806 resultados para Desktop parallel computing


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Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.

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As of today, AUTOSAR is the de facto standard in the automotive industry, providing a common software architec- ture and development process for automotive applications. While this standard is originally written for singlecore operated Elec- tronic Control Units (ECU), new guidelines and recommendations have been added recently to provide support for multicore archi- tectures. This update came as a response to the steady increase of the number and complexity of the software functions embedded in modern vehicles, which call for the computing power of multicore execution environments. In this paper, we enumerate and analyze the design options and the challenges of porting AUTOSAR-based automotive applications onto multicore platforms. In particular, we investigate those options when considering the emerging many- core architectures that provide a more scalable environment than the traditional multicore systems. Such platforms are suitable to enable massive parallel execution, and their design is more suitable for partitioning and isolating the software components.

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Euromicro Conference on Digital System Design (DSD 2015), Funchal, Portugal.

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6th Real-Time Scheduling Open Problems Seminar (RTSOPS 2015), Lund, Sweden.

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6th Real-Time Scheduling Open Problems Seminar (RTSOPS 2015), Lund, Sweden.

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Distributed real-time systems such as automotive applications are becoming larger and more complex, thus, requiring the use of more powerful hardware and software architectures. Furthermore, those distributed applications commonly have stringent real-time constraints. This implies that such applications would gain in flexibility if they were parallelized and distributed over the system. In this paper, we consider the problem of allocating fixed-priority fork-join Parallel/Distributed real-time tasks onto distributed multi-core nodes connected through a Flexible Time Triggered Switched Ethernet network. We analyze the system requirements and present a set of formulations based on a constraint programming approach. Constraint programming allows us to express the relations between variables in the form of constraints. Our approach is guaranteed to find a feasible solution, if one exists, in contrast to other approaches based on heuristics. Furthermore, approaches based on constraint programming have shown to obtain solutions for these type of formulations in reasonable time.

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3rd Workshop on High-performance and Real-time Embedded Systems (HIRES 2015). 21, Jan, 2015. Amsterdam, Netherlands.

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13th IEEE/IFIP International Conference on Embedded and Ubiquitous Computing (EUC 2015). 21 to 23, Oct, 2015, Session W1-A: Multiprocessing and Multicore Architectures. Porto, Portugal.

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Presented at INForum - Simpósio de Informática (INFORUM 2015). 7 to 8, Sep, 2015. Portugal.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática