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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
301

Editor jazyka CodAL v prostředí Eclipse / CodAL Language Editor in Eclipse Framework

Hynek, Jiří January 2013 (has links)
The Master thesis is focused on creation of an editor of CodAL language for the development toolkit of the project Lissom which is based on Eclipse framework. The goal of this thesis is to analyze the problem of editor creation and the features in existing editors which add some value to their usability. The outline of parser creation and subsequent code analysis of the source codes written into the editor is described in the theoretical part. It also explains the syntax and semantic aspects of the CodAL language. In the practical part the new CodAL language editor is designed and developed. The new CodAL language editor integrated into the development toolkit of the project Lissom is the final outcome of this thesis.
302

Automatická verifikace v procesu soubežného návrhu hardware a software / Automated Verification in HW/SW Co-design

Charvát, Lukáš Unknown Date (has links)
Předmětem dizertační práce je návrh nových technik pro verifikaci hardwaru, které jsou optimalizovány pro použití v procesu souběžného vývoje hardwaru a softwaru. V rámci tohoto typu vývoje je hardware spolu se software vyvíjen paralelně s cílem urychlit vývoj nových systémů. Současné nástroje pro tvorbu mikroprocesorů stavějící na tomto stylu vývoje obvykle umožňují vývojářům ověřit jejich návrh využitím různých simulačních technik a/nebo za pomoci tzv. funkční verifikace. Společnou nevýhodou těchto přístupů je, že se zaměřují pouze na hledání chyb. Výsledný produkt tedy může stále obsahovat nenalezené netriviální defekty. Z tohoto důvodu se v posledních letech stává stále více žádané nasazení formálních metod. Na rozdíl od výše uvedených přístupů založených na hledání chyb, se formální verifikace zaměřuje na dodání rigorózního důkazu, že daný systém skutečně splňuje požadované vlastnosti. I když bylo v uplynulých letech v této oblasti dosaženo značného pokroku, tak aktuální formální přístupy nemají zdaleka schopnost plně automaticky prověřit všechny relevantní vlastnosti verifikovaného návrhu bez výrazného a často nákladného zapojení lidí v rámci verifikačního procesu. Tato práce se snaží řešit problém s automatizací verifikačního procesu jejím zaměřením na verifikační techniky, ve kterých je záměrně kladen menší důraz na jejich přesnost a obecnost, za cenu dosažení plné automatizace (např. vyloučením potřeby ručně vytvářet modely prostředí). Dále se práce také zaměřuje na efektivitu navrhovaných technik a jejich schopnost poskytovat nepřetržitou zpětnou vazbu o verifikačním procesu (např. v podobě podání informace o aktuálním stavu pokrytí). Zvláštní pozornost je pak věnována vývoji formálních metod ověřujících ekvivalenci návrhů mikroprocesorů na různých úrovních abstrakce. Tyto návrhy se mohou lišit ve způsobu, jakým jsou vnitřně zpracovány programové instrukce, nicméně z vnějšího pohledu (daného např. obsahem registrů viditelných z pozice programátora) musí být jejich chování při provádění stejného vstupního programu shodné. Kromě těchto témat se práce také zabývá problematikou návrhu metod pro verifikaci správnosti mechanismů zabraňujících výskytu datových a řídících hazardů v rámci linky zřetězeného zpracování instrukcí. Veškeré metody popsané v této práci byly implementovány ve formě několika nástrojů. Aplikací těchto nástrojů pro verifikaci návrhů netriviálních procesorů bylo dosaženo slibných experimentálních výsledků.
303

Co-design of architectures and algorithms for mobile robot localization and model-based detection of obstacles / Adéquation algorithme-architecture pour la localisation de robot mobile et la détection basée modèle d'obstacles

