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Inovação social: Um desafio para o design: O papel do design estratégico no processo de inovação socialEichenberg, Carolina Hermes 27 March 2013 (has links)
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Previous issue date: 2013 / Nenhuma / O sistema de organização social contemporâneo requer soluções inovadoras e sustentáveis que permitam à sociedade continuar se desenvolvendo da melhor maneira possível, por um longo período de tempo e em equilíbrio com o ecossistema. Nas últimas décadas, foram adotadas diversas medidas com o intuito de reduzir o impacto das ações do homem sobre a biosfera. Todavia, essas iniciativas possuem um caráter pontual, que opera segundo critérios reducionistas, de acordo com o entendimento do modelo mental vigente. O tema da inovação social envolve a reflexão sobre como transformar as relações sociais, de modo que elas modifiquem a compreensão dos indivíduos sobre como lidar com as coisas. Nessa perspectiva, a presente pesquisa propõe-se a uma reflexão sobre o papel do design estratégico nesse processo. Por tratar-se de uma pesquisa relacionada à área do design, a análise incide em maior profundidade no conceito de descontinuidade sistêmica, proposto por Ezio Manzini (2008). O autor propõe que se analisem iniciativas de inovação radical praticadas em contextos locais. Para tanto, estuda-se o caso da Rede Ideia. Essa rede é formada por empreendimentos solidários localizados na cidade de Porto Alegre-RS e tem por objetivo promover a transformação social através da compreensão de uma economia solidária. A análise incide sobre dois aspectos interpretativos: o primeiro, de observação do caso; e o segundo, de concepts de projetos, resultados de um workshop realizado com alunos de especialização em design estratégico. Um dos resultados centrais deste estudo evidencia que o papel do design estratégico nesse cenário é servir de referência para a compreensão do sistema aberto e de experimento para a concepção de soluções de caráter complexo. / The contemporary system of social organization requires innovative and sustainable solutions that enable society to continue to develop in the best way it can, for a long time, and in equilibrium with the ecosystem. Over the last decades, several actions have been taken to reduce the impact of the human action on the biosphere. However, such initiatives have been sporadic, operating according to reductionist criteria and the current mindset. The theme of social innovation involves a reflection on how to change social relationships so that they modify the individuals’ understanding of the way of handling with things. From this perspective, this research aims at reflecting on the role of strategic design in this process. As this research is related to the design area, the analysis has focused on the concept of systemic discontinuity as proposed by Ezio Manzini (2008). The author has proposed the analysis of radically innovative initiatives carried out in local contexts. In order to do that, the situation of Rede Ideia has been studied. This network consists of solidarity enterprises situated in Porto Alegre-RS. Its objective is to foster social change through the understanding of a solidarity economy. The analysis has been concentrated on two interpretative aspects: the first one has involved case observation; the second has addressed project concepts resulting from a workshop held with students of a specialization course in strategic design. One of the central results of this study is that the role of strategic design in this scenario is to function as both a reference for the understanding of the open system, and an experiment for the conception of complex solutions.
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METHODOLOGIE DE DEVELOPPEMENT ET DE MODELISATION UML DES SYSTEMES D'ACQUISITION ET DE TRAITEMENT EN TEMPS REEL POUR LES EXPERIENCES DE PHYSIQUE DES HAUTES ENERGIESAnvar, Shebli 13 September 2002 (has links) (PDF)
La complexité croissante des systèmes d'acquisition et de traitement en temps réel (TDAQ) pour les expériences de physique des hautes énergies appelle à une évolution ad hoc des outils de développement. Dans cet ouvrage, nous traitons de l'articulation entre la spécification de principe des systèmes TDAQ et leur conception/réalisation sur une plateforme matérielle et logicielle concrète. Notre travail repose sur la définition d'une méthodologie de développement des systèmes TDAQ qui réponde aux problématiques de développements particulières à ces systèmes. Il en résulte la spécification détaillée d'un « canevas méthodologique » basé sur le langage UML, destiné à encadrer un processus de développement. L'usage de ce canevas méthodologique UML doit permettre la mise en place progressive d'un canevas « maison », c'est-à-dire un atelier de développement comprenant des composants réutilisables et des éléments d'architecture génériques adaptés aux applications TDAQ. L'ouvrage s'articule autour de 4 sections principales. La section II est dévolue à la caractérisation et à l'évolution des systèmes TDAQ. En section III, nous nous intéressons aux technologies pertinentes pour notre problématique, notamment les techniques de réutilisation logicielle telles les motifs récurrents (design patterns) et les canevas (frameworks), avec une orientation en faveur des domaines du temps réel et de l'embarqué. Notre apport conceptuel spécifique est exposé en section IV, où nous procédons notamment à la spécification détaillée, formalisée et exemples à l'appui, de notre modèle de développement. Enfin, nous terminons notre propos en section V en évoquant le projet de R&D MORDICUS de mise en œuvre concrète de notre canevas méthodologique UML, ainsi que les développements récents de l'OMG (Object Management Group) sur l'architecture orientée modèles (Model Driven Architecture), particulièrement en résonance avec notre travail.
