125,587 research outputs found

    A Review on Software Architectures for Heterogeneous Platforms

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    The increasing demands for computing performance have been a reality regardless of the requirements for smaller and more energy efficient devices. Throughout the years, the strategy adopted by industry was to increase the robustness of a single processor by increasing its clock frequency and mounting more transistors so more calculations could be executed. However, it is known that the physical limits of such processors are being reached, and one way to fulfill such increasing computing demands has been to adopt a strategy based on heterogeneous computing, i.e., using a heterogeneous platform containing more than one type of processor. This way, different types of tasks can be executed by processors that are specialized in them. Heterogeneous computing, however, poses a number of challenges to software engineering, especially in the architecture and deployment phases. In this paper, we conduct an empirical study that aims at discovering the state-of-the-art in software architecture for heterogeneous computing, with focus on deployment. We conduct a systematic mapping study that retrieved 28 studies, which were critically assessed to obtain an overview of the research field. We identified gaps and trends that can be used by both researchers and practitioners as guides to further investigate the topic

    GCE As and A level subject criteria for computing

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    A dynamic systems engineering methodology research study. Phase 2: Evaluating methodologies, tools, and techniques for applicability to NASA's systems projects

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    A study of NASA's Systems Management Policy (SMP) concluded that the primary methodology being used by the Mission Operations and Data Systems Directorate and its subordinate, the Networks Division, is very effective. Still some unmet needs were identified. This study involved evaluating methodologies, tools, and techniques with the potential for resolving the previously identified deficiencies. Six preselected methodologies being used by other organizations with similar development problems were studied. The study revealed a wide range of significant differences in structure. Each system had some strengths but none will satisfy all of the needs of the Networks Division. Areas for improvement of the methodology being used by the Networks Division are listed with recommendations for specific action

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    The promises of educational technology: a reassessment

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    The claims made for educational technology have not always been realized. Many programmes in education based on media and technology have produced useful documentation and supportive research; others have failed. The current, comprehensive definition of educational technology is a helpful key to understanding how a problem-solving orientation is necessary to approach teaching/learning designs. The process of educational technology begins with an analysis of the problem, rather than with the medium as a solution. Examples of appropriate applications come from open universities and primary schools where distance, time, insufficient personnel, and inadequate facilities have led to a search for alternative means for teaching and learning. Less successful programmes tended to have confused goals and an emphasis on one medium. They also lacked: support services, staff training, quality software and a system focus. The threads which run through the more successful programmes are described. The lessons learned from fifty years of media and technology development in education and training are discussed with an eye toward the future. It is clear that educational technology as a problem-solving process will lead the field into the twenty-first century

    Motivation, Design, and Ubiquity: A Discussion of Research Ethics and Computer Science

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    Modern society is permeated with computers, and the software that controls them can have latent, long-term, and immediate effects that reach far beyond the actual users of these systems. This places researchers in Computer Science and Software Engineering in a critical position of influence and responsibility, more than any other field because computer systems are vital research tools for other disciplines. This essay presents several key ethical concerns and responsibilities relating to research in computing. The goal is to promote awareness and discussion of ethical issues among computer science researchers. A hypothetical case study is provided, along with questions for reflection and discussion.Comment: Written as central essay for the Computer Science module of the LANGURE model curriculum in Research Ethic

    Optimization of stand-alone photovoltaic system by implementing fuzzy logic MPPT controller

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    A photovoltaic (PV) generator is a nonlinear device having insolation-dependent volt-ampere characteristics. Since the maximum-power point varies with solar insolation, it is difficult to achieve an optimum matching that is valid for all insolation levels. Thus, Maximum power point tracking (MPPT) plays an important roles in photovoltaic (PV) power systems because it maximize the power output from a PV system for a given set of condition, and therefore maximize their array efficiency. This project presents a maximum power point tracker (MPPT) using Fuzzy Logic theory for a PV system. The work is focused on a comparative study between most conventional controller namely Perturb and Observe (P&O) algorithm and is compared to a design fuzzy logic controller (FLC). The introduction of fuzzy controller has given very good performance on whatever the parametric variation of the system
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