Törtei, Dániel 02 December 2016 (has links)
Un véhicule autonome ou un robot mobile est équipé d'un système de navigation qui doit comporter plusieurs briques fonctionnelles pour traiter de perception, localisation, planification de trajectoires et locomotion. Dès que ce robot ou ce véhicule se déplace dans un environnement humain dense, il exécute en boucle et en temps réel plusieurs fonctions pour envoyer des consignes aux moteurs, pour calculer sa position vis-à-vis d'un repère de référence connu, et pour détecter de potentiels obstacles sur sa trajectoire; du fait de la richesse sémantique des images et du faible coût des caméras, ces fonctions exploitent souvent la vision. Les systèmes embarqués sur ces machines doivent alors intégrer des cartes assez puissantes pour traiter des données visuelles en temps réel. Par ailleurs, les contraintes d'autonomie de ces plateformes imposent de très faibles consommations énergétiques. Cette thèse proposent des architectures de type SOPC (System on Programmable Chip) conçues par une méthodologie de co-design matériel/logiciel pour exécuter de manière efficace les fonctions de localisation et de détection des obstacles à partir de la vision. Les résultats obtenus sont équivalents ou meilleurs que l'état de l'art, concernant la gestion de la carte locale d'amers pour l'odométrie-visuelle par une approche EKF-SLAM, et le rapport vitesse d'exécution sur précision pour ce qui est de la détection d'obstacles par identification dans les images d'objets (piétons, voitures...) sur la base de modèles appris au préalable. / An autonomous mobile platform is endowed with a navigational system which must contain multiple functional bricks: perception, localization, path planning and motion control. As soon as such a robot or vehicle moves in a crowded environment, it continously loops several tasks in real time: sending reference values to motors' actuators, calculating its position in respect to a known reference frame and detection of potential obstacles on its path. Thanks to semantic richness provided by images and to low cost of visual sensors, these tasks often exploit visual cues. Other embedded systems running on these mobile platforms thus demand for an additional integration of high-speed embeddable processing systems capable of treating abundant visual sensorial input in real-time. Moreover, constraints influencing the autonomy of the mobile platform impose low power consumption. This thesis proposes SOPC (System on a Programmable Chip) architectures for efficient embedding of vison-based localization and obstacle detection tasks in a navigational pipeline by making use of the software/hardware co-design methodology. The obtained results are equivalent or better in comparison to state-of-the-art for both EKF-SLAM based visual odometry: regarding the local map size management containing seven-dimensional landmarks and model-based detection-by-identification obstacle detection: algorithmic precision over execution speed metric.
304

Playing and Learning Across Locations: : Indentifying Factors for the Design of Collaborative Mobile Learning

Spikol, Daniel January 2008 (has links)
The research presented in this thesis investigates the design challenges associated with the development and use of mobile applications and tools for supporting collaboration in educational activities. These technologies provide new opportunities to promote and enhance collaboration by engaging learners in a variety of activities across different places and contexts. A basic challenge is to identify how to design and deploy mobile tools and services that could be used to support collaboration in different kinds of settings. There is a need to investigate how to design collaborative learning processes and to support flexible educational activities that take advantage of mobility. The main research question that I focus on is the identification of factors that influence the design of mobile collaborative learning. The theoretical foundations that guide my work rely on the concepts behind computer supported collaborative learning and design-based research. These ideas are presented at the beginning of this thesis and provide the basis for developing an initial framework for understanding mobile collaboration. The empirical results from three different projects conducted as part of my efforts at the Center for Learning and Knowledge Technologies at Växjö University are presented and analyzed. These results are based on a collection of papers that have been published in two refereed international conference proceedings, a journal paper, and a book chapter. The educational activities and technological support have been developed in accordance with a grounded theoretical framework. The thesis ends by discussing those factors, which have been identified as having a significant influence when it comes to the design and support of mobile collaborative learning. The findings presented in this thesis indicate that mobility changes the contexts of learning and modes of collaboration, requiring different design approaches than those used in traditional system development to support teaching and learning. The major conclusion of these efforts is that the learners’ creations, actions, sharing of experiences and reflections are key factors to consider when designing mobile collaborative activities in learning. The results additionally point to the benefit of directly involving the learners in the design process by connecting them to the iterative cycles of interaction design and research.
305

Gestalta lärmiljö i klassrum för dagens behov och undervisning baserad på forskning och beprövad erfarenhet : - med och genom VR samt i dialog med skolledare, pedagoger och elever

