7,533 research outputs found

    Octopus - an energy-efficient architecture for wireless multimedia systems

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    Multimedia computing and mobile computing are two trends that will lead to a new application domain in the near future. However, the technological challenges to establishing this paradigm of computing are non-trivial. Personal mobile computing 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 approach we made to achieve such a system is to use autonomous, adaptable modules, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules that is placed in the data streams. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies

    A Survey of Techniques For Improving Energy Efficiency in Embedded Computing Systems

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    Recent technological advances have greatly improved the performance and features of embedded systems. With the number of just mobile devices now reaching nearly equal to the population of earth, embedded systems have truly become ubiquitous. These trends, however, have also made the task of managing their power consumption extremely challenging. In recent years, several techniques have been proposed to address this issue. In this paper, we survey the techniques for managing power consumption of embedded systems. We discuss the need of power management and provide a classification of the techniques on several important parameters to highlight their similarities and differences. This paper is intended to help the researchers and application-developers in gaining insights into the working of power management techniques and designing even more efficient high-performance embedded systems of tomorrow

    The Octopus switch

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    This chapter1 discusses the interconnection architecture of the Mobile Digital Companion. The approach to build a low-power handheld multimedia computer presented here is to have autonomous, reconfigurable modules such as network, video and audio devices, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules placed in the data streams. Thus, communication between components is not broadcast over a bus but delivered exactly where it is needed, work is carried out where the data passes through, bypassing the memory. The amount of buffering is minimised, and if it is required at all, it is placed right on the data path, where it is needed. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies. The switch is implemented as a simplified ATM switch and provides Quality of Service guarantees and enough bandwidth for multimedia applications. We have built a testbed of the architecture, of which we will present performance and energy consumption characteristics

    Coarse-grained reconfigurable array architectures

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    Coarse-Grained ReconïŹgurable Array (CGRA) architectures accelerate the same inner loops that beneïŹt from the high ILP support in VLIW architectures. By executing non-loop code on other cores, however, CGRAs can focus on such loops to execute them more efïŹciently. This chapter discusses the basic principles of CGRAs, and the wide range of design options available to a CGRA designer, covering a large number of existing CGRA designs. The impact of different options on ïŹ‚exibility, performance, and power-efïŹciency is discussed, as well as the need for compiler support. The ADRES CGRA design template is studied in more detail as a use case to illustrate the need for design space exploration, for compiler support and for the manual ïŹne-tuning of source code

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

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    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

    Low Power system Design techniques for mobile computers

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    Portable products are being used increasingly. Because these systems are battery powered, reducing power consumption is vital. In this report we give the properties of low power design and techniques to exploit them on the architecture of the system. We focus on: min imizing capacitance, avoiding unnecessary and wasteful activity, and reducing voltage and frequency. We review energy reduction techniques in the architecture and design of a hand-held computer and the wireless communication system, including error control, sys tem decomposition, communication and MAC protocols, and low power short range net works

    Transparent resource sharing framework for internet services on handheld devices

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    Handheld devices have limited processing power and a short battery lifetime. As a result, computationally intensive applications cannot run appropriately or cause the device to run out of battery too early. Additionally, Internet-based service providers targeting these mobile devices lack information to estimate the remaining battery autonomy and have no view on the availability of idle resources in the neighborhood of the handheld device. These battery-related issues create an opportunity for Internet providers to broaden their role and start managing energy aspects of battery-driven mobile devices inside the home. In this paper, we propose an energy-aware resource-sharing framework that enables Internet access providers to delegate (a part of) a client application from a handheld device to idle resources in the LAN, in a transparent way for the end-user. The key component is the resource sharing service, hosted on the LAN gateway, which can be remotely queried and managed by the Internet access provider. The service includes a battery model to predict the remaining battery lifetime. We describe the concept of resource-sharing-as-a-service that allows users of handheld devices to subscribe to the resource sharing service. In a proof-of-concept, we evaluate the delay to offload a client application to an idle computer and study the impact on battery autonomy as a function of the CPU cycles that can be offloaded

    Design techniques for low-power systems

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    Portable products are being used increasingly. Because these systems are battery powered, reducing power consumption is vital. In this report we give the properties of low-power design and techniques to exploit them on the architecture of the system. We focus on: minimizing capacitance, avoiding unnecessary and wasteful activity, and reducing voltage and frequency. We review energy reduction techniques in the architecture and design of a hand-held computer and the wireless communication system including error control, system decomposition, communication and MAC protocols, and low-power short range networks
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