4,942 research outputs found
From FPGA to ASIC: A RISC-V processor experience
This work document a correct design flow using these tools in the Lagarto RISC- V Processor and the RTL design considerations that must be taken into account, to move from a design for FPGA to design for ASIC
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Design in the new Do-It-Yourself age: trialing workshops for repairing
Traces of a renovated interest in Do-It-Yourself (DIY) have been observed in relation to technological advances and lowered prices facilitating the access to the practice at different levels of skills. This research envisaged the DIY trend as an opportunity to foster sustainable impact in a society where everyone can and does design. In this paper the role of Design in this ‘new’ DIY age is addressed. In particular professional designer as facilitator in investigated when supporting the DIY practitioners in repairing, reusing and in general practices prolonging product lifespan (RE-DIY). The facilitator role is studied through action research approach by setting four workshops in Italy in which designers supported practitioners in repairing and repurposing in ideal workspaces. The repairing workshops validated the hypothesis of a positive contribution by design in supporting the development of RE-DIY practice by optimizing resources (e.g. saving materials), informing on processing (e.g. 3D printing), increasing quality (e.g. refining the aesthetics). Critical components of the workshops have been identified such as the relevance of facilities, availability of time, emotional attachment to the item. These can be overtaken through the use of professional Design expertise based on abductive approach, finding an ordering principle and reasoning on multiple levels
Usability testing methods on e-learning environment
At the Budapest University of Technology and Economics (BUTE) in the Institute of Applied Pedagogy and Psychology (APPI) we started to use Moodle open source course management system in 2006. Formerly we served the curricula by using workbooks, multimedia CD-s, course-books, but due to the fast change of curricula it was a hard task to keep the hard copy of learning materials up-to-date. Later students could download learning materials with the help of using Internet, they could resort to the help of tutors instead of visiting the lessons. Blended-learning method is one of the most effective form from a number of our full-time gradual courses. Today we are using Moodle 1.9 version to support learning and training activities. Nowadays, we use questionnaires to evaluate users´ satisfaction. These deliverances take an important place in the development of the content and appearance of our e-courses and curricula. We implement web usage mining as an appropriate tool for uncovering those parts of the user activiti
es that cannot be told by the user personally. With the analysis of the collected web server log files we can track users´ actions and by identifying typical student behaviour and matching these data with the given grades, successful learning strategies can be identified. Our first results show that qualitative and quantitative approach should be used parallel and with the help of data mining methods we can reveal more insights about the quality and usability of e-learning systems as we could before
Tools of the Trade: A Survey of Various Agent Based Modeling Platforms
Agent Based Modeling (ABM) toolkits are as diverse as the community of people who use them. With so many toolkits available, the choice of which one is best suited for a project is left to word of mouth, past experiences in using particular toolkits and toolkit publicity. This is especially troublesome for projects that require specialization. Rather than using toolkits that are the most publicized but are designed for general projects, using this paper, one will be able to choose a toolkit that already exists and that may be built especially for one's particular domain and specialized needs. In this paper, we examine the entire continuum of agent based toolkits. We characterize each based on 5 important characteristics users consider when choosing a toolkit, and then we categorize the characteristics into user-friendly taxonomies that aid in rapid indexing and easy reference.Agent Based Modeling, Individual Based Model, Multi Agent Systems
Wearables at work:preferences from an employee’s perspective
This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection
Computer-aided verification in mechanism design
In mechanism design, the gold standard solution concepts are dominant
strategy incentive compatibility and Bayesian incentive compatibility. These
solution concepts relieve the (possibly unsophisticated) bidders from the need
to engage in complicated strategizing. While incentive properties are simple to
state, their proofs are specific to the mechanism and can be quite complex.
This raises two concerns. From a practical perspective, checking a complex
proof can be a tedious process, often requiring experts knowledgeable in
mechanism design. Furthermore, from a modeling perspective, if unsophisticated
agents are unconvinced of incentive properties, they may strategize in
unpredictable ways.
To address both concerns, we explore techniques from computer-aided
verification to construct formal proofs of incentive properties. Because formal
proofs can be automatically checked, agents do not need to manually check the
properties, or even understand the proof. To demonstrate, we present the
verification of a sophisticated mechanism: the generic reduction from Bayesian
incentive compatible mechanism design to algorithm design given by Hartline,
Kleinberg, and Malekian. This mechanism presents new challenges for formal
verification, including essential use of randomness from both the execution of
the mechanism and from the prior type distributions. As an immediate
consequence, our work also formalizes Bayesian incentive compatibility for the
entire family of mechanisms derived via this reduction. Finally, as an
intermediate step in our formalization, we provide the first formal
verification of incentive compatibility for the celebrated
Vickrey-Clarke-Groves mechanism
An Open Core System-on-chip Platform
The design cycle required to produce a System-on-Chip can be reduced by providing pre-designed built-in features and functions such as configurable I/O, power and ground grids, block RAMs, timing generators and other embedded intellectual property (IP) blocks. A basic combination of such built-in features is known as a platform.
The major objective of this thesis was to design and implement one such System-on-Chip platform using open IP cores targeting the TSMC-0.18 CMOS process.
The integrated System-on-Chip platform, which contains approximately four million transistors, was synthesized using Synopsys - Design Compiler and placed and routed using Cadence - First Encounter, Silicon Ensemble. Design verification was done at the pre-synthesis, post-synthesis and post-layout levels using Mentor Graphics - ModelSim. Final layout was imported into Cadence - Virtuoso to perform design rule check.
A tutorial was written to enable others to create derivative designs of this platform quickly
Guide to build YOLO, a creativity-stimulating robot for children
YOLO is a non-anthropomorphic social robot designed to stimulate creativity in
children. This robot was envisioned to be used by children during free-play where they use the
robot as a character for the stories they create. During play, YOLO makes use of creativity
techniques that promote the creation of new story-lines. Therefore, the robot serves as a tool that
has the potential to stimulate creativity in children during the interaction. Particularly, YOLO
can stimulate divergent and convergent thinking for story creations. Additionally, YOLO can
have different personalities, providing it with socially intelligent and engaging behaviors. This
work provides open-source and open-access of YOLO's hardware. The design of the robot was
guided by psychological theories and models on creativity, design research including user-centered
design practices with children, and informed by expert working in the field of creativity. Specifically, we relied on established theories of personality to inform the social behavior of the robot, and on theories of creativity to design creativity stimulating behaviors. Our design decisions were then based on design fieldwork with children. The end product is a robot that communicates using non-verbal expressive modalities (lights and movements) equipped with sensors that detect the playful behaviors of children. YOLO has the potential to be used as a research tool for academic studies, and as a toy for the community to engage in personal fabrication. The overall bene t of this proposed hardware is that it is open-source, less expensive than existing ones, and one that children can build by themselves under expert supervision.info:eu-repo/semantics/publishedVersio
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