Lejon, Hebba January 2021 (has links)
Arbetet adresserar dels problematiken med att flera klassrums fysiska lärmiljö inte har hängt med i utvecklingen och inte förändrats sedan de första klassrummen utformades, och dels problematiken med att när en lärmiljö utformas kan det uppstå ett glapp mellan arkitektens intentioner och pedagogens praktik, som kan överbryggas förutsatt att pedagoger blir involverade i arbetet, förstår och kan granska gestaltningsförslaget innan det realiseras.  Syftet har varit att undersöka hur ett befintligt och idag traditionellt utformat klassrum, med givna förutsättningar, kan anpassas och gestaltas för dagens undervisning baserad på forskning och beprövad erfarenhet. Målet har varit att gestalta klassrummet så att klassrummet och dess lärmiljö ska fungera som verktyg och stöttning för dagens behov, undervisning och lärande. Under arbetet har jag använt mig av mina 13 års erfarenheter som pedagog, mina studier och lärdomar inom didaktik, av litteratur och forskning samt inspirerats av liknande arbete.  Mitt gestaltningsundersökande och arbete har kretsat kring de fyra aspekterna: lärmiljöer, flexibilitet och variation, kunskapsutbyte och belysning. Min tolkning av dessa aspekter är materialiserade och visualiserade i ett gestaltningsförslag. Sammanfattningsvis ska den fysiska lärmiljön stödja individualisering och att elever kan använda varandra som resurs. Den fysiska lärmiljön bör således bjuda in till och stödja olika lärsituationer, aktiviteter och kunskapsutbyte mellan elever, som pedagogen initierar till och aktivt håller igång. För detta bör klassrummet delas in i väldefinierade mindre rum för: grupparbete, olika funktioner och behov, där alla rum är inom synhåll och räckhåll för pedagogen. Flexibilitet och variation handlar om att eleven kan byta och variera aktivitet och plats, efter behov, under lektionen. Möbler står kvar och är olika. Eftersom möbleringen inte förändras kan belysningen anpassas till platsens aktivitet. Belysningen bjuder i sin tur in till och stödjer lärsituationen.  Syftet med arbetet har också varit att undersöka och använda tekniken Virtual Reality (VR) som gestaltningsverktyg och i dialog med skolledare, pedagoger och elever.  Resultatet av VR som verktyg i gestaltningsarbetet talar för att VR på många sätt underlättar gestaltningsarbetet för arkitekten, och gestaltningen kan ta en helt annan riktning tack vare upplevelsen av rummet med och genom VR, då VR låter oss uppleva rummet med vår egen kropp, på ett smidigt, välbekant och snabbt sätt. Olika verktyg kommunicerar och visualiserar olika aspekter, kvalitéer och delar i ett gestaltningsundersökande, som påverkar gestaltningsarbetet. Därför föreslår jag att VR används som gestaltningsverktyg, kontinuerligt under gestaltningsarbetet, som komplement och parallellt med andra verktyg. Jag rekommenderar att VR introduceras och implementeras som gestaltningsverktyg i utbildningen för inredningsarkitektur, jämte andra verktyg.  VR som verktyg i dialog med skolledare, pedagoger och elever kan vara ett potentiellt och användbart verktyg i en samgestaltning, då VR bjuder in till samtal och diskussion kring den fysiska lärmiljön och klassrummets utformade i relation till pedagogens praktik. VR kan bidra till att glappet mellan arkitektens intentioner och pedagogens praktik kan överbryggas, då pedagoger ges möjlighet till att utvärdera och diskutera ett gestaltningsförslag, på ett sätt som de förstår. VR bjuder även in eleven till diskussionen. Jag föreslår att VR som verktyg undersöks vidare, t ex i forskning/studier med participatory design som metod, när utforskande av co-design verktyg testas.
306

Large-scale Numerical Optimization for Comprehensive HEV Energy Management - A Three-step Approach

Vishwanath, Aashrith 17 February 2022 (has links)
No description available.
307

Réseaux de communication et applications de contrôle-commande / Communication Networks and Process Control Applications