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Exploring coordinated software and hardware support for hardware resource allocationFigueiredo Boneti, Carlos Santieri de 04 September 2009 (has links)
Multithreaded processors are now common in the industry as they offer high performance at a low cost. Traditionally, in such processors, the assignation of hardware resources between the multiple threads is done implicitly, by the hardware policies. However, a new class of multithreaded hardware allows the explicit allocation of resources to be controlled or biased by the software. Currently, there is little or no coordination between the allocation of resources done by the hardware and the prioritization of tasks done by the software.This thesis targets to narrow the gap between the software and the hardware, with respect to the hardware resource allocation, by proposing a new explicit resource allocation hardware mechanism and novel schedulers that use the currently available hardware resource allocation mechanisms.It approaches the problem in two different types of computing systems: on the high performance computing domain, we characterize the first processor to present a mechanism that allows the software to bias the allocation hardware resources, the IBM POWER5. In addition, we propose the use of hardware resource allocation as a way to balance high performance computing applications. Finally, we propose two new scheduling mechanisms that are able to transparently and successfully balance applications in real systems using the hardware resource allocation. On the soft real-time domain, we propose a hardware extension to the existing explicit resource allocation hardware and, in addition, two software schedulers that use the explicit allocation hardware to improve the schedulability of tasks in a soft real-time system.In this thesis, we demonstrate that system performance improves by making the software aware of the mechanisms to control the amount of resources given to each running thread. In particular, for the high performance computing domain, we show that it is possible to decrease the execution time of MPI applications biasing the hardware resource assignation between threads. In addition, we show that it is possible to decrease the number of missed deadlines when scheduling tasks in a soft real-time SMT system.
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A Framework for Agile Collaboration in EngineeringFernández, Marco Gero 29 November 2005 (has links)
Often, design problems are strongly coupled and their concurrent resolution by interacting (though decentralized) stakeholders is required. The ensuing interactions are characterized predominantly by degree of interdependence and level of cooperation. Since tradeoffs, made within and among sub-systems, inherently contribute to system level performance, bridging the associated gaps is crucial. With this in mind, effective collaboration, centered on continued communication, concise coordination, and non-biased achievement of system level objectives, is becoming increasingly important.
Thus far, research in distributed and decentralized decision-making has focused primarily on conflict resolution. Game theoretic protocols and negotiation tactics have been used extensively as a means of making the required tradeoffs, often in a manner that emphasizes the maximization of stakeholder payoff over system level performance. More importantly, virtually all of the currently instantiated mechanisms are based upon the a priori assumption of the existence of solutions that are acceptable to all interacting parties. No explicit consideration has been given thus far to ensuring the convergence of stakeholder design activities leading up to the coupled decision and the associated determination of values for uncoupled and coupled design parameters. Consequently, unnecessary and costly iteration is almost certain to result from mismatched and potentially irreconcilable objectives.
In this dissertation, an alternative coordination mechanism, centered on sharing key pieces of information throughout the process of determining a solution to a coupled system is presented. Specifically, the focus is on (1) establishing and assessing collaborative design spaces, (2) identifying and exploring regions of acceptable performance, and (3) preserving stakeholder dominion over design sub-system resolution throughout the duration of a given design process. The fundamental goal is to establish a consistent framework for agile collaboration that more accurately represents the mechanics underlying product development and supports interacting stakeholders in achieving their respective objectives in light of system level priorities. This aim is accomplished via improved resource management and design space exploration, augmented awareness of system level implications emanating from sub-system decisions, and increased modularity of decentralized design processes. Stakeholder synergy in design processes is enhanced via stakeholder focalization, based on the systematic communication of decision-critical information content.
