54,216 research outputs found

    Abstract State Machines 1988-1998: Commented ASM Bibliography

    Get PDF
    An annotated bibliography of papers which deal with or use Abstract State Machines (ASMs), as of January 1998.Comment: Also maintained as a BibTeX file at http://www.eecs.umich.edu/gasm

    Global design of analog cells using statistical optimization techniques

    Get PDF
    We present a methodology for automated sizing of analog cells using statistical optimization in a simulation based approach. This methodology enables us to design complex analog cells from scratch within reasonable CPU time. Three different specification types are covered: strong constraints on the electrical performance of the cells, weak constraints on this performance, and design objectives. A mathematical cost function is proposed and a bunch of heuristics is given to increase accuracy and reduce CPU time to minimize the cost function. A technique is also presented to yield designs with reduced variability in the performance parameters, under random variations of the transistor technological parameters. Several CMOS analog cells with complexity levels up to 48 transistors are designed for illustration. Measurements from fabricated prototypes demonstrate the suitability of the proposed methodology

    A Reuse-based framework for the design of analog and mixed-signal ICs

    Get PDF
    Despite the spectacular breakthroughs of the semiconductor industry, the ability to design integrated circuits (ICs) under stringent time-to-market (TTM) requirements is lagging behind integration capacity, so far keeping pace with still valid Moore's Law. The resulting gap is threatening with slowing down such a phenomenal growth. The design community believes that it is only by means of powerful CAD tools and design methodologies -and, possibly, a design paradigm shift-that this design gap can be bridged. In this sense, reuse-based design is seen as a promising solution, and concepts such as IP Block, Virtual Component, and Design Reuse have become commonplace thanks to the significant advances in the digital arena. Unfortunately, the very nature of analog and mixed-signal (AMS) design has hindered a similar level of consensus and development. This paper presents a framework for the reuse-based design of AMS circuits. The framework is founded on three key elements: (1) a CAD-supported hierarchical design flow that facilitates the incorporation of AMS reusable blocks, reduces the overall design time, and expedites the management of increasing AMS design complexity; (2) a complete, clear definition of the AMS reusable block, structured into three separate facets or views: the behavioral, structural, and layout facets, the two first for top-down electrical synthesis and bottom-up verification, the latter used during bottom-up physical synthesis; (3) the design for reusability set of tools, methods, and guidelines that, relying on intensive parameterization as well as on design knowledge capture and encapsulation, allows to produce fully reusable AMS blocks. A case study and a functional silicon prototype demonstrate the validity of the paper's proposals.Ministerio de EducaciĂłn y Ciencia TEC2004-0175

    Computational tasks in robotics and factory automation

    Get PDF
    The design of Manufacturing Planning and Control Systems (MPCSs) — systems that negotiate with Customers and Suppliers to exchange products in return for money in order to generate profit, is discussed.\ud \ud The computational task of MPCS components are systematically specified as a starting point for the development of computational engines, as computer systems and programs, that execute the specified computation. Key issues are the overwhelming complexity and frequently changing application of MPCSs

    A decision-based perspective for the design of methods for systems design

    Get PDF
    Organization of material, a definition of decision based design, a hierarchy of decision based design, the decision support problem technique, a conceptual model design that can be manufactured and maintained, meta-design, computer-based design, action learning, and the characteristics of decisions are among the topics covered

    Specifications and Development of Interoperability Solution dedicated to Multiple Expertise Collaboration in a Design Framework

    Get PDF
    This paper describes the specifications of an interoperability platform based on the PPO (Product Process Organization) model developed by the French community IPPOP in the context of collaborative and innovative design. By using PPO model as a reference, this work aims to connect together heterogonous tools used by experts easing data and information exchanges. After underlining the growing needs of collaborative design process, this paper focuses on interoperability concept by describing current solutions and their limits. Then a solution based on the flexibility of the PPO model adapted to the philosophy of interoperability is proposed. To illustrate these concepts, several examples are more particularly described (robustness analysis, CAD and Product Lifecycle Management systems connections)

    Personalised trails and learner profiling within e-learning environments

    Get PDF
    This deliverable focuses on personalisation and personalised trails. We begin by introducing and defining the concepts of personalisation and personalised trails. Personalisation requires that a user profile be stored, and so we assess currently available standard profile schemas and discuss the requirements for a profile to support personalised learning. We then review techniques for providing personalisation and some systems that implement these techniques, and discuss some of the issues around evaluating personalisation systems. We look especially at the use of learning and cognitive styles to support personalised learning, and also consider personalisation in the field of mobile learning, which has a slightly different take on the subject, and in commercially available systems, where personalisation support is found to currently be only at quite a low level. We conclude with a summary of the lessons to be learned from our review of personalisation and personalised trails

    Utilizing a 3D game engine to develop a virtual design review system

    Get PDF
    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
    • 

    corecore