5,083 research outputs found

    Secure Silicon: Towards Virtual Prototyping

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    Evaluating security vulnerabilities of software implementations at design step is of primary importance for applications developers, while it has received litte attention from scientific communauty. In this paper, we describe virtual prototyping of an implementation of Elliptic curve cryptography (ECC), aiming to make it secure against first-order horizontal and vertical side-channel attacks (SCAs). Reproducing information leakage as close to reality as possible requires bit- and clock-cycle accuracy, we got with Mentor Graphics Modelsim tool, simulating the execution of the ECC software implementations on PULPino, an open-source 32-bit microcontroller based on the recently released RISC-V instruction set architecture. For each clock cycle, we compute the number of bit toggles into microcontroller's registers, an image of the power consumption, and watch the program counter to identify the assembly instruction executed, then the corresponding C function. We first start with a naive double-and-add implementation relying on cryptographic primitives of the mbed TLS library, formerly PolarSSL before acquisition by ARM. The virtual analysis pinpoints differences in the way the double function on one side and the add function on the other side manage variables and internal operations, which can be used for horizontal SCAs. We propose some modifications of the C code, hence independent of the considered microcontroller, with an overhead extremely small compared to that of the double-and-add-always countermeasure. Then, we reiterate analyses, still for the mbed TLS library, but using the regular Montgomery ladder version, most used in practice as more efficient

    Virtual Prototyping through Co-simulation of a Cartesian Plotter

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    This paper shows a model-based design trajectory for the development of real-time embedded control software using virtual prototyping. As a test case, a Cartesian plotter is designed. Functional correctness of the plotter software has been ensured by means of co-simulation using a virtual prototype before deploying it on target. Except for the interface implementation, the software that is used in the co-simulation is identical to the software that is compiled to run on the target computing platform. Virtual prototyping is especially important if the real target can damage itself if it is operated outside its safe operation zone or when prototypes are not yet available for testing. The co-simulation of the software against a virtual prototype resulted in a first-time-right deployment on the real target

    Creation of a 3D Digital Fashion Show with 3D Virtual Prototyping of Clothing

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    The objective of this class project was to (1) create a plan for the product line, (2) develop 3D virtual prototyping of clothing by combining 2D and 3D visualization software such as Adobe Photoshop and Optitex system, and (3) ultimately create 3D digital fashion shows using 3D technology. The students successfully completed the planning of their own collection, the 3D virtual prototyping of the clothing, and the presentation of a 3D digital fashion show. They indicated that the best aspect of the project was that all the students were able to showcase their finished designs and conceptual ideas. They liked being able to develop virtual prototyping without wasting fabric. For simplified 3D virtual prototyping of clothing, the students were able to easily create 3D animations. However, for complicated 3D virtual prototyping of clothing, involving many patterns and details, the process of creating the 3D animations was very slow, or the 3D animations stopped suddenly and eventually failed. The process required a time commitment

    Virtual Prototyping : first practice of a European research group

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    Lien vers la version Ă©diteur: http://www.inderscience.com/books/index.php?action=record&rec_id=696&chapNum=5&journalID=1021&year=2009International audienceThe EMIRAcle association has been created as a European association in order to refer as a pool of European experts with respect to design and manufacturing scientific research. A group of EMIRAcle partners have been working on "Virtual Prototyping (VP)" competencies. The long terms main objectives were: To set a common understanding concerning virtual prototyping To gather competencies in Virtual Prototyping including maturityregarding new concepts and software demonstrators To provide to academics or industries methods, models and software tosupport Virtual Prototyping The paper aims at presenting first results of that research group concerning the creation of a VP knowledge map (second objective). Those results are based on a design case study led by several partners of the EMIRAcle association

    Real time integration of user preferences into virtual prototypes

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    Within new product development (NPD), both virtual prototypes and physical prototypes play important roles in creating, testing and modifying designs. However, in the current design process, these two forms of prototyping methods are normally used independently and converted from one to the other during different design phases. This conversion process is time consuming and expensive and also introduces potential information loss/corruption problems. If the design process requires many iterations, it may simply be impractical to generate all the conversions that are theoretically required. Therefore, the integration of virtual and physical prototyping may offer a possible solution where the design definition is maintained simultaneously in both the virtual and physical environment. The overall aim of this research was to develop an interface or a tool that achieves real time integration of physical and virtual prototyping. “Real time integration” here means changes to the virtual prototypes will reflect any changes that have been made contemporaneously to the physical prototypes, and vice versa. Thus, conversion of the prototype from physical to virtual (or vice versa) will be achieved immediately, hence saving time and cost. A review of the literature was undertaken to determine what previous research has been conducted in this area. The result of the review shows the research in this area is still in its infancy. The research hypothesis was developed through the use of a questionnaire survey. Totally 102 questionnaires were sent to designers, design directors or design managers to address the issue: will industrial designers want to make use of real time integration and if so, how? The outcome from the literature review drove further development of the research hypothesis and an initial pilot experiment to test this. The pilot trial was designed to address the research questions: • Can real time physical and virtual prototyping integration be conveniently demonstrated? • Will designers and users be comfortable using the integration method? • Will users recognise the benefits of the integration? The results showed that real time integration between physical and virtual prototyping is necessary in helping designers develop new products and for getting users more closely involved. The future research suggested is that more investigations and experiments are needed to explore a proper method that simultaneously employing these two types of prototyping in product development process. Keywords: Physical Prototyping; Virtual Prototyping; Integration; Real Time.</p

    The feasibility of using virtual prototyping technologies for product evaluation

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    With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them

    Virtual Prototyping for validation of functional architectures

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    International audienceThis paper will present a new approach how to use virtual prototyping to validate functional architectures. The approach points out how functional architecture can be set up and tested in order to get highly validated data before making final architectural/design decisions. The introduction will speak about the current facts, the constrains and the tendencies to create a common and understandable picture in which the proposed solution may be implemented. Then we will give a description and definition of MiLMiL / SiLSiL / HiL, rapid prototyping and virtual prototyping to avoid confusion. The main part will discuss functional and logical architecture, the mapping of both as well a the variants that have to be considered. It will be shown how validation by virtual prototyping can help to define and proof architectural decision. Finally we will give a short outlook on how to migrate from virtual prototyping systems via rapid prototyping via fullpass and bypass to HiL applications. The conclusion summarizes the advantages compared to the current situation

    Industry-driven innovative system development for the construction industry: The DIVERCITY project

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    Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry. This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping. Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process
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