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51.
Claudia RusuAuthor Vitae Lorena AnghelAuthor Vitae 《Microprocessors and Microsystems》2011,35(7):613-631
Existing routing algorithms for 3D deal with regular mesh/torus 3D topologies. Today 3D NoCs are quite irregular, especially those with heterogeneous layers. In this paper, we present a routing algorithm targeting 3D networks-on-chip (NoCs) with incomplete sets of vertical links between adjacent layers. The routing algorithm tolerates multiple link and node failures, in the case of absence of NoC partitioning. In addition, it deals with congestion. The routing algorithm for 3D NoCs preserves the deadlock-free propriety of the chosen 2D routing algorithms. It is also scalable and supports a local reconfiguration that complements the reconfiguration of the 2D routing algorithms in case of failures of nodes or links. The algorithm incurs a small overhead in terms of exchanged messages for reconfiguration and does not introduce significant additional complexity in the routers. Theoretical analysis of the 3D routing algorithm is provided and validated by simulations for different traffic loads and failure rates. 相似文献
52.
Claudia AyalaAuthor Vitae Øyvind HaugeAuthor Vitae 《Journal of Systems and Software》2011,84(4):620-637
The success of software development using third party components highly depends on the ability to select a suitable component for the intended application. The evidence shows that there is limited knowledge about current industrial OTS selection practices. As a result, there is often a gap between theory and practice, and the proposed methods for supporting selection are rarely adopted in the industrial practice. This paper's goal is to investigate the actual industrial practice of component selection in order to provide an initial empirical basis that allows the reconciliation of research and industrial endeavors. The study consisted of semi-structured interviews with 23 employees from 20 different software-intensive companies that mostly develop web information system applications. It provides qualitative information that help to further understand these practices, and emphasize some aspects that have been overlooked by researchers. For instance, although the literature claims that component repositories are important for locating reusable components; these are hardly used in industrial practice. Instead, other resources that have not received considerable attention are used with this aim. Practices and potential market niches for software-intensive companies have been also identified. The results are valuable from both the research and the industrial perspectives as they provide a basis for formulating well-substantiated hypotheses and more effective improvement strategies. 相似文献
53.
Machine Translation of arbitrary input is difficult,but the output quality can be improved significantlyif writers create documents with MT in mind. Thisarticle deals with ``MTranslatability' – translatabilityof texts by MT systems. It identifies characteristics oftext that decrease MTranslatability and suggests waysto improve them. It also illustrates the effect of writingfor MTranslatability by showing before-and-after picturesof output from various commercially available MT systems,and gives an overview of tools that help identify and correctthe problems. 相似文献
54.
55.
Design and control of an IPMC wormlike robot. 总被引:2,自引:0,他引:2
Paolo Arena Claudia Bonomo Luigi Fortuna Mattia Frasca Salvatore Graziani 《IEEE transactions on systems, man, and cybernetics. Part B, Cybernetics》2006,36(5):1044-1052
This paper presents an innovative wormlike robot controlled by cellular neural networks (CNNs) and made of an ionic polymer-metal composite (IPMC) self-actuated skeleton. The IPMC actuators, from which it is made of, are new materials that behave similarly to biological muscles. The idea that inspired the work is the possibility of using IPMCs to design autonomous moving structures. CNNs have already demonstrated their powerfulness as new structures for bio-inspired locomotion generation and control. The control scheme for the proposed IPMC moving structure is based on CNNs. The wormlike robot is totally made of IPMCs, and each actuator has to carry its own weight. All the actuators are connected together without using any other additional part, thereby constituting the robot structure itself. Worm locomotion is performed by bending the actuators sequentially from "tail" to "head," imitating the traveling wave observed in real-world undulatory locomotion. The activation signals are generated by a CNN. In the authors' opinion, the proposed strategy represents a promising solution in the field of autonomous and light structures that are capable of reconfiguring and moving in line with spatial-temporal dynamics generated by CNNs. 相似文献
56.
