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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.
81

CESAR - text vs. boilerplates : What is more effcient - requirements written as free text or using boilerplates (templates)?

Johannessen, Vegard January 2012 (has links)
The thesis is the first study in this area, and provides insight into the strenghts and weaknesses of boilerplates, as well as suggesting which areas need more research.The experiment performed during the project was carried out using students from the second grade of the Computer Science program from NTNU, and was held in an auditorium. Results were ambiguos. It is the researcher's opinion that these two factors influenced the results negatively. In order to get clearer answers about the quality of boilerplates as a requirements engineering method, it is neccessary to do a more real-life experiment, using more experienced test subject, and also using tools like DODT to create the requirements.
82

Enhancing and Porting the HPC-Lab Snow Simulator to OpenCL on Mobile Platforms

Vestre, Frederik Magnus Johansen January 2012 (has links)
Porting a computationally demanding CUDA application to a GPU designed for mobile phones and tablets, which supports OpenCL, is the subject of this thesis.Significant effort is made to prepare the snow simulator of the HPC-LAB at IDI, NTNU, for porting to an OpenCL capable GPU for mobile phones, with a reasonably limited effort, when it arrives. The snow simulator is ported to OpenCL, documented, and improved by considering multiple sorting algorithms, as well as sorting the snow particles.A thorough study of GPUs for mobile devices and high performance computing, as well as their history is conducted to serve as a background for future porting of the simulator.The core code resulting from the OpenCL port is documented in detail to prepare for future projects on completing the port to a mobile device.The OpenCL port of the snow simulator is tested on a range of different OpenCL implementa- tions. The performance of GPUs designed for different use is compared, and memory manage- ment is identified as the biggest bottleneck for performance. This bottleneck is further investi- gated by studying the performance of the simulator when disabling certain copy operations.OpenCL supports more than just GPU devices. CPUs, Cell processors, and other acceleration cards are also supported. To investigate OpenCL on other devices, a part of the simulation is executed on a CPU, and compared with executing it on a GPU. The CPU version perform on par with the GPU version when using a laptop GPU.
83

Distributed Shared Objects for Mobile Multiplayer Games and Applications

Ørbekk, Kjetil January 2012 (has links)
Mobile gaming for smartphones has gained huge popularity in recent yearsand has become a big industry. In 2011 Google Play passed 10 billiondownloads. The game Angry Birds alone has been installed on devices morethan 50 million times.Increased performance of mobile devices means that new developmenttechniques can be used to make more advanced games. This projectpresents a new technique to develop multiplayer games using adistributed system.Multiplayer games often use a client-server architecture in order tocommunicate. Many games present a shared game universe to theplayers. Updates to the game state must be performedconsistently, otherwise discrepancies in the game state mayappear to the players.Mobile devices are unreliable servers for several reasons. First, theyuse a Wi-Fi connection that may not be reliable. Second, the deviceshave limited amounts of resources. The operating system may need toterminate the server, e.g., to recover memory for important servicessuch as receiving phone calls. Lastly, if the person with the serverchooses to stop playing, the game cannot proceed.A distributed system can prevent unreliable devices from causingfailures. When a device becomes unavailable, all its responsibilitiesshould be transfered to other devices in the system.This project presents the distributed system Same for sharingstate in mobile multiplayer games. Same is a peer-to-peer systemwith a master device that automatically recovers from failure. When amaster fails, the system may enter an inconsistent state. Recovery isperformed by electing a new master that restores consistency bycomparing the state of all the clients in the system. The system ispresented as a general model for sharing state and implemented for theAndroid operating system.Same is evaluated using benchmarks and an example application.Updates are performed consistently and distributed to all the connecteddevices. Same is shown to be a viable alternative to a standardclient-server architecture.
84

An Investigation of Team Effectiveness in Agile Software Development

Haraldsen, Lars Martin Riiser January 2012 (has links)
Abstract Agile teamwork has been widely used and accepted in today's industry of software development. The methods in agile teamwork claim to improve performance and predictability, and has during the past years become the target for an emerging area of research. The majority of the existing studies concerning agile teamwork mainly focus around eXtreme Programming (XP). Abstract This report is one of few that discuss teamwork in software development having the agile methodology “Scrum” in the main focus. The report focus on teamwork and team effectiveness. It discuss existing literature concerning Scrum and teamwork as well as showing the results from an observed ethnographically informed study of an agile project. All findings, challenges and opportunities, are analyzed and compared to theories around teamwork. The primary literature used are case studies about Scrum conducted in the past five years. Some descriptive literature is also used to support my findings. Abstract My main results are that solid leadership and members willing to adapt are of great importance. I also found that working in a closed room together facilitates teamwork and can increase team effectivenes. My teamwork model and framework for this project might not be completely optimal for this specific observed project. Overall, I have found that Scrum can be hard to adapt to. However, the agile practices facilitates team effectiveness. In addition, my results show that Scrum guidelines support communication and adaptability.Abstract Ultimately, it is interesting to see what can be improved in agile methods and to what extent team effectiveness changes.Abstract Keywords: Agile development, Scrum, Teamwork, Team effectiveness, Team performance
85

3D Visualization of X-ray Diffraction Data

Falch, Thomas Løfsgaard January 2012 (has links)
X-ray diffraction experiments are used extensively in the sciences to study the structure, chemicalcomposition and physical properties of materials. The output of such experiments are samples of thediffraction pattern, which essentially constitutes a 3D unstructured dataset. In this thesis, wedevelop a method for visualizing such datasets.Our visualization method is based on volume ray casting, but operates directly on the unstructuredsamples, rather than resampling them to form voxels. We estimate the intensity of the X-raydiffraction pattern at points along the rays by interpolation using nearby samples, taking advantageof an octree to facilitate efficient range search. The method is implemented on both the CPUand the GPU.To test our method, actual X-ray diffraction datasets is used, consisting of up to 120M samples.We are able to generate images of good quality. The rendering time varies dramatically, between 5 sand 200 s, depending upon dataset, and settings used. A simple performance model is developedand empirically tested to better understand this variation. Our implementation scales exceptionallywell to more CPU cores, with a speedup of 5.9 on a 6-core CPU. Furthermore, the GPU implementationachieves a speedup of around 4.6 compared to the CPU version.
86

TaleTUC: Text-to-Speech and Other Enhancements to Existing Bus Route Information Systems

Engell, Trond Bøe January 2012 (has links)
As smartphone sales increase, the demand for content for these devices alsoincreases. Service providers that want to reach out to as many users as possibleneed to create smartphone applications that satisfy people that do not fall intothe "normal user" category. People that require non-visual feedback, such asvisually impaired persons, need output in form of auditory signals. Text-tospeechsynthesis provides this functionality, giving the smartphone the abilityto convey messages in the form of speech.This thesis describes TaleTUC: Text-to-speech, a proof of concept text-to-speechsystem for the domain of bus route information. The system uses a client-serverarchitecture where the server converts text to computer-generated speech signalsand provides playable audio files either directly to the smartphone, orthrough a Java Servlet that provides functionality to tailor the output (e.g., audiocompression). Descriptions of other enhancements to bus route informationsystems, that are are not directly related to synthesized speech, have also beengiven.Three text-to-speech modules have been evaluated and to establish whetherthere is a link between intelligibility and naturalness in synthesized speech.Non-functional tests (transfer, response time, etc) have also been conductedto get an impression of whether service providers that use "cloud" technologyprovide a better service than an in-house system. There are no definitive answersto these questions, but results indicate that there might be a link (howeversmall) between intelligibility and naturalness and that an in-house systemis still preferable in the domain of bus route information.
87