Nguyen, Xuan hung 15 December 2011 (has links)
Cette thèse se situe dans le domaine des Systèmes Commandés en Réseaux, systèmes pluridisciplinairesqui connaissent un grand développement dans le contexte technologique actuel etqui introduisent de nouveaux problèmes de recherche, en particulier, pour les communautés Automatiqueet Réseau de Communication. L’objectif est de montrer l’intérêt de considérer un lienbidirectionnel entre la Qualité de Contrôle (QdC) (stabilité et performance des applications decontrôle-commande) et la Qualité de Service (QdS) (retards dans les transmissions) en se focalisantsur les réseaux locaux et plus particulièrement sur l’ordonnancement des trames dans la souscouche MAC où on considère des protocoles MAC de type CSMA.Notre travail se situe tout d’abord dans le cadre du réseau CAN où nous faisons trois propositions.La première proposition consiste en des solutions de QdS pour des applications decontrôle-commande sur la base du concept de priorité hybride, pour l’ordonnancement de trames,dans laquelle nous définissons une partie priorité dynamique qui dépend d’un paramètre de QdC.Ceci permet de réaliser une relation QdC→QdS. La deuxième proposition consiste en des solutionsde QdC par une méthode de compensation de retard (maintenance des pôles dominants)ce qui permet de réaliser une relation QdS→QdC. La troisième proposition consiste à réaliserune relation QdC⇋QdS qui assure lors de l’implantation de plusieurs applications, une propriétéd’équité comportementale. Nous abordons ensuite le cadre particulier des réseaux locaux sans filoù, d’une part, nous définissons des protocoles MAC de type CSMA sans collision sur la basede priorités et, d’autre part, nous montrons la faisabilité des idées développées dans le cadre duréseau CAN / This thesis is in the field of Networked Controlled Systems, which are multidisciplinary systemsand which experience a great development in the context of the current technology andintroduce new research problems, particularly for the communities of Automatic Control andCommunication Network. The aim is to show the interest in considering a bidirectional link betweenthe Quality of Control (QoC) (stability and performance of process control applications) andQuality of Service (QoS) (delays in the transmissions) and to focus on Local Area Networks and,more particularly, on the scheduling of frames in the MAC layer in which we consider CSMAMAC protocols.Our work first concerns a CAN network where we have three proposals. The first proposalconsists of solutions for QoS, for process control applications, which are based on the conceptof hybrid priority for the frame scheduling in which we define a dynamic priority part which dependson a QoC parameter. This allows to implement a relation QoC→QoS. The second proposalconsists of QoC solutions by using a compensation method for time delays (maintenance of dominantpoles) which allows to implement a relation QoS→QoC. The third proposal consists inimplementing a relation QoS⇋QoC that ensures, for the implementation of several applications,a fairness property. We then discuss the specific context of Wireless LANs, where, on the onehand, we define collision-free CSMA MAC protocols on the basis of priorities and, on the otherhand, we show the feasibility of the ideas developed in the CAN network
308

Transformace popisného jazyka mikroprocesoru do jazyka pro popis hardware / Transformation between the Microprocessor's Description Language and the Hardware Language

Novotný, Tomáš January 2007 (has links)
The Master's thesis Transformation of the microprocessor's description language to the hardware description language is aimed at design of application specific microprocessors with using ISAC language. It deals with design and implementation of transformation which converts description of microprocessor in ISAC language into equivalent description in VHDL language. The chapter Summary of research problems describes chosen problems, showing up some notions connected with problems and presents suggestion of transformation mentioned above. The chapter Suggestion of solution presents new extension of ISAC language. There is also described the way of design solution of transformation and solution of implementation of VHDL generator which performs transformation. Conclusion of thesis discusses next points of future work reached results.
309

Programmable Address Generation Unit for Deep Neural Network Accelerators

Khan, Muhammad Jazib January 2020 (has links)
The Convolutional Neural Networks are getting more and more popular due to their applications in revolutionary technologies like Autonomous Driving, Biomedical Imaging, and Natural Language Processing. With this increase in adoption, the complexity of underlying algorithms is also increasing. This trend entails implications for the computation platforms as well, i.e. GPUs, FPGA, or ASIC based accelerators, especially for the Address Generation Unit (AGU), which is responsible for the memory access. Existing accelerators typically have Parametrizable Datapath AGUs, which have minimal adaptability towards evolution in algorithms. Hence new hardware is required for new algorithms, which is a very inefficient approach in terms of time, resources, and reusability. In this research, six algorithms with different implications for hardware are evaluated for address generation, and a fully Programmable AGU (PAGU) is presented, which can adapt to these algorithms. These algorithms are Standard, Strided, Dilated, Upsampled and Padded convolution, and MaxPooling. The proposed AGU architecture is a Very Long Instruction Word based Application Specific Instruction Processor which has specialized components like hardware counters and zero-overhead loops and a powerful Instruction Set Architecture (ISA), which can model static and dynamic constraints and affine and non-affine Address Equations. The target has been to minimize the flexibility vs. area, power, and performance trade-off. For a working test network of Semantic Segmentation, results have shown that PAGU shows close to the ideal performance, one cycle per address, for all the algorithms under consideration excepts Upsampled Convolution for which it is 1.7 cycles per address. The area of PAGU is approx. 4.6 times larger than the Parametrizable Datapath approach, which is still reasonable considering the high flexibility benefits. The potential of PAGU is not just limited to neural network applications but also in more general digital signal processing areas, which can be explored in the future. / Convolutional Neural Networks blir mer och mer populära på grund av deras applikationer inom revolutionerande tekniker som autonom körning, biomedicinsk bildbehandling och naturligt språkbearbetning. Med denna ökning av antagandet ökar också komplexiteten hos underliggande algoritmer. Detta medför implikationer för beräkningsplattformarna såväl som GPU: er, FPGAeller ASIC-baserade acceleratorer, särskilt för Adressgenerationsenheten (AGU) som är ansvarig för minnesåtkomst. Befintliga acceleratorer har normalt Parametrizable Datapath AGU: er som har mycket begränsad anpassningsförmåga till utveckling i algoritmer. Därför krävs ny hårdvara för nya algoritmer, vilket är en mycket ineffektiv metod när det gäller tid, resurser och återanvändbarhet. I denna forskning utvärderas sex algoritmer med olika implikationer för hårdvara för adressgenerering och en helt programmerbar AGU (PAGU) presenteras som kan anpassa sig till dessa algoritmer. Dessa algoritmer är Standard, Strided, Dilated, Upsampled och Padded convolution och MaxPooling. Den föreslagna AGU-arkitekturen är en Very Long Instruction Word-baserad applikationsspecifik instruktionsprocessor som har specialiserade komponenter som hårdvara räknare och noll-overhead-slingor och en kraftfull Instruktionsuppsättning Arkitektur (ISA) som kan modellera statiska och dynamiska begränsningar och affinera och icke-affinerad adress ekvationer. Målet har varit att minimera flexibiliteten kontra avvägning av område, kraft och prestanda. För ett fungerande testnätverk av semantisk segmentering har resultaten visat att PAGU visar nära den perfekta prestanda, 1 cykel per adress, för alla algoritmer som beaktas undantar Upsampled Convolution för vilken det är 1,7 cykler per adress. Området för PAGU är ungefär 4,6 gånger större än Parametrizable Datapath-metoden, vilket fortfarande är rimligt med tanke på de stora flexibilitetsfördelarna. Potentialen för PAGU är inte bara begränsad till neurala nätverksapplikationer utan också i mer allmänna digitala signalbehandlingsområden som kan utforskas i framtiden.
310