Luis M. Beltrán SierraRonald S. Gutiérrez Claudia L. Garzón-Castro 《Computers & Education》2012,58(1):291-302
Looking for more active and motivating methodological alternatives from the students’ perspective, which promote analysis and investigation abilities that make the student a more participative agent and some learning processes are facilitated, a practical study was conducted in the University of La Sabana (Chía, Colombia), in Computing Engineering (INF) and Agroindustrial Production Engineering (IPA) academic programs under the guiding question: Is Second Life an attractive tool for students, does it increment motivation, promote participation and facilitate learning processes in electronic related subjects in Engineering degrees?Second Life (SL) platform was then used as a traditional on-site class complement in electronic related subjects. A follow up was conducted with several groups during a year and a half, some students followed the subject with the traditional on-site methodology and others did it following a mixed methodology that combined traditional on-site lessons with virtual sessions trough SL, making a comparison and applying a quantitative as well as a qualitative methodology for the information analysis and recollection.After the specified study period it was found that using SL as part of the methodology, increments motivation toward electronic related subjects, and promotes participation and investigation, due to the fact that this tool makes learning possible in a funnier, more interactive and deeper way than if it had been taught in a master class. Having real-time access from a virtual classroom to all types of audiovisual information, helps more senses get involved in the learning process, making it more effective; nevertheless a weakness was detected related to the attention and concentration: students tend to get distracted, because their classroom is the computer and from there they have access not only to the many worlds of SL but to all the social networks and the Internet in general. 相似文献
57.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load. 相似文献
58.
This paper reports on the potential of microelectrical discharge machining (μEDM) as an innovative method for the fabrication of 3D microdevices. To demonstrate the wide capabilities of μEDM two different microsystems—a microfluidic device for the dispersion of nanoparticles and a star probe for microcoordinate metrology—are presented. To gain optimized process conditions as well as a high surface quality an adequate adaption of the single erosion parameters such as energy, pulse frequency and spark gap has to be carried out and is discussed below. Thus, a surface roughness of Ra?=?80?nm is achieved at the channel bottom. The fabricated stylus elements for the star probe have sphere diameters of 40–200?μm. For further surface quality enhancement a subsequent electrochemical polishing step is investigated. In case of the dispersion micromodule a combined process chain of μEDM-milling and electropolishing has reached a surface improvement above 70%. 相似文献
59.
Workers in physically demanding occupations require work breaks to recover from exertion. In a laboratory setting, we investigated the impact of ergometer cycling for 7 h in two conditions with an identical total break time but with two different activity-rest schedules. We hypothesised that more frequent but shorter breaks lead to less psychophysical strain and its effects than do less frequent but longer breaks, particularly for older workers. Twenty-nine participants representing three different age groups were tested in both conditions. Heart rate, perceived exertion/tension and feelings of fatigue were assessed and used as dependent variables. Results indicate no general activity-rest differences as well as no age-related differences of break effects under the condition of subjectively equal straining load. However, heart rate was found to be lower at some measurement points in the frequent-short-break condition and perceived exertion was lower in the infrequent-long-break condition. PRACTITIONER SUMMARY: Design of activity-rest schedules in physically demanding occupations is a key issue in the prevention of strain and hence of interest to ergonomists. Our study suggests that breaks during physically demanding work have the same effect if they are frequent and short or infrequent and long, regardless of age. 相似文献
60.
Claudia Tarantola Paola Vicard Ioannis Ntzoufras 《Expert systems with applications》2012,39(11):10103-10111
Mystery shopping is a well known marketing technique used by companies and marketing analysts to measure quality of service, and gather information about products and services. In this article, we analyse data from mystery shopping surveys via Bayesian Networks in order to examine and evaluate the quality of service offered by the loan departments of Greek Banks. We use mystery shopping visits to collect information about loan products and services and, by this way, evaluate the customer satisfaction and plan improvement strategies that will assist banks to reach their internal standards. Bayesian Networks not only provide a pictorial representation of the dependence structure between the characteristics of interest but also allow to evaluate, interpret and understand the effects of possible improvement strategies. 相似文献