3,633 research outputs found

    Distributed Computing Framework Based on Software Containers for Heterogeneous Embedded Devices

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    The Internet of Things (IoT) is represented by millions of everyday objects enhanced with sensing and actuation capabilities that are connected to the Internet. Traditional approaches for IoT applications involve sending data to cloud servers for processing and storage, and then relaying commands back to devices. However, this approach is no longer feasible due to the rapid growth of IoT in the network: the vast amount of devices causes congestion; latency and security requirements demand that data is processed close to the devices that produce and consume it; and the processing and storage resources of devices remain underutilized. Fog Computing has emerged as a new paradigm where multiple end-devices form a shared pool of resources where distributed applications are deployed, taking advantage of local capabilities. These devices are highly heterogeneous, with varying hardware and software platforms. They are also resource-constrained, with limited availability of processing and storage resources. Realizing the Fog requires a software framework that simplifies the deployment of distributed applications, while at the same time overcoming these constraints. In Cloud-based deployments, software containers provide a lightweight solution to simplify the deployment of distributed applications. However, Cloud hardware is mostly homogeneous and abundant in resources. This work establishes the feasibility of using Docker Swarm -- an existing container-based software framework -- for the deployment of distributed applications on IoT devices. This is realized with the use of custom tools to enable minimal-size applications compatible with heterogeneous devices; automatic configuration and formation of device Fog; remote management and provisioning of devices. The proposed framework has significant advantages over the state of the art, namely, it supports Fog-based distributed applications, it overcomes device heterogeneity and it simplifies device initialization

    PERANCANGAN LAYOUT VLSI UNTUK ARSITEKTUR SET INSTRUKSI PADA PROSESOR MULTIMEDIA

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    DSP (Digital Signal Processing) merupakan jenis prosesor yang dikembangkan untuk signal processing, seperti audio processing dan image processing. Proses mixing untuk audio merupakan salah satu bentuk contoh dari audio processing yang dapat diimplementasikan pada DSP. Proses audio mixing merupakan audio processing yang memiliki kemampuan untuk menggabungkan beberapa jenis audio untuk dijadikan sebuah komposisi audio utuh yang dapat didengar. Kemampuan mixing audio tersebut merupakan kemampuan khusus yang menjadikan Prosesor Multimedia yang dirancang menjadi salah satu jenis ASIC (Application Specific IC). ASIC ialah Integrated Circuit (IC) atau chip yang dirancang untuk suatu aplikasi ataupun pengimplementasian yang bertujuan khusus. Prosesor Multimedia telah dilengkapi dengan sekumpulan set instruksi yang panjangnya sama untuk setiap instruksi dengan opcode yang terdiri dari 3 bit untuk mewujudkan proses mixing audio pada Prosesor Multimedia yang dirancang. Pada Tugas Akhir ini telah dirancang sebuah layout VLSI (Very Large Scale IC) untuk sekumpulan set instruksi yang berguna untuk proses pengambilan data audio. Data audio yang diolah disimpan di ROM. Layout direalisasikan menggunakan perangkat lunak Electric VLSI. Layout yang dirancang mulai dari gerbang – gerbang dasar hingga layout untuk komponen – komponen yang terlibat dalam proses pengambilan data. Layout dirancang menggunakan teknologi 300nm. Dari penggunaan teknologi 300nm dihasilkan ukuran die size untuk setiap komponen dengan satuan ukuran mm2 (millimeter x millimeter)2. Ukuran die size yang dihasilkan bervariasi, sesuai dengan nilai lamda (?)2 yang didapat dari pengukuran layout untuk masing – masing komponen. Clock frekuensi yang dibutuhkan Prosesor Multimedia yang dirancang dari interval 44.1 KHz sampai dengan frekuensi maksimum 250 MHz. Kata kunci: DSP, Prosesor Multimedia, ISA, VLSI, ASI

    Designing Online Strategy Instruction for Integrated Vocabulary Depth of Knowledge and Web-based Dictionary Skills