The re-evaluation and rebranding of a public library from a Human Centred Design (HCD) point of view: a case study

Heenop, Danelle 10 1900 (has links)
This study attempts to gain an understanding of the responsibilities and place of the designer within his/her social, political and environmental context, a topic which is continuously being scrutinised. Graphic designers, as practitioners and researchers, have shifted towards principles found within Human-Centred Design (HCD) and problem-solving processes, primarily concerned with the community’s need and the voice of the community members within the problem and thus integrating the user into the design practice and problem-solving process. This practice-based research project reflects upon the integration of human-centred graphic design processes, analysing the brand and wayfinding design currently incorporated in the Sasolburg Public Library (SPL) through the implementation of HCD thinking and problem-solving processes, Participatory Action Research (PAR) and the HCD IDEO toolkit. The researcher critically and experientially questions and reflects upon HCD thinking: its problem-solving strategies, strengths and the ultimate result of its integration into the project, as she aimed to codesign a functional brand identity and way-finding system that resonates with the identified community need as well as the SPL’s current space and place ‘description’, essentially attempting to create a public library that is human-centred at heart. The integrated co-designed problem-solving processes, guided by the HCD IDEO toolkit, were applied within a focus group setting, and comprised out of seven focus group sessions referred to as HCD team meetings. The focus group sessions consisted out of six HCD team meeting and one member checking contact session, supported by various research phases. The team meetings all considered theoretical constructs within multiple HCD research approaches, including the HCD analysis model, PAR research cycles and the action research model, constantly re-considering existing assumptions and structures within the unique context of a public library setting, but specifically the SPL. Each focus group team meeting, and its subsequent research tools, were tailor-made for the SPL context, considering principles of the co-design process along with the expertise and perceived knowledge structures of the HCD team consisting of the designer (as specialist within practice), the researcher (as specialist academic) and the librarians (as specialists within the SPL and the identified problem). Arising from this complex construction of tools, and subsequent data collected, various findings were made identifying the value and strengths as well as the feasibility of HCD thinking processes and their integration within a ‘real life context’. Summarised findings include: the implementation of co-design processes, PAR repetitive cycles, and the creation of design deliverables answering to identified needs; tensions identified within the co-design process, sparking the beginning of what seems to be a continuous and endless ‘power/authority/expertise struggle’ throughout the problem-solving process; an aesthetic adjustment (with specific reference to graphic design executions identified within traditional design practices) as a result of the co-design process and lastly, a break in HCD co-design thinking, which argues for implementing democratic thinking practice and processes within the production and design application process. Considering the findings on the HCD research process within the context of this research, suggestions towards possible design solutions and future potential applications (within a theoretical context) are made, allowing the research in its specific, public library context, to contribute to HCD theoretical thinking processes and their integration within graphic design research and practice.

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