54,115 research outputs found
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BDEF : the behavioral design data exchange format
BDDB is a Behavioral Design Data Base that manages the design data produced and consumed by different behavioral synthesis tools. These different design tools retrieve design data from BDDB, manipulate the data, and then store the results back into the data base. BDDB thus needs to address the following two issues: (1) a design data exchange approach and (2) customized design data interfaces. To address the first issue, we have developed a textual description format for describing design data objects and relationships. This language, referred to as the Behavioral Design Data Exchange Format (BDEF), is used as common format for exchanging design data between BDDB and the design tools in the behavioral synthesis environment. To address the second issue, we have developed a behavioral object type description language (generally referred to as schema definition language) for describing the global data structures required by design tools as well as the desired design subviews of this global BDDB design information. One design view class, namely, BDEF, is the topic of this report.In this report we give a formal definition of the BDEF format. Then we describe a comprehensive example of applying BDEF to the behavioral synthesis domain. That is, we present the complete BDEF syntax for the Extended Control/Data Flow Graph Model (ECDFG), which is the design representation model used by most behavioral synthesis tools in the UCI CADLAB synthesis system. We also present several example descriptions of designs using this ECDFG model. A parser/graph compiler from BDEF into the generalized ECDFG design representation as well as a BDEF generator from the ECDFG data structures into the BDEF format have been implemented
Spectators’ aesthetic experiences of sound and movement in dance performance
In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences
Open source environment to define constraints in route planning for GIS-T
Route planning for transportation systems is strongly related to shortest path algorithms, an optimization problem extensively studied in the literature. To find the shortest path in a network one usually assigns weights to each branch to represent the difficulty of taking such branch. The weights construct a linear preference function ordering the variety of alternatives from the most to the least attractive.Postprint (published version
Trust among the Avatars: A Virtual World Experiment, with and without Textual and Visual Cues
We invited “residents” of a virtual world who vary in real-world age and occupation to play a trust game with stakes comparable to “in world” wages. In different treatments, the lab wall was adorned with an emotively suggestive photograph, a suggestive text was added to the instructions, or both a photo and text were added. We find high levels of trust and reciprocity that appear still higher for non-student and older subjects. Variation of results by treatment suggests that both photographic and textual cues influenced the level of trust but not that of trustworthiness.trust; experiment; internet; virtual world; priming
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A design representation model for high-level synthesis
Design tools share and exchange various types of information pertaining to the design. The identification of a uniform design representation to capture this information is essential for the development of a successful design environment. We have done an extensive study on the representation needs of existing database tools in the UCI CADLAB; examples of which are graph compilers for high-level hardware specifications, state schedulers, hardware allocators, and microarchitecture optimizers. The result of this study is the development of a design representation model that will serve as a common internal representation (DDM) for all system and behavioral synthesis tools. DDM thus builds the foundation for a CAD Framework in which design tools can communicate via operating on this common representation. The design information is composed of three separate graph models: the conceptual model, the behavioral model and the structural model. The conceptual model (represented by a Design Entity Graph) captures the overall organization of the design information, such as, versions and configurations. The behavioral model (represented by an Augmented Control/Data Flow Graph) describes the design behavior. The structural model (represented by an Annotated Component Graph) captures the hierarchical data path structure and its geometric information. In this paper, we define the last two graph models. They both capture the actual design data of the application domain. Since VHDL has gained increasing popularity as hardware description language for synthesis, we give numerous examples throughout this report that show how the proposed design representation model can be used to represent VHDL specifications
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