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    This paper describes the design and development of a CALL resource that teaches aspects of word combinability (i.e., grammatical collocation, transitivity, and complementation) to tertiary-level ESL learners by integrating conceptual understanding with related text-analysis and web-based dictionary skills. The resource delivers an automated, online form of strategy instruction outside of class time, facilitating self-paced learning with sufficient practice and feedback. In addition to the L2 lexicography, vocabulary, and strategy literatures, the project is informed by instructional design principles aimed at 1) managing demands on learners’ cognitive processing capacities; 2) differentiating materials so as to appropriately target declarative or procedural forms of knowledge or the integration and coordination of the two; and 3) harnessing the computer’s multimedia capabilities in principled ways. It seeks to address a number of related issues in second language studies including: the fact that pedagogical dictionaries go largely under-exploited and misused by their target audience; the apparent lack of understanding of collocational relationships among many L2 learners of English; the challenge of providing strategy instruction cost-effectively; and the need to facilitate more strategic and self-directed use of CALL resources

    Towards Self-evolving Context-aware Services

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    The introduction of new communication infrastructures such as Beyond 3rd Generation (B3G) and the widespread usage of small computing devices are rapidly changing the way we use and interact with technology to perform everyday tasks. Ubiquitous networking empowered by B3G networking makes it possible for mobile users to access networked software services across continuously changing heterogeneous infrastructures by resource-constrained devices. Heterogeneity and devices' limitedness, create serious problems for the development and dynamic deployment of mobile applications that are able to run properly on the execution context and consume services matching with the users' expectations. Furthermore, the everchanging B3G environment calls for applications that self-evolve according to context changes. Out of these problems, self-evolving adaptable applications are increasingly emerging in the software community. In this paper we describe how CHAMELEON, a declarative framework for tailoring adaptable applications, is being used for tackling adaptation and self-evolution within the IST PLASTIC project

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    A Compilation Flow for Parametric Dataflow: Programming Model, Scheduling, and Application to Heterogeneous MPSoC

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    International audienceEfficient programming of signal processing applications on embedded systems is a complex problem. High level models such as Synchronous dataflow (SDF) have been privileged candidates for dealing with this complexity. These models permit to express inherent application parallelism, as well as analysis for both verification and optimization. Parametric dataflow models aim at providing sufficient dynamicity to model new applications, while at the same time maintaining the high level of analyzability needed for efficient real life implementations. This paper presents a new compilation flow that targets parametric dataflows. Built on the LLVM compiler infrastructure, it offers an actor based C++ programming model to describe parametric graphs, a compilation front-end providing graph analysis features, and a retargetable back-end to map the application on real hardware. This paper gives an overview of this flow, with a specific focus on scheduling. The crucial gap between dataflow models and real hardware on which actor firing is not atomic, as well as the consequences on FIFOs sizing and execution pipelining are taken into account.The experimental results illustrate our compilation flow applied to compilation of 3GPP LTE-Advanced demodulation on a heterogeneous MPSoC with distributed scheduling features. This achieves performances similar to time-consuming hand made optimizations

    The Influence of Multimedia Production Knowledge on the Design Decisions of the Instructional Designer

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    This study explored the interaction of multimedia production competencies of expert and novice instructional designers on the design decisions made during the instructional design process / workflow. This multiple measures study used qualitative survey instruments to access and measure the production competencies of participants, then a design aloud protocol to capture and measure the instructional design decision-making process for those same participants. A follow-on interview after the initial design aloud session was conducted in order to triangulate and confirm any trends or findings uncovered during the earlier design aloud session. Ultimately, the objective of this study was to provide some evidence that suggests whether certain production skills are influencing instructional design decision-making. Employer influence on the instructional designer’s decision-making was also explored. Results indicated that a substantial number of instructional designers (n=30) who participated in this study were selecting media as a preliminary step in their workflow process, and were often then using analysis as a measure to confirm the early media selection. Expert instructional designers appeared to be less susceptible to the early media selection behavior, though not immune. Results indicate that one reason the expert instructional designers were less likely to adopt media as a preliminary instructional design step was that the experts conducted a more diverse set of analysis activities. Additionally, results indicated that instructional designers were often experiencing pressure to adopt media based on employer demands, and project constraints such as budget and time

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio
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