26 research outputs found

    Time synchronization for an emulated CAN device on a Multi-Processor System on Chip

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    The increasing number of applications implemented on modern vehicles leads to the use of multi-core platforms in the automotive field. As the number of I/O interfaces offered by these platforms is typically lower than the number of integrated applications, a solution is needed to provide access to the peripherals, such as the Controller Area Network (CAN), to all applications. Emulation and virtualization can be used to implement and share a CAN bus among multiple applications. Furthermore, cyber-physical automotive applications often require time synchronization. A time synchronization protocol on CAN has been recently introduced by AUTOSAR. In this article we present how multiple applications can share a CAN port, which can be on the local processor tile or on a remote tile. Each application can access a local time base, synchronized over CAN, using the AUTOSAR Application Programming Interface (API). We evaluate our approach with four emulation and virtualization examples, trading the number of applications per core with the speed of the software emulated CAN bus.</p

    Moment Risks: Investment for Self and for a Firm

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    NoC-based multiprocessor architecture for mixed-time-criticality applications

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    In this chapter we define what a mixed-time-criticality system is and what its requirements are. After defining the concepts that such systems should follow, we described CompSOC, which is one example of a mixed-time-criticality platform. We describe, in detail, how multiple resources, such as processors, memories, and interconnect, are combined into a larger hardware platform, and especially how they are shared between applications using different arbitration schemes. Following this, the software architecture that transforms the single hardware platform into multiple virtual execution platforms, one per application, is described

    Cluster Evaluation, Description, and Interpretation for Serious Games

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    This chapter describes cluster evaluation, description, and interpretation for evaluating player profiles based on log files available from a game server. Calculated variables were extracted from these logs in order to characterize players. Using circular statistics, we show how measures can be extracted that enable players to be characterized by the mean and standard deviation of the time that they interacted with the server. Feature selection was accomplished using a correlation study of variables extracted from the log data. This process favored a small number of the features, as judged by the results of clustering. The techniques are demonstrated based on a log file data set of the popular online game Minecraft. Automated clustering was able to suggest groups that Minecraft players fall into. Cluster evaluation, description, and interpretation techniques were applied to provide further insight into distinct behavioral characteristics, leading to a determination of the quality of clusters, using the Silhouette Width measure. We conclude by discussing how the techniques presented in this chapter can be applied in different areas of serious games analytics

    NoC-based multiprocessor architecture for mixed-time-criticality applications

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    \u3cp\u3eIn this chapter we define what a mixed-time-criticality system is and what its requirements are. After defining the concepts that such systems should follow, we described CompSOC, which is one example of a mixed-time-criticality platform. We describe, in detail, how multiple resources, such as processors, memories, and interconnect, are combined into a larger hardware platform, and especially how they are shared between applications using different arbitration schemes. Following this, the software architecture that transforms the single hardware platform into multiple virtual execution platforms, one per application, is described.\u3c/p\u3
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