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A new algorithm based on Genetic Programming (GP) for the problem of optimization of Multiple constant Multiplication (MCM) by Common Subexpression Elimination(CSE) is developed. This method is used for hardware optimization for DSP systems. A solution based on Genetic Programming is shown in this paper. The performance of the technique is demonstrated in one- and multi-dimensional digital filters with constant coefficients.  相似文献   
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The paper first presents the details of the development of a new six-noded plane triangular finite dynamic element. A block Lanczos algorithm is developed next for the accurate and efficient solution of the quadratic matrix eigenvalue problem associated with the finite dynamic element formulation. The resulting computer program fully exploits matrix sparsity inherent in such a discretization and proves to be most efficient for the extraction of the usually required first few roots and vectors, including repeated ones. Most importantly, the present eigenproblem solution effort is shown to be comparable to that of the corresponding finite element analysis, thereby rendering the associated dynamic element method rather attractive owing to superior convergence characteristics of such elements, presented herein.  相似文献   
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A continuum theory for multiphase particulate suspensions in a fluid media is formulated. The generalized fundamental balance laws for the particulate phases as well as for the continuous suspending fluid phase are presented. The thermodynamics of a multiphase system is studied and the method of Lagrangian multipliers is employed to include the constraints of incompressibility of materials of the constituents and the criterion for fully saturated media. Constitutive equations are developed which include microrotational and microdilatational effects. The basic equations of motion of different phases are derived and discussed. Special considerations are given to the case of incompressible constituents. Examples of applications of the present theory to dilute suspension flows and multiphase sedimentations are also discussed.  相似文献   
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P2P video streaming networks are found as a scalable solution and an alternative for traditional client–server based video streaming over the Internet. One of the significant issues affecting the success of any P2P streaming network is cooperation between peers. Practical observations have proved the prevalence of free riders in P2P networks that degrade their performance. To solve this problem, using incentive mechanisms, which encourage peers to contribute more in the network, is necessary. In this paper, we designed and proposed a distributed and scalable incentive mechanism for mesh based P2P video streaming networks. In the proposed approach the contribution of the peers is measured and maintained in a distributed fashion. Furthermore, we proposed an incentive sending side scheduler in which peers are served based on their contribution in the network. Our simulation evaluations show the efficiency of the proposed approach in improving the overall perceived video quality by the non-free rider nodes and consequently in the whole network.  相似文献   
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In this paper, we present the first method for the geometric autocalibration of multiple projectors on a set of CAVE-like immersive display surfaces including truncated domes and 4 or 5-wall CAVEs (three side walls, floor, and/or ceiling). All such surfaces can be categorized as swept surfaces and multiple projectors can be registered on them using a single uncalibrated camera without using any physical markers on the surface. Our method can also handle nonlinear distortion in the projectors, common in compact setups where a short throw lens is mounted on each projector. Further, when the whole swept surface is not visible from a single camera view, we can register the projectors using multiple pan and tilted views of the same camera. Thus, our method scales well with different size and resolution of the display. Since we recover the 3D shape of the display, we can achieve registration that is correct from any arbitrary viewpoint appropriate for head-tracked single-user virtual reality systems. We can also achieve wallpapered registration, more appropriate for multiuser collaborative explorations. Though much more immersive than common surfaces like planes and cylinders, general swept surfaces are used today only for niche display environments. Even the more popular 4 or 5-wall CAVE is treated as a piecewise planar surface for calibration purposes and hence projectors are not allowed to be overlapped across the corners. Our method opens up the possibility of using such swept surfaces to create more immersive VR systems without compromising the simplicity of having a completely automatic calibration technique. Such calibration allows completely arbitrary positioning of the projectors in a 5-wall CAVE, without respecting the corners.  相似文献   
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Catalysis Letters - Several highly efficient and magnetically recyclable cobalt catalytic systems were prepared using magnetic chitosan and some safe and available organic compounds...  相似文献   
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A new variant of Differential Evolution (DE), called ADE-Grid, is presented in this paper which adapts the mutation strategy, crossover rate (CR) and scale factor (F) during the run. In ADE-Grid, learning automata (LA), which are powerful decision making machines, are used to determine the proper value of the parameters CR and F, and the suitable strategy for the construction of a mutant vector for each individual, adaptively. The proposed automata based DE is able to maintain the diversity among the individuals and encourage them to move toward several promising areas of the search space as well as the best found position. Numerical experiments are conducted on a set of twenty four well-known benchmark functions and one real-world engineering problem. The performance comparison between ADE-Grid and other state-of-the-art DE variants indicates that ADE-Grid is a viable approach for optimization. The results also show that the proposed ADE-Grid improves the performance of DE in terms of both convergence speed and quality of final solution.  相似文献   
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The widespread availability of broadband internet access and the growth in server-based processing have provided an opportunity to run games away from the player into the cloud and offer a new promising service known as cloud gaming. The concept of cloud gaming is to render a game in the cloud and stream the resulting game scenes to the player as a video sequence over a broadband connection. To meet the stringent network bandwidth requirements of cloud gaming and support more players, efficient bit rate reduction techniques are needed. In this paper, we introduce the concept of game attention model (GAM), which is basically a game context-based visual attention model, as a means for reducing the bit rate of the streaming video more efficiently. GAM estimates the importance of each macro-block in a game frame from the player’s perspective and allows encoding the less important macro-blocks with lower bit rate. We have evaluated nine game video sequences, covering a wide range of game genre and a spectrum of scene content in terms of details, motion and brightness. Our subjective assessment shows that by integrating this model into the cloud gaming framework, it is possible to decrease the required bit rate by nearly 25 % on average, while maintaining a relatively high user quality of experience. This clearly enables players with limited communication resources to benefit from cloud gaming with acceptable quality.  相似文献   
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