We propose an online resource allocation solution for multiprocessor systems-on-chip, that executes several real-time, streaming media jobs simultaneously. The system consists of up to 24 processors connected by an -t...
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ISBN:
(纸本)1595934804;9781595934802
We propose an online resource allocation solution for multiprocessor systems-on-chip, that executes several real-time, streaming media jobs simultaneously. The system consists of up to 24 processors connected by an -thereal [7] Network-on-Chip (NoC) of 4 to 12 routers. A job is a set of processing tasks connected by FIFO channels. Each job can be independently started or stopped by the user. Each job is annotated with resource budgets per computation task and communication channel which have been computed at compile-time. When a job is requested to start, resources that meet the required resource budgets have to be found. Because it is done online, allocation must be done with low-complexity algorithms. We do the allocation in two-steps. First, tasks are assigned to virtual tiles (VTs), while trying to minimise the total number of VTs and the total bandwidth used. In the second step, these VTs are mapped to real tiles, and network bandwidth allocation and routing are performed simultaneously. We show with simulations that introducing randomisation in the processing order yields a signicant improvement in the percentage of mapping succdesses. In combination these techniques allow 95% of the processor resources to be allocated while handling a large number of job arrivals and departures. Copyright 2007 ACM.
This paper reports on a cluster analysis of pervasive games through a bottom-up approach based upon 120 game examples. The basis for the clustering algorithm relies on the identification of pervasive gameplay design p...
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We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is desc...
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ISBN:
(纸本)1595936408
We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is described together with a discussion on how this approach can speed up making pervasive games a viable game genre for the general public. Copyright 2007 ACM.
The register file is one of the hottest devices in processor-based systems. Leakage reduction techniques and DTM mechanisms require a thermal characterization of the hardware. This paper presents a thermal model to an...
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Determining if a given arbitrary, wide function can be implemented by a programmable logic block, is unfortunately, in general, a very difficult problem, called the Boolean matching problem. We introduce a novel imple...
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Determining if a given arbitrary, wide function can be implemented by a programmable logic block, is unfortunately, in general, a very difficult problem, called the Boolean matching problem. We introduce a novel implemented algorithm able to map for performance combinational networks using k -LUT based FPGAs. We consider in this paper delay optimum and area optimal k-LUT FPGA mapping algorithms and compare them against a newly developed and recently improved algorithm.
We formulate single-image multi-label segmentation into regions coherent in texture and color as a MAX-SUM problem for which efficient linear programming based solvers have recently appeared. By handling more than two...
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We formulate single-image multi-label segmentation into regions coherent in texture and color as a MAX-SUM problem for which efficient linear programming based solvers have recently appeared. By handling more than two labels, we go beyond widespread binary segmentation methods, e.g., MIN-CUT or normalized cut based approaches. We show that the MAX-SUM solver is a very powerful tool for obtaining the MAP estimate of a Markov random field (MRF). We build the MRF on superpixels to speed up the segmentation while preserving color and texture. We propose new quality functions for setting the MRF, exploiting priors from small representative image seeds, provided either manually or automatically. We show that the proposed automatic segmentation method outperforms previous techniques in terms of the global consistency error evaluated on the Berkeley segmentation database.
In recent years, the amount of Internet accessible digital audiovisual media files has vastly increased. Therefore the need to describe the media (by way of metadata) has also increased significantly. MPEG-7 (finalize...
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In recent years, the amount of Internet accessible digital audiovisual media files has vastly increased. Therefore the need to describe the media (by way of metadata) has also increased significantly. MPEG-7 (finalized in 2001) provides a comprehensive and rich metadata standard for the description of multimedia content. Unfortunately, a standardized query format does not exist for MPEG-7, or other multimedia metadata. Such a standard would provide for communications between querying clients and databases, supporting cross-modal and cross-media retrieval. The lSO/lEC SC29WG11 committee decided therefore to contribute to this application space by adding such functionality as a new part of the MPEG-7 series of standards. In response to a Call for Proposals, six proposals were submitted. This paper describes the strengths of each proposal as well as the resulting draft standard for the MPEG-7 query format.
In this paper a fuzzy C-means (FCM) based approach for speech/non-speech discrimination is developed to build an effective voice activity detection (VAD) algorithm. The proposed VAD method is based on a soft-decision ...
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Interval Global Optimization based on Branch and Bound (B&B) technique is a standard for searching an optimal solution in the scope of continuous and discrete Global Optimization. It iteratively creates a search t...
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In this paper, we present a tool devised for the automatic design and optimization of bioinspired visual processing models using reconfigurable hardware. We have focused on the simulation and optimization characterist...
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