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Entwurf, Methoden und Werkzeuge für komplexe Bildverarbeitungssysteme auf Rekonfigurierbaren System-on-Chip-Architekturen / Design, methodologies and tools for complex image processing systems on reconfigurable system-on-chip-architecturesMühlbauer, Felix January 2011 (has links)
Bildverarbeitungsanwendungen stellen besondere Ansprüche an das ausführende Rechensystem.
Einerseits ist eine hohe Rechenleistung erforderlich.
Andererseits ist eine hohe Flexibilität von Vorteil, da die Entwicklung tendentiell ein experimenteller und interaktiver Prozess ist.
Für neue Anwendungen tendieren Entwickler dazu, eine Rechenarchitektur zu wählen, die sie gut kennen, anstatt eine Architektur einzusetzen, die am besten zur Anwendung passt.
Bildverarbeitungsalgorithmen sind inhärent parallel, doch herkömmliche bildverarbeitende eingebettete Systeme basieren meist auf sequentiell arbeitenden Prozessoren.
Im Gegensatz zu dieser "Unstimmigkeit" können hocheffiziente Systeme aus einer gezielten Synergie aus Software- und Hardwarekomponenten aufgebaut werden.
Die Konstruktion solcher System ist jedoch komplex und viele Lösungen, wie zum Beispiel grobgranulare Architekturen oder anwendungsspezifische Programmiersprachen, sind oft zu akademisch für einen Einsatz in der Wirtschaft.
Die vorliegende Arbeit soll ein Beitrag dazu leisten, die Komplexität von Hardware-Software-Systemen zu reduzieren und damit die Entwicklung hochperformanter on-Chip-Systeme im Bereich Bildverarbeitung zu vereinfachen und wirtschaftlicher zu machen.
Dabei wurde Wert darauf gelegt, den Aufwand für Einarbeitung, Entwicklung als auch Erweiterungen gering zu halten.
Es wurde ein Entwurfsfluss konzipiert und umgesetzt, welcher es dem Softwareentwickler ermöglicht, Berechnungen durch Hardwarekomponenten zu beschleunigen und das zu Grunde liegende eingebettete System komplett zu prototypisieren.
Hierbei werden komplexe Bildverarbeitungsanwendungen betrachtet, welche ein Betriebssystem erfordern, wie zum Beispiel verteilte Kamerasensornetzwerke.
Die eingesetzte Software basiert auf Linux und der Bildverarbeitungsbibliothek OpenCV.
Die Verteilung der Berechnungen auf Software- und Hardwarekomponenten und die daraus resultierende Ablaufplanung und Generierung der Rechenarchitektur erfolgt automatisch.
Mittels einer auf der Antwortmengenprogrammierung basierten Entwurfsraumexploration ergeben sich Vorteile bei der Modellierung und Erweiterung.
Die Systemsoftware wird mit OpenEmbedded/Bitbake synthetisiert und die erzeugten on-Chip-Architekturen auf FPGAs realisiert. / Image processing applications have special requirements to the executing computational system.
On the one hand a high computational power is necessary.
On the other hand a high flexibility is an advantage because the development tends to be an experimental and interactive process.
For new applications the developer tend to choose a computational architecture which they know well instead of using that one which fits best to the application.
Image processing algorithms are inherently parallel while common image processing systems are mostly based on sequentially operating processors.
In contrast to this "mismatch", highly efficient systems can be setup of a directed synergy of software and hardware components.
However, the construction of such systems is complex and lots of solutions, like gross-grained architectures or application specific programming languages, are often too academic for the usage in commerce.
The present work should contribute to reduce the complexity of hardware-software-systems and thus increase the economy of and simplify the development of high-performance on-chip systems in the domain of image processing.
In doing so, a value was set on keeping the effort low on making familiar to the topic, on development and also extensions.
A design flow was developed and implemented which allows the software developer to accelerate calculations with hardware components and to prototype the whole embedded system.
Here complex image processing systems, like distributed camera sensor networks, are examined which need an operating system.
The used software is based upon Linux and the image processing library OpenCV.
The distribution of the calculations to software and hardware components and the resulting scheduling and generation of architectures is done automatically.
The design space exploration is based on answer set programming which involves advantages for modelling in terms of simplicity and extensions.
