7,246 research outputs found
An 826 MOPS, 210 uW/MHz Unum ALU in 65 nm
To overcome the limitations of conventional floating-point number formats, an
interval arithmetic and variable-width storage format called universal number
(unum) has been recently introduced. This paper presents the first (to the best
of our knowledge) silicon implementation measurements of an
application-specific integrated circuit (ASIC) for unum floating-point
arithmetic. The designed chip includes a 128-bit wide unum arithmetic unit to
execute additions and subtractions, while also supporting lossless (for
intermediate results) and lossy (for external data movements) compression units
to exploit the memory usage reduction potential of the unum format. Our chip,
fabricated in a 65 nm CMOS process, achieves a maximum clock frequency of 413
MHz at 1.2 V with an average measured power of 210 uW/MHz
Too far ahead of its time: Barclays, Burroughs and real-time banking
The historiography of computing has until now considered real-time computing in banking as predicated on the possibilities of networked ATMs in the 1970s. This article reveals a different story. It exposes the failed bid by Barclays and Burroughs to make real time a reality for British banking in the 1960s
User expectations of partial driving automation capabilities and their effect on information design preferences in the vehicle
Partially automated vehicles present interface design challenges in ensuring the driver remains alert should the vehicle need to hand back control at short notice, but without exposing the driver to cognitive overload. To date, little is known about driver expectations of partial driving automation and whether this affects the information they require inside the vehicle. Twenty-five participants were presented with five partially automated driving events in a driving simulator. After each event, a semi-structured interview was conducted. The interview data was coded and analysed using grounded theory. From the results, two groupings of driver expectations were identified: High Information Preference (HIP) and Low Information Preference (LIP) drivers; between these two groups the information preferences differed. LIP drivers did not want detailed information about the vehicle presented to them, but the definition of partial automation means that this kind of information is required for safe use. Hence, the results suggest careful thought as to how information is presented to them is required in order for LIP drivers to safely using partial driving automation. Conversely, HIP drivers wanted detailed information about the system's status and driving and were found to be more willing to work with the partial automation and its current limitations. It was evident that the drivers' expectations of the partial automation capability differed, and this affected their information preferences. Hence this study suggests that HMI designers must account for these differing expectations and preferences to create a safe, usable system that works for everyone. [Abstract copyright: Copyright © 2019 The Authors. Published by Elsevier Ltd.. All rights reserved.
Recommended from our members
'Too far ahead of its time': Britain, Burroughs and real-time banking in the 1960s
In 1969, the popular British television programme, Tomorrow's World, featured an item that predicted point of sale terminals in every high street shop ushering in the country's computerised cashless economy. The basis for the show's prediction was a succession of ambitious projects initiated by the British banks, each with the aim of introducing a new real-time computer banking system to its network of branches by 15 February 1971. The banks, threatened by state-sponsored competition, inspired by the success of SABRE, American Airlines' real-time airline reservations system, and pressured by forthcoming decimalisation, all chose 'D-Day' as their immovable deadline. And, in each case, US computer manufacturer, Burroughs, promised a B8500 central super computer linked to a nationwide network of TC500 intelligent terminal satellites. Perhaps unsurprisingly for Tomorrow's World, the programme's predicted coming of the cashless society was wildly optimistic. But so too, it turned out, were the plans of the banks. Real-time banking in Britain never materialised in the 1970s, let alone by February 1971, as one by one the banks abandoned their plans.
In this paper, I revisit the case of Burroughs and Barclays Bank. Blending oral testimonies with archival sources, I explore a consumer perspective of coterminous computing labour as the two companies set about making the idea of real-time banking a reality. I reveal how a community of practice made up of Barclays' computer programmers and Burroughs' engineers was able to transgress established business boundaries in pursuit of a technical ideal, only to eventually become architect of its own fate. The co-construction and 'interpretive flexibility' of this technological failure is considered in light of the existing literature, with particular attention given to the attribution of blame. In this case, where there was attribution, it was judged to have lain with the technology, which was simply regarded as 'too far ahead of its time.ĂŻÂż
The development of service provider's BPO-IT framework
Purpose
The decision to operate BPO-IT organisational model by a business process outsourcing (BPO) service provider has far reaching benefits. The purpose of this paper is to develop a service providerâs BPO-IT framework that provides in-house IT function (software) required to process client services.
Design/methodology/approach
The multi-case study adopted an exploratory sequential mixed method research approach. In the first instance, seven BPO service provider organisations were investigated in the qualitative phase and 156 in the quantitative phase, respectively.
Findings
The adoption of the developed framework indicates that it could reduce failures in BPO relationships through reduced turnaround time in processing client services, improved quality of service, reduced cost, improved client and providerâs competitiveness, and confidentiality of client operations. Outsourcing clients could lay the foundation for a successful relationship by adopting a selection process that could choose the right provider.
Originality/value
The paper reveals BPO-IT organisationâs operation towards in-house provision of software required to process client services. A research exploring BPO service providers from a top outsourcing destination like India could provide offshore outsourcing clients the information to move towards onshore outsourcing.
</jats:sec
Developing an h-index for OSS developers
The public data available in Open Source Software (OSS) repositories has been used for many practical reasons: detecting community structures; identifying key roles among developers; understanding software quality; predicting the arousal of bugs in large OSS systems, and so on; but also to formulate and validate new metrics and proof-of-concepts on general, non-OSS specific, software engineering aspects. One of the results that has not emerged yet from the analysis of OSS repositories is how to help the âcareer advancementâ of developers: given the available data on products and processes used in OSS development, it should be possible to produce measurements to identify and describe a developer, that could be used externally as a measure of recognition and experience. This paper builds on top of the h-index, used in academic contexts, and which is used to determine the recognition of a researcher among her peers. By creating similar indices for OSS (or any) developers, this work could help defining a baseline for measuring and comparing the contributions of OSS developers in an objective, open and reproducible way
Affective games:a multimodal classification system
Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in playerâs psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
- âŠ