Databussen i en studentsatellitt / The Internal Data Bus in a Student Satellite

Holmstrøm, Dan Erik January 2012 (has links)
NUTS er en 2U CubeSat, planlagt for oppskyting i 2014. NUTS er utviklet ved NTNU, og studenter ta del det å bygge og designe satellitten. Miniatyrsatellitter som følge Cubesat spesifikasjonen er ofte sammensatt av separate moduler. En databuss er vanlig metode for inter-modul kommunikasjon. Men å være en delt medium, trafikk på databusser følsomme for forstyrrelser fra sviktende moduler. NUTS bruker I2C som busstypen. Mangelen på sentraliserte voldgift positurer flere utfordringer med hensyn rettferdig bruk av buss tid, feil motstand og feilretting.Dette notatet beskriver prosessen med å utvikle en buss protokoll for NUTS. De viktigste målene for NUTS bussen protokollen er å gi noen grad av rettferdighet mellom modulene, diktere en nedre grense på data gjennomstrømming gitt visse forutsetninger, samt gi en nyttig abstraksjon å lette gjennomføringen av høyere nivå logikk. Flere støttefunksjoner for å gjøre dette mulig. Dette inkluderer å definere et system arkitektur og utvikle en grunnleggende sett med drivere som kreves for å kommunisere over en I2C buss.Hver modul deltar i utprøving av bussjåføren gjennomføringen, har USB-grensesnitt kontakter. Dette grensesnittet vil bli brukt til å kontrollere modulen eller moduler under test. Hvis noen ventetider skal ha garantert banen, må ventetid i avbruddet behandlingen være både forutsigbar og begrenset. Avbruddet behandling latency måles for å finne ut om dette kan være et problem.For å lette både testing og debugging, ble en USB-grensesnitt som brukes til å kontrollere de modulene under testing. Den eksisterende USB stabelen ble utvidet for å gi en egen kommunikasjonskanal, noe som gjør det mulig å gi terminal tjenester og dataoverføring funksjoner samtidig. Et design for NUTS bussen protokollen er også foreslått. For å hjelpe gjennomføringen av denne protokoll, har en I2C mester driver blitt utviklet. Et design for en $ I ^ 2C $ slavedriver har også blitt foreslåttVi finner ut at garantere rettferdig tilgang til en I2C buss krever spesielle hensyn i både sender og mottaker. Rettferdighet er et problem som må respekteres på system-nivå. Variasjoner i avbruddet behandling ventetid ved bruk FreeRTOS antyder at det kan være rom for forbedring.
88

Case-Based Reasoning for Adaptive Strategies in Texas Hold'em Poker

Ommedal, Jan Berge, Solbakken, Eivind R January 2012 (has links)
Most of the existing poker agents using case-based reasoning (CBR) are based on imitation of other poker agents and have weak capabilities of adapting their own strategies to different opponents or playing styles. We address these concerns in the development of UpperCase, a heads up no-limit Texas Hold'em poker agent representing a new approach to the application of CBR in poker. Using methods of perfect information hindsight analysis, the poker agent attempts to more accurately determine the quality of poker decisions. Through extensive exploration of the quality of different decisions, UpperCase is able to invent new poker strategies. The agent also tries to recognize different opponents by observing their actions and perform adaptation accordingly. Experimental results suggest that the agent is able to successfully create new profitable strategies, as well as achieve increased performance by dynamically changing its strategy during play.
89

Performance Analysis of Cache-Aware Multicore Parallelization with Application to Optimization Theory

Stensen, Kristoffer January 2012 (has links)
In previous work, a cache-aware sparse matrix multiplication for linear programming interior point methods was proposed. The serial implementations achieved speedups ranging from 1.2 to 108.0 over the implementation in GLPK, an open-source linear programming solver. In this work, the same ideas and data structures are used to develop a cache-aware sparse cholesky decomposition as it is implemented in GLPK. The serial implementation achieves a speedup of up to 2.5 on the problem set considered. The matrix multiplication and cholesky decomposition are analysed by use of performance counters on both an AMD-based and an Intel-based system. The analysis shows that the applied blocking techniques reduce the number of floating point operations performed, and that this effect is even more important than the achieved cache utilization to produce speedup for some problems.
90

Using Artificial Neural Networks to Model Running Speed in Orienteering

Samuelsen, Øystein Jaren January 2012 (has links)
This thesis concerns the modeling of running speed in orient-eering by means of multi-layered feed forward artificial neu-ral networks with Backpropagation learning, using GPS tracks of orienteers, an orienteering map and a digital eleva-tion model as the basis for the training data. A learning sys-tem was implemented and tested with GPS data collected by a test subject. A trained speed model was applied in a third-party application for arithmetic analysis of route choices. The proposed method is shown to have potential, even though the results as of now are not good enough to be considered useful to orienteers.

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