2011
Authors
Alves, JC; Diniz, PC;
Publication
Proceedings of the 2011 7th Southern Conference on Programmable Logic, SPL 2011
Abstract
This paper describes a micro-architecture for a custom programmable FPGA-based processor, with direct support for streaming and vector computations relying on custom cache memory storage. The processor combines a custom data-path with several parallel data ports for accessing operands in streaming mode thus efficiently supporting nested looping constructs found in high-level languages while mitigating the impact on external memory bandwidth. The architecture leverages the strided access patterns of streaming data access using a microcoded sequencer with multi-dimensional nested looping capability. We present synthesis results for the main components of the architecture on a Xilinx's Virtex-4 FPGA device. The results reveal the architecture to be extremely flexible and consume few FPGA resources. © 2011 IEEE.
2011
Authors
Couceiro, MS; Rocha, RP; Ferreira, NMF;
Publication
9th IEEE International Symposium on Safety, Security, and Rescue Robotics, SSRR 2011
Abstract
This paper presents an enforcing multi-hop network connectivity algorithm experimentally validated using a modified version of the Darwinian Particle Swarm Optimization (DPSO), denoted as RDPSO (Robotic DPSO) on groups of simulated robots performing a distributed exploration task. This work aims to overcome limitations of multi-robot systems (MRS) in difficult scenarios (e.g., search and rescue) concerning the need and the ability to actively maintain an available inter-robot communication channel, through the development of effective multi-robot cooperation without relying on a preexisting communication network. Although there is no linear relationship between the number of robots (i.e., nodes) and the maximum communication range, experimental results show that the decreased performance by the developed algorithm under communication constraints can be overcome by slightly increasing the number of robots as the maximum communication range is decreased. © 2011 IEEE.
2011
Authors
Marcos, A; Zagalo, N;
Publication
Entertainment Computing
Abstract
The creation process in digital art relies often on collaborations between an artist (or group of artists) and a multidisciplinary team. This collaboration implies a multidisciplinary work involving art, science, technology, design, psychology, etc. that come together by sharing a common communicational and informational space.In this essay we bring into discussion how the creation process cycle in digital art could be instantiated and applied for the development of serious games through end-user purposes of both creative authors: the digital artists and the serious games developers. We realise a comprehensive analysis of this creation process in digital art, specially the aesthetic musing activity, while devising how it could be helpful to introduce new engaging stimulus in the creative process of serious games. © 2010 International Federation for Information Processing.
2011
Authors
Al Rawi, MS; Silva Cunha, JPS;
Publication
JOURNAL OF NEUROLOGY
Abstract
2011
Authors
Marques, P; Alexandre, D; Ghasemphour, A; Moreira, P; Leite, A;
Publication
Rapid Prototyping Technology - Principles and Functional Requirements
Abstract
2011
Authors
Abreu, C; Ricardo, M; Mendes, P;
Publication
BIODEVICES 2011
Abstract
Wireless Sensor Networks (WSNs) for medical purposes enables real-time (RT) acquisition of vital signals. In this context the network reliability, data integrity and RT delivery have extreme importance. The network should guarantee an appropriate level of Quality of Service (QoS). This paper presents the QoS parameters and metrics of standard telemedicine and WSNs based Medical Applications (MA), and a strategy, based on QoS monitoring, to prevent QoS degradation in WSNs for MA.
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