2,702 research outputs found

    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

    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

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    DyPS: Dynamic Processor Switching for Energy-Aware Video Decoding on Multi-core SoCs

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    In addition to General Purpose Processors (GPP), Multicore SoCs equipping modern mobile devices contain specialized Digital Signal Processor designed with the aim to provide better performance and low energy consumption properties. However, the experimental measurements we have achieved revealed that system overhead, in case of DSP video decoding, causes drastic performances drop and energy efficiency as compared to the GPP decoding. This paper describes DyPS, a new approach for energy-aware processor switching (GPP or DSP) according to the video quality . We show the pertinence of our solution in the context of adaptive video decoding and describe an implementation on an embedded Linux operating system with the help of the GStreamer framework. A simple case study showed that DyPS achieves 30% energy saving while sustaining the decoding performanc

    Energy Efficiency in the ICT - Profiling Power Consumption in Desktop Computer Systems

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    Energy awareness in the ICT has become an important issue. Focusing on software, recent work suggested the existence of a relationship between power consumption, software configuration and usage patterns in computer systems. The aim of this work was collecting and analysing power consumption data of general-purpose computer systems, simulating common usage scenarios, in order to extract a power consumption profile for each scenario. We selected two desktop systems of different generations as test machines. Meanwhile, we developed 11 usage scenarios, and conducted several test runs of them, collecting power consumption data by means of a power meter. Our analysis resulted in an estimation of a power consumption value for each scenario and software application used, obtaining that each single scenario introduced an overhead from 2 to 11 Watts, which corresponds to a percentage increase that can reach up to 20% on recent and more powerful systems. We determined that software and its usage patterns impact consistently on the power consumption of computer systems. Further work will be devoted to evaluate how power consumption is affected by the usage of specific system resource

    QoE on media deliveriy in 5G environments

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    231 p.5G expandirĂĄ las redes mĂłviles con un mayor ancho de banda, menor latencia y la capacidad de proveer conectividad de forma masiva y sin fallos. Los usuarios de servicios multimedia esperan una experiencia de reproducciĂłn multimedia fluida que se adapte de forma dinĂĄmica a los intereses del usuario y a su contexto de movilidad. Sin embargo, la red, adoptando una posiciĂłn neutral, no ayuda a fortalecer los parĂĄmetros que inciden en la calidad de experiencia. En consecuencia, las soluciones diseñadas para realizar un envĂ­o de trĂĄfico multimedia de forma dinĂĄmica y eficiente cobran un especial interĂ©s. Para mejorar la calidad de la experiencia de servicios multimedia en entornos 5G la investigaciĂłn llevada a cabo en esta tesis ha diseñado un sistema mĂșltiple, basado en cuatro contribuciones.El primer mecanismo, SaW, crea una granja elĂĄstica de recursos de computaciĂłn que ejecutan tareas de anĂĄlisis multimedia. Los resultados confirman la competitividad de este enfoque respecto a granjas de servidores. El segundo mecanismo, LAMB-DASH, elige la calidad en el reproductor multimedia con un diseño que requiere una baja complejidad de procesamiento. Las pruebas concluyen su habilidad para mejorar la estabilidad, consistencia y uniformidad de la calidad de experiencia entre los clientes que comparten una celda de red. El tercer mecanismo, MEC4FAIR, explota las capacidades 5G de analizar mĂ©tricas del envĂ­o de los diferentes flujos. Los resultados muestran cĂłmo habilita al servicio a coordinar a los diferentes clientes en la celda para mejorar la calidad del servicio. El cuarto mecanismo, CogNet, sirve para provisionar recursos de red y configurar una topologĂ­a capaz de conmutar una demanda estimada y garantizar unas cotas de calidad del servicio. En este caso, los resultados arrojan una mayor precisiĂłn cuando la demanda de un servicio es mayor

    The Design of a System Architecture for Mobile Multimedia Computers

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    This chapter discusses the system architecture of a portable computer, called Mobile Digital Companion, which provides support for handling multimedia applications energy efficiently. Because battery life is limited and battery weight is an important factor for the size and the weight of the Mobile Digital Companion, energy management plays a crucial role in the architecture. As the Companion must remain usable in a variety of environments, it has to be flexible and adaptable to various operating conditions. The Mobile Digital Companion has an unconventional architecture that saves energy by using system decomposition at different levels of the architecture and exploits locality of reference with dedicated, optimised modules. The approach is based on dedicated functionality and the extensive use of energy reduction techniques at all levels of system design. The system has an architecture with a general-purpose processor accompanied by a set of heterogeneous autonomous programmable modules, each providing an energy efficient implementation of dedicated tasks. A reconfigurable internal communication network switch exploits locality of reference and eliminates wasteful data copies

    Comparison between Famous Game Engines and Eminent Games

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    Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison

    Flexi-WVSNP-DASH: A Wireless Video Sensor Network Platform for the Internet of Things

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    abstract: Video capture, storage, and distribution in wireless video sensor networks (WVSNs) critically depends on the resources of the nodes forming the sensor networks. In the era of big data, Internet of Things (IoT), and distributed demand and solutions, there is a need for multi-dimensional data to be part of the Sensor Network data that is easily accessible and consumable by humanity as well as machinery. Images and video are expected to become as ubiquitous as is the scalar data in traditional sensor networks. The inception of video-streaming over the Internet, heralded a relentless research for effective ways of distributing video in a scalable and cost effective way. There has been novel implementation attempts across several network layers. Due to the inherent complications of backward compatibility and need for standardization across network layers, there has been a refocused attention to address most of the video distribution over the application layer. As a result, a few video streaming solutions over the Hypertext Transfer Protocol (HTTP) have been proposed. Most notable are Apple’s HTTP Live Streaming (HLS) and the Motion Picture Experts Groups Dynamic Adaptive Streaming over HTTP (MPEG-DASH). These frameworks, do not address the typical and future WVSN use cases. A highly flexible Wireless Video Sensor Network Platform and compatible DASH (WVSNP-DASH) are introduced. The platform's goal is to usher video as a data element that can be integrated into traditional and non-Internet networks. A low cost, scalable node is built from the ground up to be fully compatible with the Internet of Things Machine to Machine (M2M) concept, as well as the ability to be easily re-targeted to new applications in a short time. Flexi-WVSNP design includes a multi-radio node, a middle-ware for sensor operation and communication, a cross platform client facing data retriever/player framework, scalable security as well as a cohesive but decoupled hardware and software design.Dissertation/ThesisDoctoral Dissertation Electrical Engineering 201
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