50 research outputs found

    Nodal Discontinuous Galerkin Methods on Graphics Processors

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    Discontinuous Galerkin (DG) methods for the numerical solution of partial differential equations have enjoyed considerable success because they are both flexible and robust: They allow arbitrary unstructured geometries and easy control of accuracy without compromising simulation stability. Lately, another property of DG has been growing in importance: The majority of a DG operator is applied in an element-local way, with weak penalty-based element-to-element coupling. The resulting locality in memory access is one of the factors that enables DG to run on off-the-shelf, massively parallel graphics processors (GPUs). In addition, DG's high-order nature lets it require fewer data points per represented wavelength and hence fewer memory accesses, in exchange for higher arithmetic intensity. Both of these factors work significantly in favor of a GPU implementation of DG. Using a single US$400 Nvidia GTX 280 GPU, we accelerate a solver for Maxwell's equations on a general 3D unstructured grid by a factor of 40 to 60 relative to a serial computation on a current-generation CPU. In many cases, our algorithms exhibit full use of the device's available memory bandwidth. Example computations achieve and surpass 200 gigaflops/s of net application-level floating point work. In this article, we describe and derive the techniques used to reach this level of performance. In addition, we present comprehensive data on the accuracy and runtime behavior of the method.Comment: 33 pages, 12 figures, 4 table

    Does the engineering culture in UK higher education advance women’s careers?

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    Current research suggests that increases in the number of women studying engineering and related courses have not been matched by a similar increase in women engineering professionals. This suggests that although women are attracted to engineering, their experiences in higher education (HE) discourage them from pursuing their chosen career path. The paper explores whether the masculine culture of the engineering sector permeates the culture and curriculum in engineering HE, and if it does, what impact this has on women engineering students. This is achieved through semi-structured, qualitative interviews with a range of female engineering students from both the pre and post 1992 university sectors. Findings indicate that while women are not deterred from pursuing their chosen engineering career, the culture and structure of the engineering education system has been designed for a male audience. This suggests that engineering HE does not benefit most female students to the same extent as male students. It is recommended that HE engineering must review its structure, culture, practices and curriculum if it is to retain female engineering graduates and to attract more women into the sector. This paper fulfils an identified gap in research on women in engineering and will be of interest to university engineering departments and faculties and the Engineering Council, as well as to those in the fields of social policy, education and equal opportunities

    The Challenges of Creativity in Software Organizations

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    Part 1: Creating ValueInternational audienceManaging creativity has proven to be one of the most important drivers in software development and use. The continuous changing market environment drives companies like Google, SAS Institute and LEGO to focus on creativity as an increasing necessity when competing through sustained innovations. However, creativity in the information systems (IS) environment is a challenge for most organizations that is primarily caused by not knowing how to strategize creative processes in relation to IS strategies, thus, causing companies to act ad hoc in their creative endeavors. In this paper, we address the organizational challenges of creativity in software organizations. Grounded in a previous literature review and a rigorous selection process, we identify and present a model of seven important factors for creativity in software organizations. From these factors, we identify 21 challenges that software organizations experience when embarking on creative endeavors and transfer them into a comprehensive framework. Using an interpretive research study, we further study the framework by analyzing how the challenges are integrated in 27 software organizations. Practitioners can use this study to gain a deeper understanding of creativity in their own business while researchers can use the framework to gain insight while conducting interpretive field studies of managing creativity

    Supporting early document navigation with semantic zooming

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    Traditional digital document navigation found in Acrobat and HTML document readers performs poorly when compared to paper documents for this task. We investigate and compare two methods for improving navigation when a reader first views a digital document. One technique modifies the traditional scrolling method, combining it with Speed-Dependent Automatic Zooming (SDAZ). We also examine the effect of adding “semantic” rendering, where the document display is altered depending on scroll speed. We demonstrate that the combination of these methods reduces user effort without impacting on user behaviour. This confirms both the utility of our navigation, and the minimal use information seekers use of much of the content of digital documents
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