisker sensory signal comprises two components: one due to contact with an object (externally generated) and another due to active movement of the whisker (self-generated). We propose a solution to this discrimination problem based on adaptive noise cancelation, where the robot learns to predict the sensory consequences of its own movements using an adaptive filter. The filter inputs (copy of motor commands) are transformed by Laguerre functions instead of the often-used tapped-delay line, which reduces model order and, therefore, computational complexity. Results from a contact-detection task demonstrate that false positives are significantly reduced using the proposed scheme

    Spike Processing on an Embedded Multi-task Computer: Image Reconstruction

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    There is an emerging philosophy, called Neuro-informatics, contained in the Artificial Intelligence field, that aims to emulate how living beings do tasks such as taking a decision based on the interpretation of an image by emulating spiking neurons into VLSI designs and, therefore, trying to re-create the human brain at its highest level. Address-Event-Representation (AER) is a communication protocol that has embedded part of the processing. It is intended to transfer spikes between bioinspired chips. An AER based system may consist of a hierarchical structure with several chips that transmit spikes among them in real-time, while performing some processing. There are several AER tools to help to develop and test AER based systems. These tools require the use of a computer to allow the higher level processing of the event information, reaching very high bandwidth at the AER communication level. We propose the use of an embedded platform based on a multi-task operating system to allow both, the AER communication and processing without the requirement of either a laptop or a computer. In this paper, we present and study the performance of a new philosophy of a frame-grabber AER tool based on a multi-task environment. This embedded platform is based on the Intel XScale processor which is governed by an embedded GNU/Linux system. We have connected and programmed it for processing Address-Event information from a spiking generator.Ministerio de Educación y Ciencia TEC2006-11730-C03-0

    A SpiNNaker Application: Design, Implementation and Validation of SCPGs

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    In this paper, we present the numerical results of the implementation of a Spiking Central Pattern Generator (SCPG) on a SpiNNaker board. The SCPG is a network of current-based leaky integrateand- fire (LIF) neurons, which generates periodic spike trains that correspond to different locomotion gaits (i.e. walk, trot, run). To generate such patterns, the SCPG has been configured with different topologies, and its parameters have been experimentally estimated. To validate our designs, we have implemented them on the SpiNNaker board using PyNN and we have embedded it on a hexapod robot. The system includes a Dynamic Vision Sensor system able to command a pattern to the robot depending on the frequency of the events fired. The more activity the DVS produces, the faster that the pattern that is commanded will be.Ministerio de Economía y Competitividad TEC2016-77785-
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