2023
Authors
Bispo, J; Paulino, N; Sousa, LM;
Publication
PARMA-DITAM
Abstract
The C/C++ compilation stack (Intermediate Representations (IRs), compilation passes and backends) is encumbered by a steep learning curve, which we believe can be lowered by complementing it with approaches such as source-to-source compilation. Source-to-source compilation is a technology that is widely used and quite mature in certain programming environments, such as JavaScript, but that faces a low adoption rate in others. In the particular case of C and C++ some of the identified factors include the high complexity of the languages, increased difficulty in building and maintaining C/C++ parsers, or limitations on using source code as an intermediate representation. Additionally, new technologies such as Multi-Level Intermediate Representation (MLIR) have appeared as potential competitors to source-to-source compilers at this level. In this paper, we present what we have identified as current challenges of source-to-source compilation of C and C++, as well as what we consider to be opportunities and possible directions forward. We also present several examples, implemented on top of the Clava source-to-source compiler, that use some of these ideas and techniques to raise the abstraction level of compiler research on complex compiled languages such as C or C++. The examples include automatic parallelization of for loops, high-level synthesis optimisation, hardware/software partitioning with run-time decisions, and automatic insertion of inline assembly for fast prototyping of custom instructions.
2023
Authors
Reiz, C; Chiarelo Commar, HC; Souza, M; Leite, JB;
Publication
2023 Workshop on Communication Networks and Power Systems (WCNPS)
Abstract
2023
Authors
Castelhano, Maria; Morgado, Leonel; Pedrosa, Daniela;
Publication
SIIE23. XXV Simpósio Internacional de Informática Educativa
Abstract
The emergence of accessible virtual reality
headsets in the past decade multiplied educational uses of
immersive virtual reality. Higher education, in particular, has
seen many such reports emerge. However, there are scarce
frameworks for higher education professionals to plan and
deploy immersive virtual reality within their pedagogical
practice. To attain a perspective on this field, we conducted a
systematic literature review using SCOPUS search, focusing on
Instructional Design Models for Immersive Virtual Reality in
online Higher Education. This review aimed to provide a
comprehensive overview of these models, their respective
phases, and distinctive characteristics. The review identified two
categories of Instructional Design Models for Immersive Virtual
Reality in Higher Education: 1) Models specific to such contexts,
with aspects such as managing immersion time or providing
prior contact with the immersive environment; 2) Models
developed for other contexts and adapted to immersive virtual
reality, addressing aspects such as the importance of creating
objectives, assessment elements, or defining resource purpose.
We conclude that current instructional models used for
immersive virtual reality in higher education lack the
combination of the overall pedagogical concerns with the
specific ones for immersive virtual reality. Thus, we recommend
further research to develop instruction models that combine
both aspects of learning design concerns.
2023
Authors
Mehmood, R; Alves, V; Praça, I; Wikarek, J; Domínguez, JP; Loukanova, R; Miguel, Id; Pinto, T; Nunes, R; Ricca, M;
Publication
DCAI (2)
Abstract
2023
Authors
de Araújo, FMA; Ferreira, AKC; Dantas, MA; Pimentel, HIC; Leal, PRA; de Carvalho, SLB; Fonseca Ferreira, NM; Valente, A; Soares, SFSP;
Publication
icSPORTS
Abstract
The use of technology applied in sports comes each year becoming a great tool to help athletes train. Moreover, the post-pandemic world is undergoing dramatic changes in the way of thinking and acting, with new ways of exercising emerging, but without leaving home. Thus this paper describes the development of a platform for training, focusing on Kendo practitioners (Japanese fencing) using virtual reality tools to allow athletes and training the distance. Through the use of a HMD (Head Mounted Device), kendokas will be able to practice blows and improve their reflex by a gamified experience in a virtual environment.
2023
Authors
Brummund, D; Milzer, G; D'Hulst, R; Kratsch, P; Hashmi, MU; Adam, L; Sampaio, G; Kaffash, M;
Publication
IET Conference Proceedings
Abstract
According to the European Clean Energy Package (2019) Distribution System Operators (DSOs) shall effectively use flexibility services from local and regional assets to safely host more renewable energy sources in the electricity grid. Electricity prosumers become crucial players due to their potential to provide flexibility by adapting their production and consumption behaviour. Yet, integrating new types of assets into the distribution grid to use flexibility creates complexity and hardly predictable power flows in the distribution networks. The European H2020 demonstration project EUniversal aims to overcome the existing limitations in the use of flexibility. For that purpose, smart grid tools for grid state assessment and active system management are developed. A demonstration pilot is set up to test the flexibility value chain from congestion detection to market-based flexibility procurement via a local flexibility market. The pilot is conducted in the LV grids of the German DSO MITNETZ STROM, examining the use of flexible resources in the LV grid for congestion management. The article describes the set-up of the flexibility value chain and shows how all individual parts are integrated into the complete process. © The Institution of Engineering and Technology 2023.
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