The software is synthesized with the help of OpenEmbedded/Bitbake and the generated on-chip architectures are implemented on FPGAs.
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Arquitetura multi-core reconfigurável para detecção de pedestres baseada em visão / Reconfigurable Multi-core Architecture for Vision-based Pedestrian DetectionJose Arnaldo Mascagni de Holanda 17 May 2017 (has links)
Dentre as diversas tecnologias de Assistência Avançada ao Condutor (ADAS) que têm sido adicionadas aos automóveis modernos estão os sistemas de detecção de pedestres. Tais sistemas utilizam sensores, como radares, lasers e câmeras de vídeo para captar informações do ambiente e evitar a colisão com pessoas no contexto do trânsito. Câmeras de vídeo têm se apresentado como um ótima opção para esses sistemas, devido ao relativo baixo custo e à riqueza de informações que capturam do ambiente. Muitas técnicas para detecção de pedestres baseadas em visão têm surgido nos últimos anos, tendo como característica a necessidade de um grande poder computacional para que se possa realizar o processamento das imagens em tempo real, de forma robusta, confiável e com baixa taxa de erros. Além disso, é necessário que sistemas que implementem essas técnicas tenham baixo consumo de energia, para que possam funcionar em um ambiente embarcado, como os automóveis. Uma tendência desses sistemas é o processamento de imagens de múltiplas câmeras presentes no veículo, de forma que o sistema consiga perceber potenciais perigos de colisão ao redor do veículo. Neste contexto, este trabalho aborda o coprojeto de hardware e software de uma arquitetura para detecção de pedestres, considerando a presença de quatro câmeras em um veículo (uma frontal, uma traseira e duas laterais). Com este propósito, utiliza-se a flexibilidade dos dispositivos FPGA para a exploração do espaço de projeto e a construção de uma arquitetura que forneça o desempenho necessário, o consumo de energia em níveis adequados e que também permita a adaptação a novos cenários e a evolução das técnicas de detecção de pedestres por meio da programabilidade. O desenvolvimento da arquitetura baseouse em dois algoritmos amplamente utilizados para detecção de pedestres, que são o Histogram of Oriented Gradients (HOG) e o Integral Channel Features (ICF). Ambos introduzem técnicas que servem como base para os algoritmos de detecção modernos. A arquitetura implementada permitiu a exploração de diferentes tipos de paralelismo das aplicações por meio do uso de múltiplos processadores softcore, bem como a aceleração de funções críticas por meio de implementações em hardware. Também foi demonstrada sua viabilidade no atendimento a um sistema contendo quatro câmeras de vídeo. / Among the several Advanced Driver Assistance (ADAS) technologies that have been added to modern vehicles are pedestrian detection systems. Those systems use sensors, such as radars, lasers, and video cameras to capture information from the environment and avoid collision with people in the context of traffic. Video cameras have become as a great option for such systems because of the relatively low cost and all of information they are able to capture from the environment. Many techniques for vison-based pedestrian detection have appeared in the last years, having as characteristic the necessity of a great computational power so that image can be processed in real time, in a robust and reliable way, and with low error rate. In addition, systems that implement these techniques require low power consumption, so they can operate in an embedded environment such as automobiles. A trend of these systems is the processing of images from multiple cameras mounted in vehicles, so that the system can detect potential collision hazards around the vehicle. In this context, this work addresses the hardware and software codesign of an architecture for pedestrian detection, considering the presence of four cameras in a vehicle (one in the front, one in the rear and two in the sides). For this purpose, the flexibility of FPGA devices is used for design space exploration and the construction of an architecture that provides the necessary performance, energy consumption at appropriate levels and also allows adaptation to new scenarios and evolution of pedestrian detection techniques through programmability. The development of the architecture was based on two algorithms widely used for pedestrian detection, which are Histogram of Oriented Gradients (HOG) and Integral Channel Features (ICF). Both introduce techniques that serve as the basis for modern detection algorithms. The implemented architecture allowed the exploration of different types of parallelism through the use of multiple softcore processors, as well as the acceleration of critical functions through implementations in hardware. It has also been demonstrated its feasibility in attending to a system containing four video cameras.
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Collective weaving of territories: Exploring diasporic identities with Latin American migrantsCastillo Muñoz, Yénika January 2020 (has links)
Den här interaktionsdesign uppsatsen bidrar till en omgående diskussion på Avkoloniserande design. Särskild genom att utforska identiteter i diaspora med latinamerikanska migranter. Mellan anpassning och total assimilation flera frågor dyker upp, om värderingar, egenskaper och vanor, och de materiella uttryck av dessa aspekter såsom de utmaningarna för interaktionsdesign och deras metoder. Resultatet är en kollektiv territorium uttryckt som en interaktiv karta som kontinuerligt vävas genom en smartphone app. Kartan fylls med minnen, låtar, matrecept och drömmar som förverkliga de identiteterna i diaspora (diasporic situatedness). Kartan är en kritisk fabulering om vad kartorna är och kan bli. Kartan vädjar till uppfattningen av den Pluriversum för att avkolonisera begreppen som hybriditet, identitet och territorium. Forskningen avgår från Chicano- och transnationella feminism, postkoloniala och avkoloniala teorier, epistemologier från Södern och kritisk design. I processens hjärta ligger den kollektiva spekulation, genom codesign metoder för att uppmuntra delade funderingar och diskussioner, med visuella och verbala resurser. En ny metod undersöker de berättande egenskaper av linjer för att väva och vandra den interaktiva kartan. / This interaction design thesis contributes to the discussion in Decolonial design, and in particular it explores diasporic identities of Latin American migrants. Between adaptation and assimilation, several questions arise: About traces, values, practices and the materialities of these aspects, as well as the challenges for Interaction design and its methods to address them.The design outcome is the concept of a collective identity territory expressed in an interactive map, that is continuously woven digitally through an app interface. The map is populated with memories, songs, recipes and dreams that materialise the diasporic situatedness. I consider it a critical fabulation on what maps can be. The contribution of the outcome appeals to the notion of the Pluriverse to decolonise the notions of hybridity, identity and territory.The research departs from the notions of Chicano and transnational feminism, postcolonial and decolonial theories, epistemologies of the South and critical design. In the center of the design process is the collective speculation, using codesign methods to encourage shared reflections through visual and verbal resources. A new method explores the narrative qualities of lines to weave and wander the interactive map.
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L'approche codesign comme une stratégie d'apprentissage de la conception dans l'atelier de projetBoudhraâ, Sana 01 1900 (has links)
L’atelier est au centre de l’éducation en design et se présente comme une simulation de la pratique professionnelle. Il est fondé sur un apprentissage par-le-faire, dans une approche basée sur le projet. Par ailleurs, les critiques de projet sont la pratique pédagogique commune en atelier. Elles sont basées sur les échanges enseignant / étudiants, dont l’objectif est d’apprendre le processus de conception et une pensée de design. Or, ces critiques sont confrontées à un clivage entre la nature de l’apprentissage qu’elles portent (par-le-faire) et les difficultés à l’expliciter. En effet, étant un expert du processus de conception, l’enseignant est supposé transmettre son expérience et son savoir-faire dans l’échange avec les étudiants. Or, il est face aux défis d’extérioriser sa pensée de design et ses connaissances, qui sont souvent tacites, à des étudiants qui sont supposés commencer par faire le design sans savoir comment le faire. De plus, de nos jours, et avec l’usage des outils de CAO, les critiques sont souvent réduites à un échange verbal rapide et individuel à la table de l’enseignant, accentuant la hiérarchie, en plus d’être axées sur le résultat plus que le processus. Il est nécessaire d’apporter des transformations de la façon avec laquelle les critiques sont menées et mieux expliciter les situations d’apprentissages. Cette thèse explore une stratégie d’apprentissage de la conception en atelier par l’approche codesign. À travers des observations d’un atelier en codesign, dans un contexte naturel, cette recherche vise à comprendre le déroulement des critiques par cette approche, ses caractéristiques et son apport à l’apprentissage de la conception. La nature du codesign, étant une activité sociale, et où la réflexion se fait à haute voix naturellement, a permis d’étudier des processus de conception dans un contexte d’apprentissage, sans intrusion. La méthodologie utilisée est innovante, utilisant les entrevues rétrospectives immersives, qui sont évocatrices de la mémoire, pour la première fois dans l’étude de la pédagogie de l’atelier, pour croiser les données collectées dans les observations directes. Nous avons contribué au développement de la connaissance quant à la compréhension des situations d’apprentissages de la conception, en donnant quelques éléments de réponses sur le déroulement des critiques par l’approche codesign. Nous avons développé des connaissances sur les stratégies (knowing-in-action en contexte pédagogique) utilisées par l’enseignant, sur les contributions des participants, sur les modalités d’engagement des étudiants, ainsi que les avantages et les apprentissages perçus par ces derniers eux-mêmes en comparaison avec les critiques traditionnelles. Enfin, nous avons développé des recommandations pédagogiques s’adressant aux enseignants d’ateliers. / The studio is at the heart of design education and presents itself as a simulation of professional practice. It is based on learning-by-doing, in a project-based approach. Moreover, critiques are the common educational practice in the studio. They are based on exchanges between the teacher and the students, in order to learn the design process and the design thinking. However, these critiques face a gap between the nature of the learning they carry (learning-by-doing) and the difficulties of explaining how it works to the students. Indeed, being an expert in the design process, the teacher is supposed to transfer his experience and his know-how, through exchanges with his students. Though, the teacher faces the challenge of externalizing his design thinking and a knowledge often tacit, to students who are expected to start designing without knowing how to do it. Besides, nowadays, and with the use of CAD tools, critiques are often reduced to a quick and individual verbal exchange at the teacher's table, accentuating the hierarchy, in addition to being focused on productivity more than the process itself. This is why it is necessary to bring some transformations to the actual way of doing critiques and bring further understandings of the learning situations in the studio. This doctoral thesis explores a new strategy using codesign approach for learning the process of designing in the studio. Through observations from a studio lead by codesign approach, in a natural context, this research aims to understand the unfolding critiques by this approach, its characteristics and its contributions to design learning. The nature of codesign, as a social activity and where thinking is done aloud naturally, has allowed the study of design processes in a learning context, without intrusiveness. Our methodology is innovative, since we used immersive retrospective interviews, which evoke memory, for the first time in the study of studio pedagogy, to combine the data collected in direct observations. We have contributed to the development of knowledge regarding the understanding of design learning situations, by shedding light on the progress of project critiques using the codesign approach. We have developed knowledge on the strategies (knowing-in-action in educational context) used by the teacher, on the contributions of all participants and the engagements of the students in the learning situations. Besides, we constructed an overview on this approach advantages compared to the traditional critiques and the learnings perceived by students themselves. Finally, we have developed some educational recommendations addressed to studio teachers.
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Analýzy síťového provozu na procesoru NXP a FPGA / Network Traffic Analysis Using NXP Processor and FPGAOrsák, Michal January 2018 (has links)
The primary goal of this thesis is to exploit possibilites of aa entirely new hardware based on NXP LS2088 and FPGA. The secondary goal is to create firmware for this processor working out-of-box and perform optimisations of existing software for L7 analysis. This software was deeply bound to a previous hardware platform. The network processor NXP LS2088 contains many hardware accellerators and a virtual reconfigurable network. This thesis exploits all hardware parts of on this platform. Many tweaks and optimizations were performed based on this analysis to achieve maximum efficieny of software for L7 analysis. There were many intensive optimisations like rewriting for the DPDK library and new hardware or hardware synchronization of worker threads of this application. The main result of this thesis is working platform with efficient L7 analysis software which actively uses accelerators in FPGA and NXP network processor. SDK for new platform is also prepared.
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Kostenmodellierung mit SystemC/System-AMSMarkert, Erik, Wang, Hailu, Herrmann, Göran, Heinkel, Ulrich 08 June 2007 (has links)
In diesem Beitrag wird eine Methode zur Beschreibung von Kostenfaktoren und deren Verknüpfung
über Hierarchiegrenzen hinweg dargestellt. Sie eignet sich sowohl für rein digitale Systeme mit Softwareanteilen
als auch für gemischt analog/digitale Systeme. Damit ist sie im Hardware-Software Codesign
und im Analog-Digital Codesign zum Vergleich verschiedener Systemkompositionen anwendbar.
Die Implementierung mit C++ ermöglicht neben einer Nutzung mit digitalem SystemC auch den Einsatz
mit der analogen SystemC-Erweiterung SystemC-AMS und vereinfacht die Nutzung gegenüber
einer vorhandenen VHDL-Implementierung. Als Anwendungsbeispiel fungieren Komponenten eines
Systems zur Inertialnavigation.
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